Genshin Impact: Best Config.ini for Maximum View Distance

The standard config.ini in the game folder is used for the launcher, while the actual graphics variables are stored in the Windows Registry. To push view distance beyond the “High” preset, we must target the Environment Detail ($LOD_{env}$) which dictates at what distance high-poly meshes swap with low-poly “imposter” models.

File & Registry Path

Genshin Impact does not use a traditional .ini for engine-level draw distance. Most “config.ini” files you find in the game folder only store launcher settings. To modify actual draw distance values, you must look here:

  • Launcher Config: [Installation Path]\Genshin Impact\config.ini (Basic launcher/resolution settings)
  • Engine Settings (Registry): HKEY_CURRENT_USER\Software\miHoYo\Genshin Impact

Technical Note: Always back up your registry before editing. Values like GENERAL_DATA_h2389025596 contain encrypted binary strings of your in-game settings. For the safest and most effective “Maximum View Distance,” we use the Unity Command Line arguments.

Optimized “Infinite Teyvat” Shortcut Configuration

Since the game lacks a direct r_ViewDistanceScale in a text file, the most stable way to force maximum draw distance is through the Target field of your game shortcut.

ParameterRecommended ValueTechnical Purpose
-screen-width[Native]Ensures the render buffer matches your display.
-force-d3d12EnabledUses the DX12 pipeline for better draw call management in 2026.
Environment DetailHighestThe Key Setting. Forces the engine to use max-poly LODs for distant terrain.
Anisotropic Filtering16xSharpens the textures of the ground stretching into the distance.
# Right-click Genshin Shortcut > Properties > Target:
"C:\Games\Genshin Impact\Genshin Impact Game\GenshinImpact.exe" -screen-width 2560 -screen-height 1440 -force-d3d12

HowTo: Engineering the Ultimate Draw Distance

Follow these GameEngineer.net technical steps to minimize object pop-in:

  1. “Highest” Environment Detail: Go to Settings > Graphics and set Environment Detail to Highest. This is the only setting that requires a game restart. It increases the radius of the “High LOD” circle around the player by approximately $30\%$ compared to “High.”
  2. The Registry “Force-High” Fix: If the game keeps reverting your settings, navigate to the Registry path mentioned above and find GraphicsQuality_h.... Deleting this key will force the game to re-detect your hardware. On modern GPUs, it will default to a higher LOD bias.
  3. Global Illumination (Extreme): In the 2026 build, Global Illumination significantly affects perceived view distance. Setting this to Extreme uses a more advanced “Light Probe” system that makes distant mountains look detailed rather than flat/foggy.
  4. FPS Unlocker Interaction: If you use a community FPS Unlocker, be aware that high framerates ($120\text{–}144\text{Hz}$) can occasionally cause “LOD Flickering.” If distant trees are flashing, cap your FPS at 90 to allow the Unity engine more time to process the geometry stream.
  5. NVIDIA DLDSR / AMD VSR: Because Genshin lacks a “Sharpening” slider for distance, use Deep Learning Dynamic Super Resolution (1.78x or 2.25x). This renders the game at a higher resolution and downsamples it, making distant objects appear much sharper than native 4K.

Technical Explanation: LOD Prefabs and Unity Draw Distance

Genshin Impact uses a “Prefab-based LOD” system. Every tree and rock has four versions: $LOD_0$ (High Detail), $LOD_1$, $LOD_2$, and $LOD_{imposter}$ (2D sprite). The distance at which these swap is hard-coded into the game’s Asset Bundles.

When you set Environment Detail to Highest, you are increasing the threshold of the $Distance_{swap}$ variable. For example, instead of a tree switching to a sprite at $200\text{m}$, it remains a 3D model until $350\text{m}$. Because the engine must calculate the physics and shaders for $2\times$ more objects, this is heavily CPU bound. In 2026, even with a fast GPU, you need a high per-core clock speed to handle the increased “Draw Calls” generated by the expanded LOD radius.

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