COMPREHENSIVE GUIDE TO CREATING ULTRA HIGH RES RENDERS IN THE UNREAL GAME ENGINE
Since beginning my own cinematic projects in Unreal, I have struggled to find a simple and easy way to configure Unreal to give me the best possible images, regardless of frame rate. I wasn't interested in creating a game, so I wasn't interested in frame rates. I was more interested in how many seconds I could render a frame, not how many frames I could render in a single second.
The problem was, Unreal was created to be fast, efficient, and it is a constant balance of quality and speed; tipping the scales in favor of speed. I wanted to tip the scales the other way. ALL the way. It was very difficult, however, to figure out how to go about doing this. There are lots of settings in Unreal, all intended to optimize and increase performance. They all come at the expense of render quality. I needed to track them all down and kill them. But finding them was hard.
I did many, many Google searches. I found several different reliable resources. Unreal's own documentation provides a lot of examples of how to increase quality. Part of the problem is Unreal is constantly coming out with new updates. This is awesome, but this also means sometimes information is out of date and not helpful or relevant anymore. So, I decided to create a compilation of all the tips and tricks I found. So, here it is. The cinematographers guide to Unreal...or...This isn't a game anymore.
Increasing the texture streaming pool.
Removing light mass compression.
The most important thing for screen shots is just bumping up the resolution/resolution scaling.
And the second most important thing is making or optimizing assets specifically for use with real time engines. A clean model with a proper lightmap and good materials is still going to look better than something just thrown into the engine, even with the settings cranked up.