r.GBuffer: 0=Do not use GBuffer (fast minimal rendering path), 1=Use GBuffer [default]. (However it caused artifacts which rendered the game unplayable.)
r.SceneColorFormat: (Interessting options which affects some of the GBuffer I think) Defines the memory layout (RGBA) used for the scene color. Affects performance, mostly through bandwidth, quality especially with translucency.
You would like to check out FSceneRenderTargets class and EncodeGBuffer function in DeferredShadingCommon.usf. You would get a better understanding on GBuffer layout. As said, you could slim GBuffer size according to your specific requirement. You must find a balance among performance, vram size and quality.