Hogwarts Legacy

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yakuzadeso

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yakuzadeso

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  1. yakuzadeso
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    The game looks incredible with Cinematic Ultra and Ultra Plus Visuals. You can use them both at the same time.
    1. SCARDlGNE
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      You sure they will "lower" this mods graphics? some settings could be more beneficial no?

      r.MipMapLodBias=-999999
      r.Streaming.MipBias=-999999
      r.ParticleLODBias=-999999
      r.Shadow.CSMDepthBias=-999999
      try increasing lod-bias if possible so that DLSS and DLAA can read textures much more efficiently at a distance
    2. yakuzadeso
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      This is extremely overkill and don't even know if it is functional. Last time I've checked Ultra Visuals Plus many settings like shadows were lower than Cinematic Ultra. Lemme check again and imma get back to you. I'm actually using the game's Cinematic preset and I don't think there's a benefit to going even higher than that or if it would even work. It could even cause problems like broken shadows, flickering ambient occlusion etc.

      Edit: Where did you find these values? I can't see them anywhere in Ultra Visuals Plus. Many things in it are still lower than Cinematic.
    3. sammilucia
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      The Ultra+ mod doesn't use the shadow configuration options at all - they literally have no effect, because it's using global illumination instead (SSGI). If you don't believe me try changing them in the console — they have no effect.
    4. yakuzadeso
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      r.ShadowQuality=5
      r.Shadow.CSM.MaxCascades=5 ;Lower than Medium
      r.Shadow.CSM.TransitionScale=2 ;Higher than intended maximum. Could be fine, could do nothing at all, could even be problematic
      r.Shadow.MaxCSMResolution=2048 ;Lower than Ultra
      r.Shadow.MinResolution=512
      r.Shadow.MaxResolution=2048 ;Lower than Ultra
      r.Shadow.RadiusThreshold=0.03 ;Lower than Ultra
      r.Shadow.DistanceScale=3 ;Higher than intended maximum. Could be fine, could do nothing at all, could even be problematic
      r.ViewDistanceScale=5 ;Lower than Ultra
      r.LightMaxDrawDistanceScale=5 ;Lower than Ultra
      r.LightFunctionQuality=3 ;Higher than intended maximum. Could be fine, could do nothing at all, could even be problematic
      r.BloomQuality=4 ;Lower than Ultra
      r.DefaultFeature.AmbientOcclusion=0 ;Very low, Disables Ambient Occlusion
      r.AmbientOcclusionLevels=0 ;Very low, Disables Ambient Occlusion
      r.AmbientOcclusion.Method=0 ;Very low, Disables Ambient Occlusion

      Taken from the Ultra Plus Visuals mod. Also I would love to be able to test these out in real time. But the console was not functional when I tried it out with Unreal Unlocker. Is there another way to use the console?

      Also the game already uses Global Illumination on all settings on 3 and 4. Also as far as I know global illumination should mainly affect lighting, and then shadows. Shadows are mainly affected by the shadows settings. Although I still want to actually test them out in real time. 
    5. SCARDlGNE
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      If you guys worked together you could create a really nice merged solution
    6. sammilucia
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      Also the game already uses Global Illumination on all settings on 3 and 4

      no, it doesn't. install your mod, and go into the console and type r.SSGI.Enable 1, and you will see the difference straight away.

      yep to use the console i'm using UUU the subscribed version on their Patreon (v4.5.8) and it's working perfectly.

      all the shadow settings in your mod do nothing with SSGI turned on (including the ones you've listed below. except for about 3 settings).

      the rest of the settings you've listed don't make any difference. including ambient occlusion. using these mods together will literally disable parts of each others' mods.

      i set bloom to 4 instead of 5 because 5 was too much on light sources (until v0.8). this is in my notes (!)

      as i've stated, the goal of Ultra+ is to squeeze the maximum visuals out without wasting FPS. it is NOT to put everything up to maximum regardless of the consequences. it's very hand-tuned, by sitting at the console and trying things.

      it seems the goal of Cinematic is to turn everything up to maximum. that's not my goal
    7. sammilucia
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      the actual "Ultra" settings from the game (again, most of these do nothing with Ultra+)

    8. yakuzadeso
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      Cinematic Ultra and Ultra Plus are still compatible. It's just that only the Performance and Colors version will work without problems. Also sammi yea I get it that you don't want to hit higher than Ultra, it is not what I'm saying. I'm just explaining some things for the end users here that want graphics higher than Ultra. It is indeed really weird if SSGI is not enabled. I can see it as enabled in the game's files. But I need to test them myself with the console cause I can definitely see differences between Cinematic and Ultra.

