Ark: SE: Best DefaultEngine.ini for Massive Bases

The primary goal for Ark: SE massive base performance is Draw Call Reduction. When you enter a mega-base, your CPU is overwhelmed by thousands of “draw calls” for individual structures. This configuration leverages the SystemSettings and Texture Streaming overrides to pool these assets together, preventing the 0-FPS freeze when your base first renders.

File Location

For the most effective and permanent change, modify the local Engine.ini (which overrides DefaultEngine.ini without being overwritten by Steam updates):

%LocalAppData%\ShooterGame\Saved\Config\WindowsNoEditor\Engine.ini

Technical Configuration (The 2026 “Architect” Template)

Paste the following block at the bottom of the file. These commands are specifically tuned to handle the massive entity counts of 2026 mega-tribes.

[SystemSettings]
# Ark: SE Structure Optimization - GameEngineer.net
r.ViewDistanceScale=0.4
r.SkeletalMeshLODBias=2
r.StaticMeshLODDistanceScale=1.5
r.ShadowQuality=0
r.Shadow.CSM.MaxCascades=0
r.DistanceFieldShadowing=0
r.DistanceFieldAO=0
r.Streaming.PoolSize=4000
r.Streaming.MipBias=1
r.Streaming.LimitPoolSizeToVRAM=1
r.Upscale.Quality=0
r.MaxAnisotropy=0
r.SimpleDynamicLighting=1
r.LightComplexityColors=0

Parameter Breakdown:

  • r.StaticMeshLODDistanceScale=1.5: This forces structures to use lower-detail “LOD” versions much sooner. In a massive base, rendering high-detail textures for 5,000 metal walls is unnecessary; this setting keeps them “low-poly” until you are right next to them.
  • r.Streaming.PoolSize=4000: (Set to half your VRAM). This increases the memory dedicated to structure and dino textures, preventing the constant “re-loading” stutter when you look around your base.
  • r.SimpleDynamicLighting=1: Replaces complex light calculations with a simplified model. This is crucial if your base is filled with Tek Lights or torches, which are major FPS killers.
  • r.SkeletalMeshLODBias=2: Affects your tames. This lowers the bone-calculation detail for dinos, which significantly reduces CPU load when standing near a massive “kibble farm” or breeding line.

Strategy for 2026 Alpha Base Performance

  • The “-structurememopts” Launch Option: In Steam, add -structurememopts to your launch options. This is a hidden 2026-validated command that optimizes how the engine stores structure data in your RAM, specifically designed for bases with 10,000+ pieces.
  • Hide Floating Names: Use the in-game toggle (End key by default) to hide dino names. In a large base, rendering 200+ floating text labels is a massive CPU bottleneck.
  • Structure Plus (S+) Integration: If playing with mods, always use “S+ Large” pieces (Large Walls, etc.) where possible. Rendering one “Large Wall” (4×4) is significantly faster for the engine than rendering 16 individual small walls.
  • Disable “Menu Transitions”: In the game options, check “Disable Menu Transitions.” This stops the game from blurring the background when you open a vault or smithy, which often causes crashes in high-entity areas.

Key Performance Parameters

ParameterRecommended ValueImpact
View DistanceMedium / LowLimits how many “unseen” structures are calculated.
Mesh LOD1.5 – 2.0Keeps structure geometry simple at distance.
Shadows0 (Off)Removing shadow-casting from structures saves 30% FPS.
Tek Raptor/LightsMinimal useTek effects are highly unoptimized for mega-bases.

Frequently Asked Questions (FAQ)

Why does my base “pop in” all at once?

This is due to the “World Tile Buffer.” If you increase this in the in-game menu, the base will start loading from further away, but it will cause a longer initial stutter. Keeping it on Medium is usually best for “Architect” configs.

Can I use “nomansky” to help?

Yes. Adding -nomansky to your launch options removes the volumetric sky clouds, freeing up GPU power that can be redirected to rendering your base’s structure pieces.

Does this help with the “Black Screen” on join?

Usually, yes. The black screen happens because the server is trying to send you the data for 5,000 walls at once. The r.Streaming.PoolSize tweak helps your PC process that data without timing out.

My Tek Turrets make me lag!

Turret range visualization and the “glow” of Tek Turrets are heavy on the GPU. Lowering r.PostProcessQuality to 0 in the Engine.ini will remove the glow but keep the turrets functional and fast.

Conclusion and Expected Results

By forcing Static Mesh LOD scaling and disabling Dynamic Shadows in your Engine.ini, you are removing the two biggest burdens on the Unreal Engine 4 within Ark. You can expect a 20-40% increase in FPS inside large bases, faster loading times when returning to base via flyer, and smoother navigation through dino-crowded areas.

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