Not a ReShade preset, you can still use ReShade to further customise the game visuals if you wish. This is a collection of files that let you customise your visual settings a bit more than vanilla ELDEN RING lets you.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 1.30.2
Added "Ray Traced Ambient Occlusion Dark Blob Mitigation" file
Beyond Maximum & Disable Shadow Rendering Files Update:
Fixed Shadow Quality setting crashing the game when set to "Low"
RTAO Only with 2x Res & 4x Res Soft Rasterised Shadow Files Update:
Fixed Ray Tracing setting rendering ray traced shadows when the setting is enabled at any quality. Ray traced ambient occlusion should now be the only active effect with these files.
Version 1.30.1
Beyond Maximum File Update:
Changed "Low" Ray Tracing option to effectively disable RT effects by keeping them enabled but setting its render distance to 0. This should enable the ability to keep ray tracing disabled in gameplay while also letting you enable ray tracing again for any reason (e.g. screenshots), without having to quit to menu or restart ELDEN RING entirely. This doesn't work with the "Off" setting, unfortunately.
Updated mod description with information accurate to the latest changes of the files provided here and additionally added more information about the global illumination flickering bug that intermittently shows up in some cases (unmodded or modded)
Version 1.30.0
Beyond Maximum File Updates:
Imported "significantly better LOD restored" mod parameter CSV values (https://www.nexusmods.com/eldenring/mods/5265). This improves the level of detail (LOD) of objects across the game, rendering them at higher quality over a larger distance. This also increases shadow rendering distance. Remove the regulation.bin file if you wish to remove these changes for any reason (e.g. performance hit too high, noticed visual issues, etc.)
Fixed the game crashing when Shadow Quality is set to Maximum and the game tries to load the Rennala, Queen of the Full Moon boss fight introduction and Carian Study Hall opening the door to the Divine Tower Bridge cutscenes
Fixed "drawparam" folder being outside of the "param" folder like it was in the last version uploaded
Fixed intense flickering in some locations caused by an experimental parameter value change being leftover by me
Added two new images relating to shadow render distance (vanilla/modded)
Version 1.25.2
New files have been added that focus on performance improvements by disabling effects, rather than improving their quality:
Added "Disable Shadow Rendering" file. Shadow Quality when set to Low will now disable shadows (does not affect ray traced shadows), which should improve performance in most areas. Shadow Quality at Medium or above is unchanged from vanilla, thus shadows will still be enabled at these settings
Added "Disable Screen Space Reflections (SSR)" file. Reflection Quality when set to Low will now disable SSR on applicable surfaces such as bodies of water, which may improve performance in certain areas. Reflection Quality at High or above is unchanged from vanilla, thus SSR will still be enabled at these settings
Added "Disable Volumetric Effects" file. Volumetric Quality when set to Low will now disable volumetric effects, which will make the game appear odd in most areas but should improve performance, as these effects are used almost everywhere in the game extensively. Volumetric Quality at Medium or above is unchanged from vanilla, thus volumetric effects will still be enabled at these settings
Updated "Improved Volumetric Quality Only" file:
Maximum setting has had its values adjusted to further improve quality than previous versions of the mod. This is extremely performance heavy in some areas but can produce some very clean results
High setting is now using values that are improved over the vanilla Maximum setting but with a much lower performance cost than the new Maximum setting. If you can run the vanilla game at Maximum settings smoothly, this setting should still be fine in regular gameplay
Medium setting is now using the same settings as vanilla Maximum setting
Low setting now disables volumetric effects to cover some niche situations
Version 1.25.1
Version 1.25 Experimental Changes file update:
Added missing param folder. The file should now just work as-is when the param folder is drag and dropped into your mods folder
No additional changes
Version 1.25
Updated Beyond Maximum (Work in Progress) file with experimental gparam tweaks:
[Experimental Change] Set SSR Display Mip Scale to "0" from "1", improving the clarity of Screen Space Reflections (SSR). This change is applied to all files in the "drawparam" folder. May be hard to notice on some surfaces such as water unless you pixel peep, but it is there and is more visible on other reflective surfaces, as seen in the example screenshots
[Experimental Change] Set WaterInteraction - ScreenSpace Max Resolution value to "4096" from "512" in mapbase.gparam.dcx file
[Experimental Change] Set Lens Simulation Param HiResolutionBlur value to "True" from "False" in mapbase.gparam.dcx file
[Experimental Change] Set GS Presents - LightShaft HighQualitySkyMask value to "True" from "False" in mapbase.gparam.dcx file
Added Version 1.25 Experimental Changes Only file
Remade the majority of the images in order to be a bit more visually consistent with each other (they also just look better). Further additions to showcase more changes that have been made may be included in the future
Thanks to fromsoftserve for helping me figure out some gparam stuff in order to make this possible!
