Hi all!
For the game im working on we are trying to squeeze out as much performance as possible on the Low Scalability setting, and I was wondering, are there any commands available to force set Virtual Shadow Maps to be fully cached, at the moment they are part cached and part movable because of windy trees. Plus I wonder, is there a command that disabled all WPO on static meshes like trees who have wind?
Cheers!
Hello there @DannyManPc!
Checking around the community, while there are no direct switches to simply toggle these features, there are a few commands we can test to adjust their behaviours, and work accordingly to your objective. Let’s cover them one by one:
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First, we can force VSM to use the cache more often:
- r.Shadow.Virtual.Cache 1 (this one should reduce updates when anything moves due wind effects)
- r.Shadow.Virtual.MaxPhysicalPages 4096 (will prevent the cache from being cleared so often)
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Next, for WPO, you can disable the feature per mesh instance in Details, but it won’t be as effective with foliage and WP (check this related thread for further details)

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However, you can achieve a similar effect with the following:
- r.MaterialQualityLevel 0 (this will force the materials to remain at a low value)
- r.RayTracing.Geometry.StaticMeshes.WPO 0 (should disable WPO for ray tracing and shadows)
Test your scene with these commands implemented, and check for perfomance changes. You can further evaluate impact using the features from Insights.
Thanks so much @brs-sebascova! Ill give this all a test!