Performance and graphics configuration presets for Wuthering Waves Mobile (Version 3.5) designed to help optimize gameplay based on device capability.
These configs aim to improve FPS stability, visual quality, or provide a balanced gaming experience depending on your hardware.
Built using Kuro Game's official 3.5 engine configuration structure, AlteriaX's command references, and extensive testing across multiple Android GPU architectures.
Version 3.5 continues Kuro's streaming and memory management improvements introduced in previous versions while expanding support for newer mobile hardware.
The following optimizations are applied throughout the config collection:
-
Updated Kuro Streaming System
- Uses Kuro's latest streaming architecture where applicable.
- Optimized texture streaming pools based on device tier.
-
Improved Memory Management
- Streaming and garbage collection values adjusted for better stability.
- Reduced texture pop-in on higher-end presets.
- Lower RAM pressure on low-end presets.
-
Device Tier Separation
- Presets are categorized by actual hardware capability rather than a one-size-fits-all approach.
- Separate Snapdragon and All Devices profiles.
-
GPU-Specific Optimization
- Snapdragon presets include Adreno-focused tuning.
- All Devices presets are designed for Mali, PowerVR, Xclipse, and other Android GPUs.
-
Streaming & World Loading Improvements
- Optimized World Partition loading ranges.
- Reduced stutters during traversal and fast movement.
This update carries over the same 8-tier structure (4 tiers × All Devices / Snapdragon) but every preset was rebuilt from the ground up after an audit turned up a structural bug affecting every prior draft, plus a batch of forbidden/ineffective CVars. Details below.
Every prior draft defined its profile like this:
[Android_SomeTierName DeviceProfile]
DeviceType=Android
BaseProfileName=AndroidThe engine only assigns a device to a profile when it detects a real GPU family name (e.g. Android_Mali_G57, Android_Adreno730). Android_SomeTierName isn't a name the engine ever detects, so none of these profiles were actually applied to any real device — every tweak inside them was dead code.
Fix: every tier now uses a two-layer structure — one base profile holding the actual CVars, and a list of real detected GPU family names that point to it via BaseProfileName=, matching the pattern this repo's own configs use.
Per this repo's own FAQ, Kuro's ConfigMonitor silently strips certain CVars at runtime — setting them does nothing.
| CVar | Status | What we did |
|---|---|---|
r.MobileContentScaleFactor |
Forbidden, no bypass | Removed. Resolution scale must be set in-game via Developer Options. |
r.Streaming.PoolSize |
Forbidden, no bypass | Removed. Texture memory footprint now controlled through sg.TextureQuality, which the engine does honor. |
r.ViewDistanceScale |
Forbidden, but has a bypass | Converted to sg.ViewDistanceQuality in every tier — same intent, actually takes effect. |
r.FEstimation.Option, r.SecondaryScreenPercentage.GameViewport |
Forbidden, no bypass | Never added — even the maintainer's own High-Visual and A High-End files still carry these as dead weight. |
sg.EffectsQualityhard-capped at 2 everywhere, regardless of visual tier — a documented crash threshold; going higher crashes the game outright.- KuroFI (Frame Interpolation) needs two companion CVars to avoid a known crash (the "bike" frame-gen bug per this repo's own changelog):
r.KuroFI.EnableSingleOcclusionBloomReplace=1andr.KuroFI.InternalResolutionScale=0.5. Both Low-End tiers disable FI entirely instead — pure overhead with no upside on weak hardware. - Engine.ini vs. DeviceProfiles.ini conflicts: DeviceProfiles.ini loads after Engine.ini and can silently override it. A few drafts had DeviceProfile CVars quietly downgrading a value Engine.ini had already set higher (e.g.
r.SSR.Quality,r.ShadowQuality). Removed rather than left to fight the baseline. - Skin cache reduced (128MB → 64MB) on both Low-End tiers — a fixed memory allocation for character mesh deformation; halving it helps 3-4GB RAM devices without a visible model quality hit.
Kept because they're plausible and not proven harmful, but not confirmed against this repo's testing — watch these closely if you install:
r.GSR.Enabled(Snapdragon tiers) — Qualcomm's GSR upscaler plugin exists in the engine, but nor.GSR.*cvar appears anywhere in this repo.r.PSO.LRUCapacity— plausible shader-cache cvar, not seen in any reference file.fx.Niagara.QualityLevel(Balanced Visual tier and up) — not used in any current-gen tier here.
