sys_spec_Full=7 r_ShadersMETAL=1 -- Default of 3 allocates all shaders (potentially >150 MB) -- 1 is most memory efficient but definitely causes hitches when converting HLSL -- shaders. Recommend 1 during dev, and 3 with optimized caches for release. r_ShadersPreactivate=1 -- Skip the native upscale as a second upscale occurs on Metal Present r_SkipNativeUpscale=1 ------------------------ -- sys_spec_postprocessing ------------------------ r_SunShafts=1 ------------------------ -- sys_spec_shading ------------------------ r_DeferredShadingTiled=0 r_RefractionPartialResolves=0 e_GI = 0 r_Fur=2 ------------------------ -- Upscaling ------------------------ --0 point, 1 bilinear, 2 bicubic, 3 lanczos r_UpscalingQuality=1 -- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame. -- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame. -- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps e_ShadowsCacheRequireManualUpdate = 2