Devil May Cry 5

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Whether you're considering using Screen Space Reflections (SSR) in DMC5 via my mod, the COOP Trainer, or you're just curious as to what this document holds...
This document details SSR in each mission and how it looks via text format.

SSR in DMC5 often suffers from ghosting issues and a "shake" effect, these can be mitigated/reduced by playing at higher framerates and resolutions but not entirely solved.
These issues are worsened at lower resolutions and framerates. As a result, SSR may look ugly to some no matter what.

This was tested at 1440p, Ultra settings and at 60+ FPS, so your results may vary depending on your settings.
You may want to consider using SSR for screenshotting purposes (for enjoyment, showcasing another mod, etc.) instead of for use when playing the game normally and getting those SSSick combos.

[Prologue]

SSR doesn't change the visuals too much here, besides any blood visible in the mission. However, it can make the blood in the Urizen fight arena look nice in screenshots.

- Slight ghosting may be noticeable in the background (non-playable area), if you specifically look out for it
- SSR will have a "shake" effect

[Mission 01]

Potentially enhances the scene by allowing puddles throughout the level to reflect what is on screen and the rest of the water in the level will also reflect what is on screen.
This is not too noticeable outside the playable area though and in-fact may make some of the water outside the playable area look worse due to the shaking effect.

- Slight ghosting is visible on the road as you're climbing up the road to the boss
- SSR will have a "shake" effect

[Mission 02]

Potentially enhances the visuals of the initial starting area, thanks to an abundance of puddles, wet surfaces and reflective surfaces such as windows.
Can look really good during the Goliath boss fight after you leave the Church!

- Slight ghosting is visible in some areas (e.g. sometimes in the hotel)
- SSR will have a "shake" effect

[Mission 03]

Potentially enhances the visuals of the outside area a fair amount due to the level being surrounded by water. Unfortunately, distant reflections on the water may look ugly and grainy during general gameplay.
Enhances the sewer section a little bit, adding reflections to the water found there but the reflections may be very grainy at certain angles here. Does next to nothing noticeable/positive during the Library/University section.

- Ghosting will occur on all Grim Grip platforms and on the wooden surface of the the Artemis boss room
- SSR will have a "shake" effect, but not all reflective surfaces will suffer from this issue

[Mission 04]

Enhances the visuals of the mission due to the starting area taking place near the Mission 03 area and the mission's abundance of puddles. One or two later sections may look bad to some, due to the
shaking effect and the limiations of screen-space.

- Slight ghosting may be visible in a couple of areas, particularly in the second half/street area
- SSR will have a "shake" effect

[Mission 05]

Enhances the visuals slightly, due to some wet surfaces/puddles, otherwise it doesn't do much to enhance the overall scene and does next to nothing once you escape the ship/reach the sewer onwards.

- Slight ghosting may be noticed on some metal surfaces
- SSR will have a "shake" effect

[Mission 06]

Gilgamesh suffers from ghosting when SSR is enabled, the majority of the level's assets don't appear to be reflective.
Absolutely not recommended.

[Mission 07]

It may look ugly in a couple of small sections, but otherwise SSR enhances the scene where wet surfaces/puddles are visible for the most part.

- Slight ghosting may be noticed on some surfaces
- SSR will have a "shake" effect, but not all reflective surfaces will suffer from this issue

[Mission 08]

SSR doesn't do too much to enhance the scene in most areas of Mission 08 besides the blood pools scattered throughout the level.
Enhances Phase 1 Urizen, but degrades Phase 2 Urizen due to severe ghosting in the newly lit arena...

- Severe ghosting will be noticed during the second phase of Urizen's boss fight, otherwise next to no SSR ghosting will occur throughout the entire level
- SSR will have a "shake" effect, but it is sometimes difficult to notice

[Mission 09]

SSR doesn't change the visuals of Mission 09 much until the very end when the blood is is visible and on the ground.

- Slight ghosting may be noticed during some areas, but it isn't that distracting
- SSR will have a "shake" effect, but may be difficult to notice in some areas

[Mission 10]

Similar to the Prologue and Mission 08, SSR doesn't do much to enhance the scene here besides some water/blood scattered throughout the level.
Enhances the Urizen boss fight scene due to it being "Phase 1" Urizen.

- Ghosting will be visible in some sections of the Qliphoth but it's minimal
- SSR will have a "shake" effect, but it may be difficult to notice

[Mission 11]

Can enhance the scene SLIGHTLY in certain areas/angles...otherwise SSR is hard to notice here and is likely better left disabled for the sake of performance.

- Ghosting will be visible on the "blood waterfall" at the start of the mission and it will also be noticeable during the Cavaliere boss fight
- SSR will have a "shake" effect but it won't apply to all reflective surfaces

[Mission 12]

Looks good in most areas for Mission 12, but can look off/bad in a couple of spots. Unfortunately, it looks horrible during the Urizen boss fight and there's no known way to disable it for that section specifically,
despite that area using a different lighting file (if disabled in the boss area lighting file, it will still be enabled if Mission 12's lighting file has SSR enabled...)

- Severe ghosting will be noticed during the Urizen boss fight, otherwise ghosting should be minimal
- SSR will have a "shake" effect

[Mission 13]

There's next to no reason to use SSR in this mission, due to where the mission takes place.

[Mission 14]

There's next to no reason to use SSR in this mission, due to where the mission takes place.

[Mission 15]

There's next to no reason to use SSR in this mission, due to where the mission takes place.

[Mission 16]

There's next to no reason to use SSR in this mission, due to where the mission takes place.
However, it does slightly enhance the King Cerberus boss fight when he's in his Lightning Mode, due to the appearance of water

[Mission 17]

There's next to no reason to use SSR in this mission, due to how the level was crafted. Despite the use of water, there's an additional layer used for the effect here and it unfortunately masks any SSR that would've been visible.
Sometimes reflective surfaces may appear in this fight, but they're far and few between and often look bad when they do appear due to the shaking effect.

- SSR will have a "shake" effect in the few instances it may be spotted

[Mission 18]

You may observe SSR enhances the blood pools as you're travelling throughout the level, but otherwise there's next to no reason to use SSR in this mission.

[Mission 19]

There's next to no reason to use SSR in this mission. In absolute extreme circumstances you may notice slight reflectivity from weapons such as Cavaliere and Yamato if viewing them in Photo Mode or with free-cam tools.

[Mission 20]

There's next to no reason to use SSR in this mission. In absolute extreme circumstances you may notice slight reflectivity from weapons such as Cavaliere and Yamato if viewing them in Photo Mode or with free-cam tools.

[Bloody Palace]

There's no reason to use SSR while in the Bloody Palace. Focus on surviving the waves of enemies instead of looking for next to non-existent SSR use.