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Xaijin

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Xayjyn

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39 comments

  1. alexanderhawkins
    alexanderhawkins
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    Couple things. just my opinion. removing motion blur and especially removing AA is why a lot of people in the comments are having problems with shimmering or white spots, or some even said pixilated. That's all related to AA. Even at 4k, having no AA is not good and will cause these problems... Sub surface scattering is to high. I get that you're trying to push everything to the max but more doesn't always mean better. That is the case for SSS. To little is bad, also to much is also bad. Looking at the playable character, he looks a lot less realistic and a lot of detail on his face goes away with the SSS up that high. Also, motion blur. For anyone running it under 60 fps then it will look bad and choppy without motion blur. So I think the AA, and motion blur should be enabled again and also the SSS should be turned down. just my opinion though.
    1. viictorbravii
      viictorbravii
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      i agree with you, this preset would be muuuuch better at least with aa and dof enabled again.
    2. TheHolyPeanerd6643
      TheHolyPeanerd6643
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      Motion blur is just a pain in the ass in any game, AA as well, if you want AA just use a custom config someone made because they will look a LOT better than the ingame AA options
  2. Endlessunset
    Endlessunset
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     Can you tell us which settings impact performance the most?
    1. Xayjyn
      Xayjyn
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      Draw Distance/LOD
      Particle Lighting
      Shadow Radius and Shadowmap size
    2. Endlessunset
      Endlessunset
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      Cool, thanks.

      Odd question... Do you think you could disable the fake flashlight Jacob has mounted to his shoulder which reflects off surfaces but casts absolutely no light rays?
    3. Xayjyn
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      what's your hardware?
  3. 7heBUNGA
    7heBUNGA
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    How do i install this and TCP Fixes and Improvements ?
    1. Xayjyn
      Xayjyn
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      You don't.
    2. 7heBUNGA
      7heBUNGA
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      works if u take only some of them from ur ini. this is my current and it works :