      Edit: Cinematic Ultra is compatible with Engine.ini mods. But stuff will be overwritten because it is lower priority than the Engine.ini file.
    9. yakuzadeso
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      Alright the game is reading my mod just fine. I've used (Apparate) UETools with its console. SSGI is indeed disabled which is extremely weird since its quality is set to 3 and 4 in every preset. But, as I've already said, SSGI should mainly affect lighting, and then shadows. Shadows are mainly affected by the shadows settings. Check the screenshots below:

      SSGI enabled and Shadows Quality 5:



      


      SSGI Enabled and Shadow Quality 0:





      You can clearly see that the shadows and their settings are a thing even with GI enabled. They are getting disabled when setting their quality to 0 and enabled with 5. They are two different things. Also, thank you for pointing out the GI is not being enabled btw.
    10. SCARDlGNE
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      for real you guys should just merge your mods and become co-creators. What is best is creating the mod to max out the graphical fidelity whilst not going overkill on stuff that does not see much more fidelity increase to performance requirement. I mentioned below a bit about hybrid RT reflections btw, you guys should enable that optionally as its performance friendly and really nice!
    11. SCARDlGNE
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      enabling hybrid reflections RT in the engine.ini is amazing, you should try enable it in this mod. it can be used when all RT is disabled and it only uses RT reflections in a hybrid onscreen only mode, check it out!
       it needs to be used with the 100% resolution and denoiser 100 though to look really noice.

      r.RayTracing.Reflections.ScreenPercentage=100
      r.RayTracing.Reflections.SamplesPerPixel=1
      r.Reflections.Denoiser=2
      r.RayTracing.Reflections.Hybrid=1

      would need to be a third RT-REFLECTION HYBRID option or optional file as long as it can be combined with SSGI and noDOF ect..
    12. RazorRy
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      +1 to toxictroop's comment.

      Would be cool if you guys were to merge your mods and become co-creators, so it would just basically be an "All in One Cinematic Ultra+ Graphics" mod. Really enjoying your work + sammilucia's!
    13. sammilucia
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      okay, Ive looked through all @Cine settings in the Cinematic Ultra Mod and tried enabling everything that's not already in Ultra+, but nothing made a difference. what am I missing here?
    14. yakuzadeso
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      Can I get an example so I can test it out as well? D: Also, have you tried using (Apparate) UETools console instead of UUU?
    15. sammilucia
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      yes, yakuzadeso with ssgi on shadows settings 1 thru 5 don't do anything. 0 still turns shadows off though. there's many other settings like this that just stop working. but to my eyes the ssgi shadow placement is a lot more convincing/realistic, but is a pita to tweak.

      this is why I ended up using r.Shadow.DistanceScale and r.Shadow.CSM.MaxCascades to tweak the shadows. I'm very happy with the result finally but these are some of the only settings that make a perceivable difference.
    16. sammilucia
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      no I didn't try UETools! it looks good. that's one of the console config guides I've been using, though some commands are incomplete or outdated. you'll see what I mean by some mods putting in every command even dozens that were already configured.
    17. SCARDlGNE
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      anyway to fix s#*! shadows at range? they are sharp up close
    18. Grestorn
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      @sammilucia

      A difference between SSGI Enabled and Disabled can only be seen if RT Ambient Occlusion is not enabled. If it's enabled, SSGI seems to be turned on all the time.
  2. yakuzadeso
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    If you want no fog go to Engine.ini in %LOCALAPPDATA%\Hogwarts Legacy\Saved\Config\WindowsNoEditor open it with notepad and put this at the end: 

    [SystemSettings]
    r.fog=0 
     
    or this:

    [SystemSettings]
    r.VolumetricFog=0

    or both:

    [SystemSettings]
    r.VolumetricFog=0
    r.fog=0 
    1. DragonRiderOmaga
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      Major oof when you realized you had it in the engine.ini this entire time but forgot to change 1 to 0.