Version 1.23
Updated Beyond Maximum file with additional tweaks
Added 2x Shadow Resolution Only file
Added 4x Shadow Resolution Only file
Added Soft Rasterised Shadows 2x Resolution file
Added Soft Rasterised Shadows 4x Resolution file
Added RTAO Only with 2x Res. Soft Rasterised Shadows file
Added RTAO Only with 4x Res. Soft Rasterised Shadows file
Version 1.22
Added Soft Rasterised Shadows Only file
Added RTAO Only with Soft Rasterised Shadows file
Version 1.21
Improved Volumetric Quality Only and Beyond Maximum File Updates:
Volumetric Quality: reverted forced shadowing via fogVolumeForceShadowing parameter added in version 1.2 due to it causing issues in several locations, most notably the Finger Birthing Grounds (essentially, this has been reverted back to the vanilla setting)
Beyond Maximum Specific Updates:
Ray Tracing: "Low" setting is now the same quality as the vanilla "Medium" setting quality
Reflection Quality: "High" setting is now the same quality as the vanilla "Maximum" setting quality (may not work properly after further testing)
Lighting Quality: localLightShadowSpecLevelMax is now set back to "5" (same as vanilla), as the increased value didn't appear to increase the number of shadowed light sources
Version 1.2 Small Changes
Project name changed to "Additional Visual Options" from "Some Additional Visual Options"
Updated primary and header images with new background screenshots and with the title updated
Version 1.2
New Additions:
Added new Penumbra Effect Disabled Only file for those that only want to disable the softness of Ray Traced Shadows and change nothing else
Added new Improved Volumetric Quality Only file for those that only want to have improved volumetric lighting quality
Added new experimental RTAO Only with 2x Rasterised Shadow Resolution file for those that only want to have Ray Traced Ambient Occlusion but also improved non-ray traced shadows
Added better comparison images for the Volumetric Quality setting
Beyond Maximum File Update (Version 1.2):
Volumetric Quality: forced shadowing via fogVolumeForceShadowing parameter (experimental change, this may cause visual glitches)
Fixed Ray Tracing setting disabling Ray Traced Ambient Occlusion when set to "High" quality (Version 1.1 Issue)
Fixed Ray Tracing settings not being one tier higher as intended, excluding "Low". "High" quality is now the same as vanilla "Maximum" quality and "Medium" quality is now the same as vanilla "High" quality. (Version 1.1 Issue)
Version 1.1
Beyond Maximum File Update (Version 1.1):
Effects Quality: doubled various parameter values, including emit values, LOD distance scales and render distance scale
Reflection Quality: doubled Calculated Distance Scale (ssrDepthRejectThresholdScale) value and adjusted Fade Angle (ssrFadetoViewerBias) and Fresnel Reject Bias (ssrFresnelRejectBias) parameters (experimental changes, these may do nothing)
Shadow Quality: doubled textureSizeScaler parameter value for "Maximum" setting, doubled textureMinSize and textureMaxSize parameter values for all settings to increase shadow resolutions. These changes may not do anything and will not affect ray traced shadows if they do
Volumetric Quality: improved quality of volumetric lights even more
Version 1.0
Initial upload of Some Additional Visual Options (now called "Additional Visual Options") mod files
All the essential info you need for what a file does can be found in the short descriptions found in the Files tab. There's options for most niches, give it a look. Install using Mod Engine 2 (extract zip file contents to your mods folder). Uninstall by removing the files from your mods folder.
