diff --git a/Source/Engine/Core/Config/GraphicsSettings.h b/Source/Engine/Core/Config/GraphicsSettings.h
index e18814149..ea7d56945 100644
--- a/Source/Engine/Core/Config/GraphicsSettings.h
+++ b/Source/Engine/Core/Config/GraphicsSettings.h
@@ -51,49 +51,49 @@ public:
///
/// Enables rendering synchronization with the refresh rate of the display device to avoid "tearing" artifacts.
///
- API_FIELD(Attributes="EditorOrder(20), DefaultValue(false), EditorDisplay(\"General\", \"Use V-Sync\")")
+ API_FIELD(Attributes="EditorOrder(20), EditorDisplay(\"General\", \"Use V-Sync\")")
bool UseVSync = false;
///
/// Anti Aliasing quality setting.
///
- API_FIELD(Attributes="EditorOrder(1000), DefaultValue(Quality.Medium), EditorDisplay(\"Quality\", \"AA Quality\")")
- Quality AAQuality = Quality::Medium;
+ API_FIELD(Attributes="EditorOrder(1000), EditorDisplay(\"Quality\", \"AA Quality\")")
+ Quality AAQuality = Quality::High;
///
/// Screen Space Reflections quality setting.
///
- API_FIELD(Attributes="EditorOrder(1100), DefaultValue(Quality.Medium), EditorDisplay(\"Quality\", \"SSR Quality\")")
- Quality SSRQuality = Quality::Medium;
+ API_FIELD(Attributes="EditorOrder(1100), EditorDisplay(\"Quality\", \"SSR Quality\")")
+ Quality SSRQuality = Quality::High;
///
/// Screen Space Ambient Occlusion quality setting.
///
- API_FIELD(Attributes="EditorOrder(1200), DefaultValue(Quality.Medium), EditorDisplay(\"Quality\", \"SSAO Quality\")")
- Quality SSAOQuality = Quality::Medium;
+ API_FIELD(Attributes="EditorOrder(1200), EditorDisplay(\"Quality\", \"SSAO Quality\")")
+ Quality SSAOQuality = Quality::High;
///
/// Volumetric Fog quality setting.
///
- API_FIELD(Attributes="EditorOrder(1250), DefaultValue(Quality.High), EditorDisplay(\"Quality\")")
+ API_FIELD(Attributes="EditorOrder(1250), EditorDisplay(\"Quality\")")
Quality VolumetricFogQuality = Quality::High;
///
/// The shadows quality.
///
- API_FIELD(Attributes="EditorOrder(1300), DefaultValue(Quality.Medium), EditorDisplay(\"Quality\")")
- Quality ShadowsQuality = Quality::Medium;
+ API_FIELD(Attributes="EditorOrder(1300), EditorDisplay(\"Quality\")")
+ Quality ShadowsQuality = Quality::High;
///
/// The shadow maps quality (textures resolution).
///
- API_FIELD(Attributes="EditorOrder(1310), DefaultValue(Quality.Medium), EditorDisplay(\"Quality\")")
- Quality ShadowMapsQuality = Quality::Medium;
+ API_FIELD(Attributes="EditorOrder(1310), EditorDisplay(\"Quality\")")
+ Quality ShadowMapsQuality = Quality::High;
///
/// Enables cascades splits blending for directional light shadows.
///
- API_FIELD(Attributes="EditorOrder(1320), DefaultValue(false), EditorDisplay(\"Quality\", \"Allow CSM Blending\")")
+ API_FIELD(Attributes="EditorOrder(1320), EditorDisplay(\"Quality\", \"Allow CSM Blending\")")
bool AllowCSMBlending = false;
///
@@ -130,7 +130,7 @@ public:
///
/// The Global SDF quality. Controls the volume texture resolution and amount of cascades to use.
///
- API_FIELD(Attributes="EditorOrder(2005), DefaultValue(Quality.High), EditorDisplay(\"Global SDF\")")
+ API_FIELD(Attributes="EditorOrder(2005), EditorDisplay(\"Global SDF\")")
Quality GlobalSDFQuality = Quality::High;
#if USE_EDITOR
@@ -144,7 +144,7 @@ public:
///
/// The Global Illumination quality. Controls the quality of the GI effect.
///
- API_FIELD(Attributes="EditorOrder(2100), DefaultValue(Quality.High), EditorDisplay(\"Global Illumination\")")
+ API_FIELD(Attributes="EditorOrder(2100), EditorDisplay(\"Global Illumination\")")
Quality GIQuality = Quality::High;
///
@@ -156,7 +156,7 @@ public:
///
/// Enables cascades splits blending for Global Illumination.
///
- API_FIELD(Attributes="EditorOrder(2125), DefaultValue(false), EditorDisplay(\"Global Illumination\", \"GI Cascades Blending\")")
+ API_FIELD(Attributes="EditorOrder(2125), EditorDisplay(\"Global Illumination\", \"GI Cascades Blending\")")
bool GICascadesBlending = false;
///