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Biozilla

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Biozilla

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  1. Biozilla
    Biozilla
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    Update made that should resolve foliage/shadow issues. Never occurred (still doesn't) on my primary PC. But does my secondary, oddly.
  2. Miimee
    Miimee
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    Excellent mod, the best I could find to solve this problem and it works very well.
    I couldn't stand the pop in of the grass textures, it really got on my nerves :)

    Thank you :)
  3. LikeBullets
    LikeBullets
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    Ok this really works, but i need to put "Background Model Detail" in Ultra in game settings. 

    I recommended everybody download this engine, or if you like copy my engine.ini settings (i used this engine settings + Ultimate Engine Tweaks P40L0X for performance) 

    I recommend too Download DLSS SWAPER and use DLSS 4 (v3.10.1) in the game. 

    My Configs:

    3060 Ti 8GB
    Ryzen 7 5700x3D
    16 GB RAM 3600MHZ

    Settings all High (Fog detail low) and Background Model Detail in Ultra, Dlss 66% 2560x1440 Res 

    [ConsoleVariables]
    t.MaxFPS=0 ;set an FPS cap in AMD Adrenaline/NVIDIA Control panel
    r.OneFrameThreadLag=0 ;this changes how frame buffers are used to reduce latency
    r.DefaultFeature.MotionBlur=0
    r.MotionBlur.Max=0
    r.MotionBlurQuality=0
    r.Shadow.MaxCSMResolution=4096 ;safe value is 4096, up to 8192, be warned it can cause shadow flicker
    r.Shadow.CSM.TransitionScale=2 ;reduces shadow pop in where possible
    r.MassiveEnvironment.SimpleInstanceLODScale=4
    [Core.System]
    Paths=../../../Engine/Content
    Paths=%GAMEDIR%Content
    Paths=../../../End/Plugins/ACLPlugin/Content
    Paths=../../../Engine/Plugins/Experimental/FullBodyIK/Content
    Paths=../../../Engine/Plugins/Experimental/ControlRig/Content
    Paths=../../../End/Plugins/AlignTool/Content
    Paths=../../../Engine/Plugins/Importers/USDImporter/Content
    Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
    Paths=../../../Engine/Plugins/MovieScene/SequencerScripting/Content
    Paths=../../../Engine/Plugins/MassiveEnvironment/MESMPlacementMode/Content
    Paths=../../../End/Plugins/AcrePreBuild/Content
    Paths=../../../End/Plugins/EndEditor/Commandlet/Content
    Paths=../../../End/Plugins/EndEditor/Effect/EndCascade/Content
    Paths=../../../Engine/Plugins/FX/Niagara/Content
    Paths=../../../End/Plugins/VFXNiagara/Content
    Paths=../../../Engine/Plugins/FX/NiagaraExtras/Content
    Paths=../../../Engine/Plugins/FX/NiagaraSimulationStages/Content
    Paths=../../../Engine/Plugins/2D/Paper2D/Content
    Paths=../../../End/Plugins/EndEditor/NaviMap/Content
    Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
    Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
    Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
    Paths=../../../Engine/Plugins/MeshPainting/Content
    Paths=../../../Engine/Plugins/Experimental/GeometryProcessing/Content
    Paths=../../../Engine/Plugins/Experimental/MeshModelingToolset/Content
    Paths=../../../Engine/Plugins/PrecomputedLightEnvironment/Content
    Paths=../../../Engine/Plugins/VolumetricFogInjection/Content
    [SystemSettings]
