To those who just want to add the lines to your own current Engine.ini, here are the lines that I used:
[SystemSettings] r.DFDistanceScale=2 r.ViewDistanceScale=2 foliage.LODDistanceScale=2 ; this might make certain textures bigger depending on the location
Removing fog really makes the whole image dark and crispy. I tried some other values like r.TonemapperGamma=2, r.Shadow.DistanceScale=3, r.BloomIntensity=0.2, r.BloomThreshold=2, r.BloomQuality=1 but I can barely see a difference. Am I missing something?
In the actual game settings, putting post process quality to medium or low looks dramatically better if you still want to keep a more subtle amount of the effects. Normally I turn this sort off stuff off but I think it lends to the dreamlike feel of things pretty well for once.
i noticed this same problem when adjusting the settings. i fixed it without this tweak. it appears there are hidden settings that change with the image presets (low, high, etc). draw distance is one of them. set the preset first to epic and adjust after that. problem solved.
I think it's foliage.LODDistanceScale=2 but this was causing the foilage to appear bigger than it was, hiding things.Like this cliff / wall was completely hidden by a red texture but is visible in this video - maybe spoilers, i'm a few hours in - https://youtu.be/xaZrrh11WtE?si=xahbR8cLV0wJMArF&t=7695 . Only fixed when i removed the foilage setting.
I hope so, I'll report back if it resolves that issue. Additionally, I have a feeling character model LoD distance values are tied to the internal resolution, rather than the upscaled output. In which case, it's likely an oversight that will be patched out by the devs later. Common in many day 1 versions of games. Cyberpunk 2077 had the resolution of its volumetric fog tied to this, which CDPR patched out in 1.6, which is a worst case scenario.
The mod helps with what it says but no it doesn't seem to have changed anything with the models. I used an Engine ini line or two to address this in FFVII Rebirth, I might try some of those and see if it works
In the beginning, when you arrive at the market place (if one can call it that) where many people are standing everywhere, i could clearly observe that it does change the draw distance of models. Just saying. So it does work. Without it, i could see "some" people popping in. With it not anymore, or not as drastically as it is the case with vanilla settings.
Anything that has "LOD Bias" should use negative values for higher quality/distance. Anything with "Scale" should use a positive value for higher distance
Some foliage disappear on the edge of my screen, a bit before it goes outside of the camera view. Not sure it's caused by this mod but I haven't seen streamers have this bug...
Really visible in the very first area of the prologue
As a note for anyone else using xbox game pass to play this on the cheap— I scoured everywhere I could in various folders and could not find the Engine.ini file. This looked the most promising, but couldn't find it.
i tried editing this file with the edits you providwd (manually put them in mine) and they dont work. and if you place a engine.ini file inthere, iot dissapears. if you set read only, nothing happens either. nothing happens either way. but yeah. </3 plz help
@Xorizon Thx soooo much man! that github ini stuff is amazing, finally removes the stupid letterboxes and 30fps caps.. i duno what they were thinking with that nonsense
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[SystemSettings]
r.DFDistanceScale=2
r.ViewDistanceScale=2
foliage.LODDistanceScale=2 ; this might make certain textures bigger depending on the location
edit: ok so r.volumetricfog=0 seems to fix it wouthout removing distance fog BUT BREAKS A LOT OF s#*!, recommend r.fog=0 instead
also the game is super blurry so r.Tonemapper.Sharpen=1 or 2 work great (default is 0)
Using foliage set to Epic, this mod makes my power use in a foliage heavy area go from 80-100w to 200w lol
Additionally, I have a feeling character model LoD distance values are tied to the internal resolution, rather than the upscaled output. In which case, it's likely an oversight that will be patched out by the devs later. Common in many day 1 versions of games.
Cyberpunk 2077 had the resolution of its volumetric fog tied to this, which CDPR patched out in 1.6, which is a worst case scenario.
Anything that has "LOD Bias" should use negative values for higher quality/distance.
Anything with "Scale" should use a positive value for higher distance
Not sure it's caused by this mod but I haven't seen streamers have this bug...
Really visible in the very first area of the prologue
\AppData\Local\Packages\KeplerInteractive.Expedition33_ymj30pw7xe604
Unfortunately the risk you run when dealing with the forsaken format that is UWP.
and it wont be in the folder until you move it there
C:\user\your name\AppData\Local\Sandfall\Saved\Config\Windows
unless the game has never been booted up
Thx soooo much man! that github ini stuff is amazing, finally removes the stupid letterboxes and 30fps caps.. i duno what they were thinking with that nonsense
Tell me, is it possible to increase the distance even more?