      [Core.System]
      Paths=../../../Engine/Content
      Paths=%GAMEDIR%Content
      Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
      Paths=../../../Engine/Plugins/FX/Niagara/Content
      Paths=../../../TheCallistoProtocol/Plugins/AssetsCleaner/Content
      Paths=../../../Engine/Plugins/Experimental/GeometryProcessing/Content
      Paths=../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Content
      Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/Content
      Paths=../../../TheCallistoProtocol/Plugins/Runtime/HoudiniEngine/Content
      Paths=../../../TheCallistoProtocol/Plugins/HoudiniNiagara/Content
      Paths=../../../TheCallistoProtocol/Plugins/Marketplace/DialoguePlugin/Content
      Paths=../../../TheCallistoProtocol/Plugins/Wwise/Content
      Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
      Paths=../../../TheCallistoProtocol/Plugins/InstaLODMeshReduction/Content
      Paths=../../../Engine/Plugins/Experimental/ControlRig/Content
      Paths=../../../Engine/Plugins/Tests/EditorTests/Content
      Paths=../../../Engine/Plugins/Tests/RuntimeTests/Content
      Paths=../../../Engine/Plugins/Developer/TraceSourceFiltering/Content
      Paths=../../../Engine/Plugins/FX/NiagaraExtras/Content
      Paths=../../../Engine/Plugins/Experimental/Volumetrics/Content
      Paths=../../../Engine/Plugins/Experimental/Landmass/Content
      Paths=../../../TheCallistoProtocol/Plugins/AccelByteUe4Sdk/Content
      Paths=../../../Engine/Plugins/Runtime/WebBrowserWidget/Content
      Paths=../../../TheCallistoProtocol/Plugins/PhxWater/Content
      Paths=../../../Engine/Plugins/Experimental/Water/Content
      Paths=../../../TheCallistoProtocol/Plugins/PhxBakedLightOcclusion/Content
      Paths=../../../TheCallistoProtocol/Plugins/LevelStreamAssistant/Content
      Paths=../../../TheCallistoProtocol/Plugins/JourneymanMinimap/Content
      Paths=../../../Engine/Plugins/Experimental/FullBodyIK/Content
      Paths=../../../Engine/Plugins/Media/BinkMedia/Content
      Paths=../../../TheCallistoProtocol/Plugins/Marketplace/MORT/Content
      Paths=../../../TheCallistoProtocol/Plugins/PhxStaticMeshTools/Content
      Paths=../../../TheCallistoProtocol/Plugins/PhxDebugContent/Content
      Paths=../../../Engine/Plugins/FSR2/Content
      Paths=../../../Engine/Plugins/FSR2MovieRenderPipeline/Content
      Paths=../../../Engine/Plugins/MovieScene/MovieRenderPipeline/Content
      Paths=../../../Engine/Plugins/Compositing/OpenColorIO/Content
      Paths=../../../Engine/Plugins/MovieScene/SequencerScripting/Content
      Paths=../../../TheCallistoProtocol/Plugins/TFlow/Content
      Paths=../../../TheCallistoProtocol/Plugins/ACLPlugin/Content
      Paths=../../../TheCallistoProtocol/Plugins/MotionMatching/Content
      Paths=../../../TheCallistoProtocol/Plugins/OLATEditor/Content
      Paths=../../../TheCallistoProtocol/Plugins/PhoenixTools/Content
      Paths=../../../TheCallistoProtocol/Plugins/PhxAnimationTools/Content
      Paths=../../../TheCallistoProtocol/Plugins/PhxAutomationTools/Content
      Paths=../../../TheCallistoProtocol/Plugins/PhxFluidPhysics/Content
      Paths=../../../TheCallistoProtocol/Plugins/PhxFrameInsights/Content
      Paths=../../../TheCallistoProtocol/Plugins/PhxResidualBasis/Content
      Paths=../../../TheCallistoProtocol/Plugins/PhxWebRemoteControl/Content
      Paths=../../../Engine/Plugins/2D/Paper2D/Content
      Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
      Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
      Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content
      Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content
      Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content
      Paths=../../../Engine/Plugins/Experimental/MotoSynth/Content
      Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
      Paths=../../../Engine/Plugins/Runtime/OpenXREyeTracker/Content
      Paths=../../../Engine/Plugins/Runtime/OpenXR/Content
      Paths=../../../Engine/Plugins/Runtime/OpenXRHandTracking/Content
      Paths=../../../Engine/Plugins/VirtualProduction/Takes/Content
      Paths=../../../Engine/Plugins/Runtime/Synthesis/Content
      Paths=../../../Engine/Plugins/Runtime/AudioSynesthesia/Content
      +Suppress=ScriptWarning
      +Suppress=Error
      +Suppress=ScriptLog
      +Suppress=Warning

      [/Script/WindowsTargetPlatform.WindowsTargetSettings]
      DefaultGraphicsRHI=DefaultGraphicsRHI_DX12

      [LastKnownPSOFingerprints]
      AdapterInternalDriverVersion=31.0.15.4633
      AdapterDriverDate=12-6-2023
      VendorId=4318
      DeviceID=9860
      DeviceRevision=161
      GameVersion=643473

      [SystemSettings]
      niagara.CreateShadersOnLoad=1
      D3D12.PSO.DiskCache=1
      D3D12.PSO.DriverOptimizedDiskCache=1
      D3D12.AsyncDeferredDeletion=1
      D3D12.ResidencyManagement=1
      D3D11.AsyncDeferredDeletion=1
      D3D11.ResidencyManagement=1
      FX.AllowAsyncTick=1
      FX.BatchAsync=1
      FX.AllowGPUParticles=1
      FX.EarlyScheduleAsync=1
      FX.AllowGPUSorting=1
      AllowAsyncRenderThreadUpdates=1
      AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
      AllowAsyncRenderThreadUpdatesEditor=1
      AudioThread.UseBackgroundThreadPool=1
      AudioThread.EnableBatchProcessing=1
      GeometryCache.OffloadUpdate=1
      LevelStreaming.UnloadNotVisibleLevelsWhenLowRAM=1
      GamethreadUpdates=1
      D3D12.SyncThreshold=999
      RHI.SyncThreshold=999
      D3D12.AdjustTexturePoolSizeBasedOnBudget=0