    r.VSync=0 ; Only if you have VRR enabled on your display, otherwise delete it
    r.IO.UseDirectStorage=1 ; Only if you have an NVMe SSD with DirectStorage support, otherwise delete it
    AudioThread.BatchAsyncBatchSize=256
    AudioThread.EnableBatchProcessing=1
    bUseAsyncComputeContext=True
    csv.trackWaitsGT=0
    csv.trackWaitsRT=0
    FX.AllowAsyncTick=1
    FX.BatchAsync=1
    FX.BatchAsyncBatchSize=128
    FX.EarlyScheduleAsync=1
    fx.Niagara.AsyncCompute=1
    fx.Niagara.DebugDraw.Enabled=0
    niagara.CreateShadersOnLoad=1
    r.AllowMultiThreadedShaderCreation=1
    r.AsyncCompute.ParallelDispatch=1
    r.AsyncCompute=1
    r.DumpGPU=0
    r.D3D11.GPUTimeout=0
    r.D3D12.GPUTimeout=0
    r.DynamicRes.OperationMode=0
    r.Emitter.FastPoolEnable=1
    r.FilmGrain=0
    r.FinishCurrentFrame=0
    r.ForceCPUAccessToGPUSkinVerts=1
    r.ForceOcclusionQueryBatching=1
    r.GPUCrashDebugging=0
    r.GraphicsThread.EnableBackgroundThreads=1
    r.GraphicsThread.UseThreadedDestruction=1
    r.GTSyncType=2
    r.IO.VirtualTextures=1
    r.MaxAnisotropy=16
    t.MaxFPS=0
    r.NT.Lens.ChromaticAberration.Intensity=0
    r.ParallelGraphics=1
    r.ParallelShaderCompile=1
    r.ParallelTranslucency=1
    r.PipelineStateCache.AsyncCompileAfterTypes=1
    r.RenderThread.Priority=2
    r.RenderThread.EnableTaskGraphThread=1
    r.RHI.UseParallelDispatch=1
    r.RHICmdBuffer.EnableThreadedCompletion=1
    r.RHICmdBypass=0
    r.RHICmdUseParallelAlgorithms=1
    r.RHICmdUseThread=1
    r.RHIThread=1
    r.RHIThread.Priority=2
    r.SceneColorFringeQuality=0
    r.ShaderPipelineCache.AsyncCompileRate=32
    r.ShaderPipelineCache.BackgroundBatchSize=32
    r.ShaderPipelineCache.BatchTime=3
    r.ShaderPipelineCache.Enabled=1
    r.ShaderPipelineCache.StartupCache=1
    r.Streaming.AmortizeCPUToGPUCopy=1
    r.Streaming.Boost=1.5
    r.Streaming.DropMips=0
    r.Streaming.LimitPoolSizeToVRAM=1
    r.Streaming.MaxMipLevelReduction=0
    r.Streaming.MipBias=-0.5
    r.TemporalAACurrentFrameWeight=0.15
    r.TemporalAASamples=8
    r.TemporalAASharpness=0.9
    r.TextureStreaming.DiscardUnusedMips=1
    r.TextureStreaming.UseDeferredLock=1
    r.ThreadedShaderCompilation=1
    r.ThreadPool.BackgroundThreadPriority=0
    r.ThreadPool.EnableBackgroundThreads=1
    r.ThreadPool.EnableHighPriorityThreads=1
    r.Tonemapper.GrainQuantization=0
    r.Tonemapper.Sharpen=0.5
    r.UseAsyncShaderPrecompilation=1
    r.VRS.Enable=1
    r.VRS.EnableImage=1
    r.VRS.ContrastAdaptiveShading=1
    r.VRS.Tier=2
    Slate.bAllowThrottling=0
    [ShaderCompiler]
    bAllowAsynchronousShaderCompiling=True
    bAllowCompilingThroughWorkerThreads=True
    bAsyncShaderCompileWorkerThreads=True
    bEnableOptimizedShaderCompilation=True
    MaxShaderJobBatchSize=150
    MaxShaderJobs=1000
    NumUnusedShaderCompilingThreads=2
    [ShaderPipelineCache]
    r.ShaderPipelineCache.PrecompileBatchTime=5
    r.ShaderPipelineCache.PrecompileFrameTime=20
    r.ShaderPipelineCache.BackgroundBatchSize=32
    r.ShaderPipelineCache.BatchTime=3
    [/Script/Engine.Engine]
    bAllowMultiThreadedShaderCompile=True
    [DevOptions.Shaders]
    bAllowShaderCompilingWorker=True
    bOptimizeForLocalShaderBuilds=True
    bUseBackgroundCompiling=True
    WorkerThreadPriority=0
    [TextureStreaming]
    r.Streaming.MaxTempMemoryAllowed=16384 ; Only for 32GB+ RAM. If you have 16GB use 8192, for 8GB use 4096
    r.Streaming.DefragDynamicBounds=1