      Mine is under
      [/script/engine.renderersettings]
      r.fog=0
      r.VolumetricFog=0
    2. yakuzadeso
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      This should work as well.
  3. kiyua
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    Hey, does ur mod work with ascendio, I installed the Ultra Plus Visuals mod, without ascendio of course, but my fps was considerably reduced without ascendio and with Ultra Plus Visuals, so I uninstalled them, I was going to reinstall ascendio now, but I wonder if your mod was compatible with it!
    1. st0nez0r
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      if you need to use asciendo for better performance because you have a potato pc, you should probably skip mods/settings that increase visual fidelity - it will decrease your fps no matter what configs you use. 
    2. yakuzadeso
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      It is compatible with .ini files. But many things will be overwritten.
  4. yakuzadeso
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    If you are having trouble with really low framerates momentarily, like the game is running fine but suddenly drops frames, something like the game trying to load stuff, try putting this at the end of your Engine.ini file:

    [SystemSettings]
    r.Streaming.LimitPoolSizeToVRAM=1

    If that doesn't work try setting Textures to a lower setting as well.
    1. Majestic253
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      This is the only way to alleviate streaming issue (RTX 3080 4K60 RTX NO REFLECTIONS BECAUSE IT SUCKS).
      Instead of reflections, since they suck me highly and are full of noise, especially if you use DLSS, I enabled RAY TRACED global illumination with my optimizations.

      r.Streaming.LimitPoolSizeToVRAM=1 is already enabled by default, the issue is not the VRAM quantity, but the I/O continuosly asking for streaming textures and meshes, because textures shares the same pool with meshes.
      Avoid Ray Traced reflections because it leaks VRAM a lot.

      [SystemSettings]
      g.TimeoutForBlockOnRenderFence=9999999
      r.Streaming.PoolSize=4096
      r.Streaming.HLODStrategy=0
      r.FullScreenMode=0
      r.GPUCrashDebugging=0
      r.RayTracing.CacheShaderRecords=1
      r.RayTracing.AsyncBuild=1
      r.RayTracing.Culling.Radius=10000
      r.RayTracing.Culling.Angle=5
      r.RayTracing.Culling=0 (turn this to 1 for some performance improvments)
      r.RayTracing.UseTextureLod=0 (turn this to 1 if you have less than 10GB VRAM)
      r.RayTracing.PSOCacheSize=50
      r.RayTracing.NonBlockingPipelineCreation=1
      r.RayTracing.GlobalIllumination.Denoiser=1
      r.RayTracing.GlobalIllumination.ScreenPercentage=50
      r.RayTracing.GlobalIllumination.SamplesPerPixel=1
      r.RayTracing.GlobalIllumination.MaxShadowDistance=-1.0
      r.RayTracing.GlobalIllumination.MaxRayDistance=1.0e27
      r.RayTracing.GlobalIllumination.MaxLightCount=256
      r.RayTracing.GlobalIllumination.Lights.SpotLight=1
      r.RayTracing.GlobalIllumination.Lights.SkyLight=1
      r.RayTracing.GlobalIllumination.Lights.RectLight=1
      r.RayTracing.GlobalIllumination.Lights.PointLight=1
      r.RayTracing.GlobalIllumination.Lights.DirectionalLight=1
      r.RayTracing.GlobalIllumination.FinalGather.SortMaterials=1
      r.RayTracing.GlobalIllumination.FinalGather.SortSize=5
      r.RayTracing.GlobalIllumination.FinalGather.SortTileSize=64
      r.RayTracing.GlobalIllumination.FinalGather.Distance=10
      r.RayTracing.GlobalIllumination.EnableTwoSidedGeometry=1
      r.RayTracing.GlobalIllumination.EnableTransmission=1
      r.RayTracing.GlobalIllumination.EnableLightAttenuation=1
      r.RayTracing.GlobalIllumination=2
    2. yakuzadeso
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      r.Streaming.LimitPoolSizeToVRAM is not enabled on the Cinematic preset. Also the only thing that would help with Textures is r.Streaming.PoolSize=4096. Which is why I'm saying to lower the texture quality. Not sure what RT has to do with Textures and what r.Streaming.HLODStrategy=0 is.
    3. Majestic253
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      Ray Tracing, like Textures and Meshes need VRAM in order to work better without too much performance impact, Hogwarts Legacy has problem with Ray Tracing when the avaiable memory is lower than 12GB (like 3080), according to this, value must be set correctly depending on game resource, this is an example of my personal config.

