# Trigger r.ExposureOffset in DefaultScalability.ini settings?

**URL:** <https://forums.unrealengine.com/t/trigger-r-exposureoffset-in-defaultscalability-ini-settings/373720>\
**Category:** XR Development\
**Tags:** Eye-Adaptation, unreal-engine, Performance, Exposure, question\
**Created:** [October 18, 2016, 11:07pm UTC](https://forums.unrealengine.com/t/trigger-r-exposureoffset-in-defaultscalability-ini-settings/373720 "2016-10-18T23:07:25Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Prouticus](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Prouticus](https://forums.unrealengine.com/u/Prouticus)\
**Post date:** [October 18, 2016, 11:07pm UTC](https://forums.unrealengine.com/t/trigger-r-exposureoffset-in-defaultscalability-ini-settings/373720/1 "2016-10-18T23:07:25Z")

</div>

I’m setting up a low scalability target for VR in BaseScalability.ini.

I’d like to completely disable r.EyeAdaptationQuality (due to perf cost) by setting it =0 for lowest setting and compensate with an r.ExposureOffset=2. Without this offset, the scene is a bit too dark.

When I define these lines in BaseScalability.ini, r.ExposureOffset does not appear to function at all (attempted various “spin the knob” values to 5, 0, etc).

Is there a way to ensure the command “r.ExpsureOffset” fires based upon scalability settings?