      [Animation]
      a.ParallelAnimUpdate=1

      [/Script/Engine.RendererSettings]
      r.CreateShaderOnLoad=1
      r.ShaderPipelineCache.PreOptimizeEnabled=1
      r.ForceAllCoresForShaderCompiling=1
      r.AsyncCompute=1
      r.AsyncPipelineCompile=1
      r.Emitter.FastPoolEnable=1
      r.MultithreadedLightmapEncode=1
      r.GTSyncType=1
      r.HZB.BuildUseCompute=1
      r.DontLimitOnBattery=1
      r.AmbientOcclusion.AsyncComputeBudget=1
      r.AOAsyncBuildQueue=1
      r.AllowDownsampledStandardTranslucency=1
      r.Tonemapper.Sharpen=0
      r.TemporalAASharpen=0
      r.Shaders.Optimize=1
      r.ShaderPipelineCache.ReportPSO=0
      r.ShaderPipelineCache.LogPSO=0
      r.ShaderComplexity.CacheShaders=1
      r.ShaderPipelineCache.SaveUserCache=1
      r.ShaderPipelineCache.Enabled=1
      r.ParallelRendering=1
      r.ParallelShadows=1
      r.ParallelTranslucency=1
      r.ParallelVelocity=1
      r.Streaming.UseBackgroundThreadPool=1
      r.Streaming.UseAsyncRequestsForDDC=1
      r.Streaming.AmortizeCPUToGPUCopy=1
      r.Streaming.UseNewMetrics=1
      r.Streaming.DefragDynamicBounds=1
      r.Streaming.LimitPoolSizeToVRAM=1
      r.OneFrameThreadLag=1
      r.UseFastIntersect=1
      r.HairStrands.Cluster.Culling=1
      r.RHICmdCollectRHIThreadStatsFromHighLevel=0
      r.RHICmdBufferWriteLocks=0
      r.D3D12.UseAllowTearing=1
      r.FinishCurrentFrame=0
      r.DiscardUnusedQuality=1
      r.VolumetricRenderTarget.PreferAsyncCompute=1
      r.MaxAnisotropy=16
      r.ViewDistanceScale=10.0
      r.Fog=1
      r.FogDensity=1
      r.VolumetricFog=1
      r.VolumetricFog.GridPixelSize=4
      r.VolumetricFog.GridSizeZ=128
      r.VolumetricFog.HistoryMissSupersampleCount=16
      r.CapsuleShadows=0
      r.Shadow.MaxResolution=4096
      r.Shadow.MaxCSMResolution=4096
      r.Shadow.DynamicInsetShadowEnable=1
      r.Shadow.DynamicInsetShadowRange=16384
      r.Shadow.TexelsPerPixel=16
      r.Shadow.GridToCSM=2
      r.Shadow.GridTextureSize=4096
      r.ShadowQuality=5
      r.HFShadowQuality=3
      r.Shadow.CSM.MaxCascades=10
      r.Shadow.RadiusThreshold=0.01
      r.Shadow.DistanceScale=1.5
      r.Shadow.CSM.TransitionScale=1.0
      r.Shadow.PreShadowResolutionFactor=1.0
      r.MaxWholeSceneDominantShadowResolution=4096
      r.ShadowTexelsPerPixel=16.000000
      r.Streaming.FullyLoadUsedTextures=1
      r.ParticleLightQuality=3
      r.AllowImageReflections=True
      r.AllowImageReflectionShadowing=True
      r.MotionBlur.Max=0
      r.MotionBlurQuality=0
      r.MotionBlur=0
      bEnableMotionBlur=False
      MotionBlur=0.000000
      foliage.DensityScale=5.0
      grass.DensityScale=5.0
      fFOV=110.000000
      r.MaxQualityMode=1
      b.LevelStreamingMaxLODLevel=3
      b.LevelStreamingDistanceRatioForLOD=1.0
      r.LightFunctionQuality=3
      r.TrueSkyQuality=1
      r.IBLQuality=1
      r.DistanceFieldShadowing=1
      r.HighQualityLightMaps=1
      r.ReflectionEnvironment=2
      r.RefractionQuality=3
      r.DetailMode=2
      r.EmitterSpawnRateScale=3.0
      r.StaticDecals=True
      r.DynamicDecals=True
      r.DynamicLights=True
      r.DynamicShadows=True
      r.bAllowLightShafts=True

      [/Script/Engine.CollisionProfile]
      bRunAsyncTraceOnWorkerThread=True

      [/Script/Engine.StreamingSettings]
      s.MinBulkDataSizeForAsyncLoading=0
      s.ProcessPrestreamingRequests=1