    r.Streaming.FramesForFullUpdate=1
    r.Streaming.FullyLoadUsedTextures=1
    r.Streaming.UseBackgroundThreadPool=1
    r.TextureStreaming=1
    r.TextureStreaming.FullyLoadUsedTextures=1
    r.TextureStreaming.UseBackgroundThreadPool=1
    [Engine.InputSettings]
    bEnableMouseSmoothing=False
    bViewAccelerationEnabled=False
    RawMouseInputEnabled=1
    [Engine.RendererSettings]
    r.D3D11.UseAllowTearing=1 ; Only if you have VRR enabled on your display, otherwise delete it
    r.D3D12.UseAllowTearing=1 ; Only if you have VRR enabled on your display, otherwise delete it
    D3D11.AFRUseFramePacing=1
    D3D11.AsyncDeferredDeletion=1
    D3D11.MaximumFrameLatency=3
    D3D12.AFRUseFramePacing=1
    D3D12.AsyncDeferredDeletion=1
    D3D12.MaximumFrameLatency=3
    r.AsyncCreateLightPrimitiveInteractions=1
    r.AsyncPipelineCompile=1
    r.EnableAsyncComputeVolumetricFog=1
    r.RDG.AsyncCompute=1
    r.Streaming.UseAsyncRequestsForDDC=1
    [Rendering]
    r.EnableMultiThreadedRendering=1
    [RenderingThread]
    bAllowAsyncRenderThreadUpdates=True
    bAllowThreadedRendering=True
    [/Script/Engine.StreamingSettings]
    s.AsyncLoadingThreadEnabled=1
    s.AsyncLoadingTimeLimit=10
    s.AsyncLoadingThreadPriority=2
    s.AsyncLoadingUseFullTimeLimit=1
    s.AsyncLoadingUseTimeLimit=1
    s.LevelStreamingActorsUpdateTimeLimit=10.0
    s.MinBulkDataSizeForAsyncLoading=262144
    [/Script/Engine.GarbageCollectionSettings]
    gc.MultithreadedDestructionEnabled=1
    [/script/akaudio.aksettings]
    bEnableMultiCoreRendering=True
    [TaskGraph]
    TaskGraph.Enable=1
    [Physics]
    p.AsyncSceneEnabled=1
    [CrashReportClient]
    bAgreeToCrashUpload=False
    bImplicitSend=False
    [Core.Log]
    Global=none
    LogAI=none
    LogAnalytics=none
    LogAnimation=none
    LogBlueprint=none
    LogConfig=none
    LogCore=none
    LogInput=none
    LogInteractiveProcess=none
    LogLinker=none
    LogMemory=none
    LogNetwork=none
    LogOnline=none
    LogOnlineEntitlement=none
    LogOnlineEvents=none
    LogOnlineFriend=none
    LogOnlineGame=none
    LogOnlineIdentity=none
    LogOnlinePresence=none
    LogOnlineSession=none
    LogOnlineTitleFile=none
    LogOnlineUser=none
    LogPakFile=none
    LogPhysics=none
    LogPluginManager=none
    LogRenderer=none
    LogRenderTargetPool=none
    LogShaderCompiler=none
    LogStreaming=none
    LogTemp=none
    LogUObject=none
    +Suppress=Scriptwarning
    +Suppress=Error
    +Suppress=Scriptlog
    +Suppress=Warning
    1. Johtapa
      Johtapa
      • member
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      Which is the average FPS you get with your build? I have a RTX 3070. I7-8700; 16GB, and my PC is struggling to keep 60 fps at FULL HD
  4. qwertZ322
    qwertZ322
    • member
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    can i remove the #shadow i just want the LOD distance.
  5. LikeBullets
    LikeBullets
    • member
    • 1 kudos
    If anyone can get this mod to work with the Background model detail setting set to High in the game settings, please let me know.
    1. Drumjod
      Drumjod
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      If you only want HQ shadows in every environment without flickering, try the following setting under [ConsoleVariables] in the Engine.ini file under C:\Users\username\OneDrive\Documents\My Games\FINAL FANTASY VII REBIRTH\Saved\Config\WindowsNoEditor

