The tweakable list on the front page has now been updated for the game version v1.12 (AWE Expansion). You can also find the tweakable list on Github, and the changelist from v1.10 here.
If you are experimenting, tweakables can be changed in-game, in realtime, using the Control Dev Menu.
And by "payed attention" you mean assumed or guessed that this wouldn't work without at least trying it first? "Paying attention" to the complete lack of any signs that this wouldn't work for the current version of the game? There's mods made decades ago for games that have been updated since that still work.
They're the first person to try it and report back on the current version it seems. Why be a snarky dick when you probably weren't even aware of what you just said until they commented?
Raising this value by 0.15 smoothed out the GI when affected by strong light sources, looks a lot more pleasant in 1080p: <tweakable type="float1" name="VolumeLight:Temporal Weight" value="0.950000"/>(original value 0.800000)
If anyone figures out how to make the SSR look less grainy in 1080p please let me (and others) know! I only looked at that a little in the dev menu, it has some unused filter modes but none that got rid of the grainy'ness completely.
this cause some areas that are dependent of GI cast a rainbow kind effect and also glitches some surfaces making textures load in black or corrupted, so if you encounter this issue, removing the variable fix it
Don't quote me but I am pretty sure the first line tells the game to use the native resolution for the texture (not some downscaled amount) and the second line is the distance at which the textures scale in (at native res).
No idea what version Unreal is on, but a system like this has basics that are probably pretty well described above.
To save you some reading - these settings are not very intuitive, and the most important one seems to be Max Mip number: <tweakable type="float1" name="Texture Streaming:Max Mip No" value="11.000000"/>
This default seems low, mine is set to 14. Also, the dropped Mips settings lets the engine toss unused or no longer needed Mips; mine is higher than default to free up Mip space for whatever I'm looking at, not lower or 0, but then I'm no Unreal dev and until one shows up, the dirt is linked above lol
Would anyone know how to get Levitate back. I used this mod and I clicked on the infinite hover attribute. When I returned to the game, levitate was gone. I went back into the tweakable inventory, and it shows I have levitate "unlocked" yet it doesn't work. I have the mod that allows you to see what is in the saved game. In the saved game it says Levitate is unlocked. Any advice would be appreciated. I am thinking I must have unknowingly clicked on something in the tweakables list, but I dont know what. But why would it show that levitate is unlocked if it doesn't work? I have restarted the game multiple times and even rebooted the computer but nothing works. I am at a higher level in the game so I can't do anything without levitate.
Is there any option in tweakables that will get rid of the haze/dirt effect that covers the screen when you get hit by a rocket, or when you melee a fire extinguisher/vending machine, or when you get hit by the mold-1 melee attack.
134 comments
If you are experimenting, tweakables can be changed in-game, in realtime, using the Control Dev Menu.
They're the first person to try it and report back on the current version it seems. Why be a snarky dick when you probably weren't even aware of what you just said until they commented?
Image exemple uploaded on Imgur
<tweakable type="float1" name="VolumeLight:Temporal Weight" value="0.950000"/>
(original value 0.800000)If anyone figures out how to make the SSR look less grainy in 1080p please let me (and others) know! I only looked at that a little in the dev menu, it has some unused filter modes but none that got rid of the grainy'ness completely.
no more washed texture whiteboards
<tweakable type="float1" name="Texture Streaming:Max texture load time per update (ms)" value="100.000000"/>
<tweakable type="float1" name="Texture Streaming:Max texture request time per update (ms)" value="10.000000"/>
<tweakable type="int" name="Texture Streaming:Update Slices" value="1"/>
<tweakable type="float1" name="Texture Streaming:Distance scale" value="0.250000"/>
<tweakable type="float1" name="Texture Streaming:Mip target bias" value="0.500000"/>
<tweakable type="int" name="Texture Streaming:Min Pool Size MB" value="500"/>
<tweakable type="int" name="Texture Streaming:Target texture pool size MB" value="2048"/>
<tweakable type="int" name="Texture Streaming:Max Dropped Mips (Characters)" value="2"/>
<tweakable type="int" name="Texture Streaming:Max Dropped Mips (Player)" value="0"/>
<tweakable type="bool" name="LOD: Use ObjectScaleOverride" value="1"/>
<tweakable type="float1" name="LOD: ObjectScaleOverride" value="5.000000"/>
<tweakable type="float1" name="Hierarchy LOD:Distance scale" value="5.000000"/>
<tweakable type="bool" name="LOD: Use ObjectScaleOverride" value="1"/>
<tweakable type="float1" name="LOD: ObjectScaleOverride" value="5.000000"/>
and im pretty sure you want your distance scale to be higher, right?
https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Textures/Streaming/Config/
No idea what version Unreal is on, but a system like this has basics that are probably pretty well described above.
To save you some reading - these settings are not very intuitive, and the most important one seems to be Max Mip number:
<tweakable type="float1" name="Texture Streaming:Max Mip No" value="11.000000"/>
This default seems low, mine is set to 14. Also, the dropped Mips settings lets the engine toss unused or no longer needed Mips; mine is higher than default to free up Mip space for whatever I'm looking at, not lower or 0, but then I'm no Unreal dev and until one shows up, the dirt is linked above lol
<tweakable type="float1" name="Texture Streaming:Max texture request time per update (ms)" value="10.000000"/><tweakable type="int" name="Texture Streaming:Update Slices" value="1"/>
<tweakable type="float1" name="Texture Streaming:Mip target bias" value="0.500000"/>
Steam version
<tweakable type=“bool” name=“Ability Levitate: infinite Hover” value=“1”/>
<tweakable type="bool" name="Camera:Override FOV" value="1"/> <tweakable type="bool" name="Camera:Visualize FOV and DOF" value="1"/> <tweakable type="float1" name="Camera:Override FOV Value" value="90.000000"/>
Of course you can tweak the Fov value number as you like. Hope this helps!
</tweakables>
<tweakable type="bool" name="Camera:Override FOV" value="1"/> <tweakable type="bool" name="Camera: Visualize FOV and DOF" value="1"/> <tweakable type= "float1" name="Camera:Override FOV Value" value="90.000000"/>
Is that true or not ?
Is there anyway to prevent cutscenes from getting all weird due to the increased FoV?
<tweakables>
<tweakable type="bool" name="Camera:Override FOV" value="1"/>
<tweakable type="bool" name="Camera: Visualize FOV and DOF" value="1"/>
<tweakable type= "float1" name="Camera:Override FOV Value" value="90.000000"/>
</tweakables>
example image 2
Is there any option in tweakables that will get rid of the haze/dirt effect that covers the screen when you get hit by a rocket, or when you melee a fire extinguisher/vending machine, or when you get hit by the mold-1 melee attack.