If you want more in-depth information, read below.
General Info
These files have only been tested with Patch 1.15 and Patch 1.16. I cannot provide support for anything but the latest version. Report a bug if you notice one and you're sure it is a file from here causing it.
Yes, I will try to make a similar set of mods for ELDEN RING NIGHTREIGN.
Force Dynamic Shadows Reborn (FDSR) by silentverge (specifically the latest version with just the sfx files installed and other files ignored, for the most stable and consistent experience)
ELDEN RING photomode mod by Otis_Inf (note: you have to pay for this mod)
Special Thanks/Additional Credits:
fromsoftserve (helped me figure out how to start editing gparam files using WitchyBND!)
silentverge (general support and helping me figure out some things in Smithbox!)
Sure, go right ahead. If you plan to upload your mod to Nexus or anywhere else, just credit me. If you want to create patches/merged files that make other mods compatible with any of the files here, please feel free to do so and let me know so I can credit you.
Main File 1: Ray Traced Shadows Only
Changes the Ray Tracing option in-game to only enable Ray Traced Shadows for all quality levels.
Framerates should be improved over the vanilla game ray tracing, due to the lack of ray traced ambient occlusion, however this will only improve framerates by a small amount, as ray traced shadows are the more demanding ray tracing setting.
Main File 2: Ray Traced Ambient Occlusion Only
Changes the Ray Tracing option in-game to only enable Ray Traced Ambient Occlusion for all quality levels.
Framerates will be improved over the vanilla game ray tracing, due to the lack of the performance heavy ray traced shadows and is a good choice if you desire some form of ray tracing but can't take the hit of both ray tracing options at once.
Main File 3: Soft Rasterised Shadows Only
Applies a blur filter to most non-raytraced shadows in ELDEN RING for all shadow quality levels, for those that prefer soft shadows over hard shadows. There are 4 blur levels to choose from, with level 1 being the least amount of blur and level 4 being the most amount of blur.
Main File 4: Improved Volumetric Quality Only
Allows volumetric effects in ELDEN RING to render at a much higher quality when Volumetric Quality is set to "High" or "Maximum" over the vanilla settings. "Medium" is now the same as the vanilla "Maximum" quality and "Low" disables volumetric effects entirely to cover niche situations. Still images don't do this justice, the improvement is much easier to notice when you play for yourself.
Highlighted File: Beyond Maximum (work in progress/experimental, some changes may not work!)
Most settings have been adjusted at their highest selectable setting in favour of visual fidelity over performance, pushing things as far as possible before crashes occur. This will hurt performance a lot, even on very high-end systems (especially at 4K or higher) and with an upscaling/frame generation mod installed.
Generally, the "High" setting is adjusted to be the same as vanilla/unmodded maximum settings and "Medium" is adjusted to be the same as vanilla/unmodded "High" settings, so you can swap on the fly - reducing the need to enable/disable the mod when you want to get back to normal and higher framerate gameplay.
Level of Detail (LODs): All parameter values from the significantly better LOD restored 1.16 mod have been imported via the CSV tables available. Improves level of detail across the game and even increases the distance at which non-RT shadows are rendered. This has a large impact to performance. Remove the regulation.bin file if you don't want these changes.
