SPECTRO
JINHSI
WUTHERING WAVES
📁 /Android/data/com.kurogame.wutheringwaves.global/.../Config/Android/
Upload Log → Select Preset → Generate
📱
No config yet
No config yet
🖱️
PC only
📁 INSTALLATION PATH
/storage/emulated/0/Android/data/
com.kurogame.wutheringwaves.global/files/
UE4Game/Client/Client/Saved/Config/Android/
📱 Android 13+: Use Shizuku + rish or root file manager to write to Android/data.
⚡ QUICK STEPS
1
Upload your Client.log — v2 detects GPU, Vulkan support, forbidden CVars, and more.
2
Check DIAGNOSTICS if you uploaded a log — see GPU tier and quality issues.
3
Select ANDROID or PC. Choose quality preset based on your GPU (PC presets based on AlteriaX WuWa-Configs).
4
Click ⚙ GENERATE then ⬇ DOWNLOAD ZIPEngine.ini + DeviceProfiles.ini + GameUserSettings.ini.
5
Copy files to Android/data/.../Config/Android/. To reset: delete the .ini files.
6
In-game: Graphics → Quality → Quality Priority (画质优先).
🔬 v2 KEY DISCOVERIES (from log research)
⚠️ Forbidden CVars — some CVars are blacklisted by the game. If your log shows "5 forbidden CVars removed", your old config was broken. v2 only uses safe CVars.
🔑 Late-register CVarr.streaming.QualityExtraLODBiasSetting MUST go in DeviceProfiles.ini (not Engine.ini). The game registers this CVar after SystemSettings loads.
🎮 KuroPostprocess OFF — default profile turns off character rim light! v2 forces it on (r.Mobile.KuroPostprocess=1).
💥 GPU Particles crash (Mar 2026)fx.KuroUseGPUParticles=1 causes crashes. Always keep at 0.
📐 Priority chain: SetBySystemSettingsIni > SetByDeviceProfile > SetByProjectSetting > SetByScalability. Engine.ini [SystemSettings] has highest priority.
🔧 KEY COMMANDS REFERENCE
COMMANDDESCRIPTIONVALUESNOTE
fx.KuroUseGPUParticles⚠ GPU particle crash fix0 only!MANDATORY
Niagara.GPUDrawIndirectArgsBufferSlackNiagara crash buffer4096MANDATORY
r.Mobile.KuroPostprocessCharacter rim light, skin glow0–1default OFF!
r.Kuro.SkeletalMesh.LODScreenSizeScaleChar LOD quality at distance3.5–7.0default 3.5
r.Kuro.ToonOutlineDrawDistanceMobileCharacter outline distance500–1500default 500
r.Kuro.ToonEyeTransparentDrawDistanceMobileCharacter eye rendering distance200–750default 200
r.Kuro.ToonFaceShadowMeshDrawDistanceMobileCharacter face shadow distance200–750default 200
r.Shadow.SkeletalMeshLODBiasShadow quality on characters0–4lower=better
r.SkeletalMeshLODBiasCharacter model LOD bias-1–2game forces 1
r.Mobile.OutlineScaleCharacter outline thickness0.8–1.5default 1.0
r.Kuro.AutoExposureAuto exposure for character lighting0–1recommend 1
r.Mobile.TreeRimLightRim light on environment objects0–1
r.Kuro.RadialBlur.MobileIntensityScalarSkill radial blur intensity0–1.5
sg.ShadowQualityGlobal shadow tier0–5DeviceProfile may override
r.Shadow.CSM.MaxMobileCascadesShadow cascade count1–3default 2
r.Shadow.KuroEnablePointLightShadowPoint light shadows0–1GPU heavy
r.Shadow.RadiusThresholdFarShadow draw distance threshold0.04–0.15lower=further
r.Kuro.GlobalLightQuality_PCGlobal light quality level1–4
r.HZBOcclusionFix cave/dark area white artifacts0–1
r.streaming.QualityExtraLODBiasSettingTexture sharpness (DeviceProfile ONLY!)80–975late-register
sg.TextureQualityTexture quality tier0–4
r.Streaming.PoolSizeTexture streaming pool (MB)256–1024increase if errors
r.Streaming.BoostTexture streaming priority multiplier0.5–2.0
r.Streaming.MipBiasMipmap LOD bias (lower=sharper)-1–2
r.MaxAnisotropyAnisotropic filtering quality4, 8, 16
r.streaming.TexturePoolSizeModeStreaming pool allocation mode0–21=fixed
r.FramePaceTarget frame rate30/60/90/120
r.MobileHDRMobile HDR rendering0–11=better
r.Mobile.DeviceEvaluationForce GPU tier evaluation1–33=high-end
r.MobileContentScaleFactorContent scale (0=native)0.0–2.00=native res
r.SecondaryScreenPercentage.GameViewportSecondary render scale66–100100=full
r.EnableAggressivePVSAggressive occlusion culling0–1FPS boost
r.BBM.LODBiasBillboard mesh LOD bias0–20=best
r.imp.SSMbScaleLod0Imposter LOD0 scale (0=real mesh)0.0–2.50=best quality
r.Kuro.MobileISMDecideDistanceISM instance draw distance6000–18000
lod.TemporalLagTemporal LOD smoothing0–11=smooth
r.ShaderPipelineCache.EnabledShader cache (prevent stutters)0–1keep 1
r.Kuro.AutoCoolEnableThermal throttle protection0–1
r.AllowPrecomputedVisibilityUse baked PVS data0–11=faster
sg.EffectsQualityEffects/particle quality tier0–4
fx.Niagara.QualityLevelNiagara particle quality0–2
r.EmitterSpawnRateScaleParticle spawn rate multiplier0.3–1.5
r.BloomQualityBloom effect quality0–5
r.Kuro.KuroBloomEnableKuro custom bloom0–1
r.DepthOfFieldQualityDepth of field quality0–20=off
r.LightShaftQualityLight shaft / god ray quality0–1
r.Mobile.WaterSSRWater reflections (needs Vulkan)0–1
r.Mobile.SSRScreen-space reflections0–1
r.Mobile.SSAOScreen-space ambient occlusion0–1❌ FORBIDDEN
r.DisableDistortionDisable heat/refraction distortion0–11=off=faster
r.AmbientOcclusionLevelsAO quality levels0–4
r.Kuro.EnablePlanarReflectionPlanar reflections on surfaces0–1
r.FogDistance fog rendering0–1
r.Kuro.SuperFarFogGlobalDistanceScaleFar fog distance scale0–2
r.Kuro.LandscapeCaptureLandscape reflection capture0–1
r.kuro.LGUIBlurTexture.saveDisable UI blur texture saving0–10=network opt
r.Vulkan.RobustBufferAccessVulkan buffer validation0–11=stable
r.Vulkan.DescriptorSetLayoutModeVulkan descriptor layout mode0–22=best
r.Kuro.GraphicsQuality.ThirdPartyUltraEnableUnlock Ultra quality in-game slider0–1
r.Kuro.MaxFPS.ThirdParty60Unlock 60 FPS slider0–1
r.Kuro.MaxFPS.ThirdParty120Unlock 120 FPS slider0–1
r.FidelityFX.FSR.RCAS.EnabledFSR sharpening0–1❌ FORBIDDEN
r.TemporalAA.SharpnessTAA sharpness0–1❌ FORBIDDEN