VRS is disabled by default on Balanced Visual and High End (both folders). The requested r.VRS.EnableMaterial / r.VRS.EnableMesh don't appear anywhere in this repo — the only place VRS shows up at all is a Deprecated Configs folder from an old experimental RT test, and even there the cvars used were different (r.VRS.EnableImage, r.VRS.ContrastAdaptiveShading, etc). Left in as commented-out lines with the real deprecated names in case you want to test separately.
| Tier | All Devices DeviceScore |
Snapdragon DeviceScore |
|---|---|---|
| Low End | 3000 | 3500 |
| Balanced Performance | 4000 | 6000 |
| Balanced Visual | 7000 | 9000 |
| High End | 10000 | 12000 |
Snapdragon scores sit above their All Devices counterparts at every tier — Adreno chips generally have more mature drivers and better sustained performance than budget Mali/Unisoc/PowerVR silicon at an equivalent nominal tier.
Every Engine.ini in this update was checked byte-for-byte against this repo's own corresponding file. Where they matched exactly, they were left untouched (only the skin-cache tweak above was applied, and only to the two Low-End tiers). No Engine.ini in this update contains invented or unverified CVars.
This repository contains two main configuration folders.
General presets designed to work across most Android devices including:
- Mali
- PowerVR
- Xclipse
- Tegra
- Adreno
Presets specifically optimized for Qualcomm Snapdragon chipsets.
These presets include additional Adreno-focused optimizations and tuning designed for Snapdragon devices.
| Tier | Snapdragon Target | All Devices Target | Scale Factor |
|---|---|---|---|
| Low End | Adreno 5xx / 6xx Low | Mali T/G5x, PowerVR GE8xxx | 1.0 |
| Balance Performance | Adreno 6xx / 7xx Midrange | Mali G57/G68/G78 | 1.0 |
| Balance Visual | Adreno 730 / 740 | Mali G715/G78, Xclipse 9xx | 1.5 (SD) / 1.0 (All) |
| High End | Adreno 750 / 830 | Mali G925, Xclipse 9xx | 2.0 (SD) / 1.5 (All) |
Best for devices that struggle with default graphics or experience FPS drops.
- Snapdragon 660
- Snapdragon 665
- Snapdragon 680
- Helio G85
- Helio G88
- Helio G99
- Dimensity 700
- Dimensity 810
- Reduced texture quality
- Reduced shadow quality
- Reduced view distance
- Reduced foliage density
- Reduced visual effects
- Optimized streaming pools
Maximum smoothness over visuals.
Focuses on stable FPS while maintaining acceptable graphics quality.
- Snapdragon 720G
- Snapdragon 730G
- Snapdragon 778G
- Snapdragon 845
- Snapdragon 855
- Dimensity 900
- Dimensity 920
- Dimensity 1080
- Balanced texture quality
- Medium shadows
- Moderate foliage density
- Improved streaming quality
- Optimized world loading
Smooth gameplay with decent visuals.
Improved graphics while maintaining stable performance.
- Snapdragon 870
- Snapdragon 888
- Snapdragon 7+ Gen 2
- Dimensity 1200
- Dimensity 1300
- Dimensity 8020
- Higher shadow quality
- Increased texture quality
- Improved post-processing
- Better foliage rendering
- Increased view distance
Improved visuals without sacrificing stability.
Maximum visuals for flagship-level devices.
- Snapdragon 8 Gen 1
- Snapdragon 8+ Gen 1
- Snapdragon 8 Gen 2
- Snapdragon 8 Gen 3
- Snapdragon 8 Elite
- Dimensity 9000
- Dimensity 9200
- Dimensity 9300
- Dimensity 9400
- Maximum texture quality
- Extended view distance
- Increased shadow quality
- Enhanced effects
- Increased world streaming range
Highest visual quality with stable high FPS.
Some presets include KuroFI-related settings where supported by the game.
Actual frame generation availability depends on the game version, device, graphics API, and Kuro's implementation.
Not all Android devices will benefit from these settings.
- Choose either the All Devices or Snapdragon folder.
- Select the preset suitable for your device.
- Copy the configuration files into:
Internal Storage/Android/data/
com.kurogame.wutheringwaves.global/files/
UE4Game/Client/Client/Saved/Config/Android/
- Overwrite existing files when prompted.
- Launch the game normally.
On newer Android versions you may need Shizuku, ZArchiver, MT Manager, or another Android data folder access solution.
https://alteriax.github.io/WuWa-Config-Info/
If you find these configs helpful, consider supporting the project:
Warning
These configs are provided as-is.
Choosing the wrong preset may cause:
- Reduced performance
- Overheating
- Increased battery drain
- Visual issues
- Game instability
Always back up your original configuration files before replacing anything.
- Configs are designed specifically for Wuthering Waves 3.5.
- Snapdragon presets include Adreno-specific tuning.
- All Devices presets are designed to work across multiple Android GPU architectures.
- Future game updates may change or remove supported commands.
- Always verify functionality after major game updates.
- AlteriaX — Command reference, documentation, and research.
- Arglax — Mobile configuration references and testing methodology.
- Kuro Game — Wuthering Waves.