      [/Script/Engine.GarbageCollectionSettings]
      gc.CreateGCClusters=1
      gc.AllowParallelGC=1
      r.ShaderDrawDebug=0

      [Slate]
      Slate.CacheRenderData=1
      Slate.EnableWidgetCaching=1

      [/Script/Engine.Engine]
      bAllowMultiThreadedShaderCompile=True
      tick.AllowAsyncComponentTicks=1
      tick.AllowAsyncTickCleanup=1
      tick.AllowAsyncTickDispatch=1
      tick.AllowConcurrentTickQueue=1
      tick.DoAsyncEndOfFrameTasks=1

      [/Script/AkAudio.AkSettings]
      bEnableMultiCoreRendering=True

      [CrashReportClient]
      bAgreeToCrashUpload=False
      bImplicitSend=False

      [Core.Log]
      LogPluginManager=all off
      LogOnlineIdentity=all off
      LogOnlineSession=all off
      LogMemory=all off
      LogPakFile=all off
      LogTemp=all off
      LogLinker=all off
      LogOnline=all off
      LogOnlineGame=all off
      LogAnalytics=all off
      LogConfig=all off
      LogInteractiveProcess=all off
      LogInput=all off
      LogOnlineEntitlement=all off
      LogOnlineEvents=all off
      LogOnlineFriend=all off
      LogOnlinePresence=all off
      LogOnlineTitleFile=all off
      LogOnlineUser=all off
      Global=off
    3. Xayjyn
      Xayjyn
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      Nope.

      The original is designed to have unlimited streaming and spooling, "infinite" draw distance and full entity display at any distance with no LOD.

      All you've done is limit those things and amount of thread and core access as well as cache usage.

      literally half assed.
    4. 7heBUNGA
      7heBUNGA
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      Cna you please tell me which commands do what you say so i change them ?
  4. Muffinsmasher
    Muffinsmasher
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    I'm confused, does this improve FPS performance or decrease it?
  5. Yamifish
    Yamifish
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    How do i reenable antialiasing? The hair is wayy to aliased. If I load up the game and turn on antialiasing in the settings, nothing changes. 

    Playing at 4k native/no fsr if that means anything. Is the line in the settings files r.DefaultFeature.AntiAliasing?
    1. Xayjyn
      Xayjyn
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      yep.
    2. Yamifish
      Yamifish
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      Changing it to 1 in all files does nothing, so either it needs to be a different number, or its not anti aliasing. 
    3. Xayjyn
      Xayjyn
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      remove the line
  6. vikkismr
    vikkismr
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    Greetings! r.RayTracing have different values in your files. That is how it should be?
    1. Xayjyn
      Xayjyn
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      You can reset them to what you desire by simply changing after loading up the mod.

      However: as of the current patch (1.08) raytracing shadows is still broken and should not be enabled as you're gonna get hammered and this will contribute to the game's active memory leak.
    2. d0x360
      d0x360
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      are you sure its not the vram leak caused by nvidia drivers and dwm.exe thats existed for nearly a year?  I havent noticed any memory leak from the game which you can test yourself by idling in 1 area.  If its the game it will use more and more vram x time but it doesnt.  I also scanned it and there were no apparent leaks found
    3. Xayjyn
      Xayjyn
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      The DWM leak was fixed two drivers ago, so that isn't likely to be the problem, and while I have not tested the current callisto patch that just dropped with NG+, the highest shadow setting under RT was definitely causing memory hogging.

      The game tends to cap out at 8-12 gigs or so depending on which level you're in, on the surface and in the greenhouse you could hit 17 gigs easy under the maxed rt shadow settings, and 5 gigs of shadow map data in ANY game is bonkers so there was definitely a cache flushing issue.
  7. Red5312
    Red5312
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    Hey great mod first of all, my looks better and loads textures way faster than it did before, which was kinda immersion breaking. One issue tho um I get like some weird effects? the characters are more pixalated and shiny? Here I hope this'll help

    Idk if it's just my computer or did I do something wrong? Any help would be appreciated
    1. Xayjyn
      Xayjyn
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      1. What resolution are you running
      2. Are you running FSR
      3. are you running dedicated fullscreen, windowed or borderless window
    2. Red5312
      Red5312
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      1. Resolution 1920x1080
      2. Yes
      3.Fullscreen

      Btw appreciate the response so soon after I submitted my issue
    3. Xayjyn
      Xayjyn
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      ok.

