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 :)
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
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.
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.
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.
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
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.
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)
52 comments
I couldn't stand the pop in of the grass textures, it really got on my nerves :)
Thank you :)
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
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.
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
Does this mod solve this problem?
https://youtu.be/PUqeSmCgrPg
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 !