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Dune Awakening HDR and more (CORSAIR XENEON 27QHD240)
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; %localappdata%\DuneSandbox\Saved\Config\WindowsClient | |
[SystemSettings] | |
; ─── HDR Output & Display Gamut ─────────────────────────────────────────── | |
r.AllowHDR=1 ; Enables HDR rendering support in the engine | |
r.HDR.EnableHDROutput=1 ; Sends HDR output to compatible display (triggers HDR10 mode) | |
; Option list for the two settings below can be found here: | |
; https://dev.epicgames.com/documentation/en-us/unreal-engine/high-dynamic-range-display-output-in-unreal-engine#:~:text=r.HDR.Display,%3A%20ACEScg%2C%20D60 | |
r.HDR.Display.OutputDevice=5 ; Uses ST.2084 (PQ) tone curve — for proper HDR10 tone mapping | |
r.HDR.Display.ColorGamut=1 ; Targets DCI-P3 (D65) color space — ideal match for HDR OLED panels like the XENEON | |
; ─── HDR Brightness & Luminance Configuration ───────────────────────────── | |
r.HDR.Display.MaxLuminance=1200 ; Matches display's peak brightness in nits (set according to Windows HDR calibration) | |
r.HDR.Display.MidLuminance=5.25 ; Controls tone curve midpoint — balances overall exposure for day/night visibility | |
r.HDR.Display.MinLuminanceLog10=-6 ; Defines darkest displayable black — OLED panels reach this level for true black | |
; ─── UI Behavior in HDR ─────────────────────────────────────────────────── | |
r.HDR.UI.CompositeMode=1 ; Composites LDR UI over HDR scene — avoids blown-out UI in dark scenes | |
r.HDR.UI.Level=1.0 ; Controls UI brightness scale — (lower = dimmer) 1.5 is rec. per docs, but for me it adds banding to UI element gradients | |
; ─── Eye Adaptation, Local Exposure & Scene Lighting ─────────────────────── | |
; NOTE: The following settings are most effective when Lumen (Unreal’s real-time global illumination system) is enabled. | |
; Without Lumen, local exposure, contrast shaping, and auto-exposure may have reduced accuracy or no effect. | |
r.HDR.EyeAdaptation.ExposureCompensation=0.4 ; Global exposure shift — 0.4 gives a neutral balance, 0.6 brightens overall | |
r.HDR.LocalExposure.Method=1 ; Enables dynamic local exposure based on scene luminance histogram | |
r.HDR.LocalExposure.HighlightContrastScale=1.35 ; Increases contrast of bright areas — adds pop to sunlit scenes without full bloom | |
r.HDR.LocalExposure.DetailStrength=1.0 ; Enhances contrast-based detail separation — preserves surface texture under HDR | |
r.HDR.LocalExposure.LuminanceMin=0.005 ; Sets darkest tone for local exposure — allows night scenes to stay deep and rich | |
r.HDR.LocalExposure.LuminanceMax=3.0 ; Controls brightest tone — gives more headroom for sun, bloom, and emissives | |
r.EyeAdaptationQuality=2 ; Enables histogram-based smooth eye adaptation (vs. basic exposure snapping) | |
; ─── Tone Mapping & Post Effects ────────────────────────────────────────── | |
r.Tonemapper.Quality=5 ; Enables full-quality tone mapping — reduces banding and improves gradient precision | |
r.tonemapper.sharpen=0.3 ; Applies mild image sharpening after tone mapping — good with DLAA to restore crispness | |
r.Tonemapper.GrainIntensity=0 ; Disables film grain — reduces post-processing noise for cleaner image | |
r.Tonemapper.GrainQuantization=1 ; Keeps tonemapper precision in HDR — prevents loss of detail or softening | |
r.Tonemapper.Film=1 ; Uses cinematic film curve instead of linear ramp — produces natural contrast roll-off | |
r.TonemapperGamma=2.2 ; Sets midtone gamma — improves visibility in shadowed areas without flattening | |
r.Tonemapper.Saturation=1.0 ; Keeps full color saturation — use <1.0 to reduce warmth or stylize | |
; ─── Motion & View Detail Scaling ───────────────────────────────────────── | |
r.MotionBlurQuality=4 ; Enables high-quality motion blur — smoother look, especially when DLSS/DLAA is active | |
r.ViewDistanceScale=2 ; Doubles view distance rendering range — more distant objects stay fully rendered (CPU + GPU intensive) | |
foliage.LODDistanceScale=2 ; Increases distance before foliage LODs drop — higher detail for trees, grass, etc. (CPU + GPU intensive) | |
r.SkeletalMeshLODBias=-2 ; Forces higher detail on skeletal meshes (characters, NPCs) — more triangles, better fidelity (CPU + GPU load) | |
; ─── Buffer Precision Enhancements ──────────────────────────────────────── | |
r.SceneColorFormat=4 ; Uses 16-bit floating point scene color buffer — preserves gradient and HDR precision in main render pass | |
r.PostProcessingColorFormat=1 ; Uses 16-bit floating point post-processing buffer — reduces color banding in tone mapping and bloom |
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