      The pixelization is likely from being 1920 by 1080. The Maximum series is geared towards 4K/8K (yes 8K. Not dlss "eightkay" but actual set your GPU on fire 8K.)

      The Maximum mods are 100% leveraged bruteforce mods that do not compromise on quality over performance, hence the name.

      The shimmering "shininess" is very likely FSR, if you're running it in max performance mode.

      AMD has a handy dandy chart that is pretty accurate on how it pans out at various settings:

      https://preview.redd.it/1ka01b2avpe71.jpg?width=960&crop=smart&auto=webp&s=52321165004fd664d75be43bc2c54056fd8ae772

      Hitting about 70% screen actual should diminish the effect considerably, and you def wanna be running the game in dx12 and in full screen. While dx11 is more stable than dx12, you also take about a 22% hit to frame time and frame rate.
    4. CappNemo
      CappNemo
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      is there a way to adjust it so textures work for 1920x1080 without the pixelization?
    5. Xayjyn
      Xayjyn
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      You can reduce texture size in the main menu, but the pixelization isn't pixelization, it's artifacting from running a 4K imagespace at a quarter of its intended resolution.

      Changing the FSR performance and quality settings can alter this.
    6. XXLpeanuts
      XXLpeanuts
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      I get this shimmer, white spots and "shine" on everything and because you disabled the AA everything has jaggies, reenabling it in settings doesnt seem to help. Disabling upscailing and even forcing smaa via reshade didnt help. I am running a resolution of 5120x1440 so its not that its an issue either.
    7. Xayjyn
      Xayjyn
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      not upscaling


      This is literally what it is. You're running "5K"-2K on a manifest designed for pure 4K/8K.

      4K pixel density is 8.3m in 16:9, 5/14 is 7.3m in 32:9 which means your vertical resolution is 50% less.
    8. stsl0993
      stsl0993
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      This problem persists in full 4k resolution, regardless of whether upscaling methods are applied or not.
      Some of the mips settings completely kill the naturalness of the textures - this is especially pronounced on the hair and face of the characters, as well as on the metal edges of objects.
      Since there are quite a lot of options, a hint is needed on how to fix this (even by returning some of the textures to the original resolution).
    9. Xayjyn
      Xayjyn
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      There is no upscaling. That's literally the point of the mod. Full asset use, no blur. Mips are normally used on distant objects meant to be background only, the mod forces full model fidelity even at that distance, so mipmaps aren't being invoked. The only place you're going to see them is during the outside section on environmental geometry.

      Mips do not come up in the interior sections other than the greenhouse reveal or the original colony start. What you're asking for post processing and blur to soften geometry, in which instance you don't need the mod at all.
    10. DeadlyRed
      DeadlyRed
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      my game started being really shiny n messed up even on 4k max settings with or without rtx, i had no upscalling on
  8. i41job
    i41job
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    Hello, I want to ask, which parameter is used to adjust the  Particle Density?
    1. Xayjyn
      Xayjyn
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      r.ForceLOD=1
      r.MaxQualityMode=1
      r.EmitterSpawnRateScale=3.0
      r.ParticleLightQuality=3
  9. Cavou
    Cavou
    • supporter
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    Wonderful tweaks! With some adjustments of my own, in particular reducing draw distance to 2.0 and removing the lines that always force mipmaps (which gave frame drops when looking through lots of smoke like in the intro prison break), I got it looking so much better than vanilla but running only around 6-8 frames worse.

    What has the recent update changed/added?
    1. Xayjyn
      Xayjyn
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      They changed streaming/preload strengths and changed some the raytrace variables to be friendlier to current (30XX, 40XX, 60XX 79XX) gen cards as opposed to just bruteforcing everything (which is very VERY easy to do on the ps5 thanks to the I/O chip).

      On strong hardware you'll get a slight hit to max FPS but your frametimes should be way more consistent.

  10. Sunbeaches81
    Sunbeaches81
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    Hmm there are no such settings as you listed in the WindowsNoEditor folder..
    1. Xayjyn
      Xayjyn
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      Because it replaces the files thereof.