      With just the HQ shadow settings I'll list below, it works fine with all graphical settings at High, including Background Model Detail. I'm not sure how other things would effect that or cause issues if you use this full mod though.

      r.ShadowQuality=5r.Shadow.CSM.MaxCascades=16r.Shadow.MaxResolution=1024r.Shadow.MinResolution=1024r.Shadow.MaxCSMResolution=8192r.Shadow.MinCSMResolution=8192r.Shadow.RadiusThreshold=0.001

      Edit: After exploring this further, I now think you only need this one setting for good quality shadows all around (based on quickly checking the Mines and Chocobo Ranch.)
      r.Shadow.MaxCSMResolution=8192

      I'm wondering if the games patch on Feb 3rd improved something. When I was using the earlier day 1 version of the game, I got shadows flickering really bad in the mines if I set shadow resolution above 1024, but that was when setting Min and Max resolution, not MinCSM and MaxCSM. I've always had the CSM's set to 8192 in all my testing. Who knows, maybe other experimentation with different mins and maxes could get even higher quality shadows, because even on any of these adjusted settings, you can see an even higher quality shadow when the camera gets really close to it.
  6. Drumjod
    Drumjod
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    Biozilla, please try these shadow settings I adjusted the numbers to. This makes every outdoor shadow (such as normally flickery low quality ones at the chocobo farm) look high quality, and there is zero flickering of any indoor shadows (like what happens in the Ch. 3 Mythril mines with anything higher than 1024.)

    Maybe playing around with min vs max could get even higher quality shadows, but the shadows with the following settings already look great.

    r.ShadowQuality=5
    r.Shadow.CSM.MaxCascades=16
    r.Shadow.MaxResolution=1024
    r.Shadow.MinResolution=1024
    r.Shadow.MaxCSMResolution=8192
    r.Shadow.MinCSMResolution=8192
    r.Shadow.RadiusThreshold=0.001

    Edit, Idk if it's because of the patch from feb 3rd, but I guess it looks like I only need this one setting for HQ shadows everywhere and no flickering in the mines. With version 1 of the game, if I had maxres and minres higher than 1024 the mines flickered, but I always had maxcsm and mincsm at 8192. Now it seems that's all that's needed from checking breifly.
    r.Shadow.MaxCSMResolution=8192
  7. mythochondria
    mythochondria
    • supporter
    • 1 kudos
    this mod gives the best shadow, but gawd the performance hit is real
  8. Laolama
    Laolama
    • member
    • 0 kudos
    My problem more than the popping, performance or quality of the shadows, is with the poor LOD of the shadows itself, loading and unloading the detail at less than one meter from the character. 

    Does this mod solve this problem? 
  9. ciner13
    ciner13
    • member
    • 0 kudos
    This seems to have worked so far this is the only ini mod that hasn't had shadow flickers the load times of menu's etc also seem quicker
  10. espmic86
    espmic86
    • member
    • 0 kudos
    could you solve this problem? I uploaded a video to let you see it, tried all mods and cvars, engine.ini tweaks and game settings.

    https://youtu.be/PUqeSmCgrPg
  11. DeliciousLambSauce
    DeliciousLambSauce
    • member
    • 0 kudos
    These are the only CVARs I'm running with and it looks very good : 
    r.Shadow.MaxCSMResolution=8192
    r.MassiveEnvironment.ViewLODScale=2

    However, I can see 2 problems right now that I don't know how to resolve :
    - A lot of NPCs fading into existence in front of me when I'm running
    - Low res shadows that turn high res when I get closer to them (ideally I'd like them to be the same regardless of distance)

    Is there any way to fix both of these ? Thanks !