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r.VolumetricFog.GridPixelSize=4 ; (8 scalability)(smaller higher quality)
r.VolumetricFog.GridSizeZ=64 ; (128 scalability)(64 little bit more dynamic volumetricfog)
r.VolumetricFog.InjectShadowedLightsSeparately=0 ; (1 scalability)(Whether to allow the volumetric fog feature)
r.VolumetricFog.Jitter=0 ; (1 scalability)(Whether to apply jitter to each frame's volumetric fog computation, achieving temporal super sampling)
r.VolumetricFog.LightFunction.DirectionalLightSupersampleScale=0 ; (2 constructor)(0 makes volumetric fog outside more transparent, dunno what 2 even does differently from 1)
Also it can mess up the lighting.
anyway you can try
r.Fog=0
You can also try lowering r.Shadow.MaxCSMResolution to 4096 or just use the default value.
This can be demanding too foliage.LODDistanceScale.
If your fps dropped by half, you weren't cpu bottlenecked, and prolly aren't.
None of these should impact your cpu, maybe some of the distance ones, but how many objects are visible is the most demanding thing for the cpu.
But you prolly meant your gpu.
CPU = processor (central processing unit)
GPU = graphics processing unit
except I have a potato pc and it tanks my fps almost in half
which of these do not affect CPU? (my bottleneck)