Motion Blur: changed "High" setting to use hidden Ultra value parameters (disables forceScaleVelocityBuffer, which when enabled, decreases the resolution of the velocity buffer, increased sampleCountBias parameter value from "0" to "2", and increased recurrenceCountBias parameter value from "0" to "1"). Note: unsure if this does anything
Shadow Quality: all shadow settings now use soft shadows, "Maximum" has had its "textureMinSize" value increased from "128" to "4096" and "textureMaxSize" has been increased to "65536" for shadows (don't expect 65K shadows everywhere, but they will be much higher quality). "High" quality is the same as vanilla "Maximum", "Medium" is unchanged and "Low" disables shadow rendering entirely, for the fun of it.
Does NOT affect ray traced shadows or dynamic shadows cast by certain light sources.
Lighting Quality: "Maximum" setting has been changed to render lights several times further than vanilla. "High" setting now renders lights at 2x the vanilla Maximum setting distance and the "Medium" setting now renders at the vanilla Maximum setting distance.
Effects Quality: "Maximum" setting values are all quadrupled over the vanilla Maximum setting. "High" setting now renders at doubled distance over the vanilla Maximum setting. "Medium" setting now uses vanilla Maximum setting values. "Low" is unchanged.
Volumetric Quality: "Maximum" setting will now render volumetric lights at much higher quality with a heavy performance cost, "High" now uses settings that are in between vanilla Maximum and the new highest possible quality at a seemingly minimal performance cost, and "Medium" now uses vanilla Maximum settings. "Low" should disable volumetric effects entirely, for the fun of it.
Reflection Quality: Slightly reduced the amount of screen edge fade out for Screen Space Reflections (SSR), allowing more of a reflection to appear near the edges of your screen. SSR will now display higher fidelity reflections overall. In some areas this is hard to notice, in others it will be very apparent. Remove the "drawparam" folder if you don't want the quality improvements.
Shader Quality: changed "High" setting, which is the highest option in-game, to enable the highPrecisionNormalEnabled parameter.
Ray Tracing: "Maximum" has had its values adjusted to improve the sampling rate of the effects, to primarily address niche cases of spots in the game where RT artifacts can show up (ghosting, boiling, etc.). These can be very hard to notice if you don't know what to look for or where to find them but the framerate cost is very noticeable (especially at 4K or higher). This is primarily meant for screenshotting only! "High" now uses vanilla Maximum settings and "Medium" now uses vanilla High settings. "Low" now sets ray tracing render distance to "0", effectively disabling it - doing this lets you effectively disable RT when you want more performance and re-enable RT when you want quality, without having to Quit to Menu like normal when RT is set to "Off" (these changes don't work with the "Off" setting).
Known Issues & Workarounds
I am one person and cannot check the entire game including Shadow of the Erdtree to test every scenario. If something happens and you're sure it's a file from here causing it (with no other mods installed at all), report a bug.
Issue 1: Potential Crashes
Any known crashes have been fixed in the most recent releases.
Issue 2: Global Illumination Flickering Issue
ELDEN RING has an issue seemingly caused by recent NVIDIA drivers that can randomly cause global illumination flickering on both unmodded and modded setups. Certain mods exacerbate the problem and it will appear more frequently with them installed and as such, some files here contain changes that are likely to increase the frequency of it. This can occur regardless of if ray tracing is enabled or not, though ray tracing does increase the chance of it happening.
This issue is less frequent in the base game than it is in the Shadow of the Erdtree DLC expansion.
If you're noticing the global illumination flickering problem, with or without the files here, try restarting the game. This issue is intermittent and doesn't always happen everytime, so see if that "fixes" it for a while. If using my Beyond Maximum mod, remove the regulation.bin file to remove the level of detail improvements that can increase the frequency of the issue.
Otherwise, try this mod: FSR Frame Generation and Temporal Super Resolution (ERSS-FG) as it has a workaround built-in that helps mitigate the issue (but can't fix it entirely) and offers other potential solutions in the description if you're willing to try them out.
Want a proper fix? Complain to NVIDIA and/or FromSoftware.