      Engine.ini

      The cinematic mode (slider on 4 or cine) should NEVER be used in real time, just because it is not configured for this, if not for cutscenes, and you may have many more problems especially with streaming and the amount of VRAM required, and the exact same thing happen too for Ray Tracing.

      r.Streaming.HLODStrategy: Define the HLOD streaming strategy.
      0: stream
      1: stream only mip 0
      2: disable streaming

      This is different from TextureStreaming CVar.
      A very important thing, since you are an amateur, when you edit the texture pool this value should also be changed and must be set to 1/4 of the textures/mesh pool > r.Streaming.MaxTempMemoryAllowed=xxxxx THIS IS REQUIRED TO AVOID ISSUE.
    4. yakuzadeso
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      I'm confused as to what you're talking about and why you'd call me an amateur lol. Are you talking about Cinematic Ultra or Cinematic Ultra Raytracing? This mod is using the Cinematic preset that the developers created.

      These are the Raytracing values inside the game files for Cinematic, which are almost identical to Ultra:

      r.RayTracing.Reflections.ExperimentalDeferred=1
      r.RayTracing.Reflections.ExperimentalDeferred.MipBias=0
      r.RayTracing.Reflections.ExperimentalDeferred.SpatialResolve=1
      r.RayTracing.Reflections.ExperimentalDeferred.SpatialResolve.TemporalWeight=0.95
      r.RayTracing.Reflections.ScreenPercentage=40
      r.Reflections.Denoiser=0
      r.RayTracing.Reflections.ExperimentalDeferred.SmoothBias=1.5
      r.RayTracing.Reflections.ExperimentalDeferred.HorizontalResolutionScale=1
      r.RayTracing.Reflections.ReflectionCaptures=1
      r.RayTracing.Reflections.MaxRoughness=0.5
      r.RayTracing.Geometry.MaxBuiltPrimitivesPerFrame=500
      r.RayTracing.Geometry.GetEachLODForHISM=0
      r.RayTracing.Geometry.SkeletalMeshes.LODBias=0
      r.RayTracing.Geometry.InstancedStaticMeshes.EvaluateWPO=-1
      r.RayTracing.Geometry.InstancedStaticMeshes.SimulationCount=8
      r.RayTracing.DynamicGeometryLastRenderTimeUpdateDistance=1500.0f
      r.RayTracing.Culling=1
      r.RayTracing.Culling.Radius=4000.0f
      r.RayTracing.Culling.StaticRadius=5500.0f

      Haven't touched anything else Raytracing wise. This mod doesn't seek to fix or help with performance. This mod is for people that want graphics better than Ultra and I specifically use the Cinematic preset with no further edits to avoid issues.

      Also, I think that limiting pool size to vram (r.Streaming.LimitPoolSizeToVRAM=1) is supposed to help no matter the r.Streaming.PoolSize. End users are not supposed to go into Engine.ini files and edit their r.Streaming.PoolSize for every Unreal Engine game. But it is true that it might help. If you are having trouble with Cinematic textures just set them to Ultra or limit pool size. That's what I'm saying. I never said that this mod is for everyone.

      Edit: LimitPoolSizeToVram is enabled only on Low, Medium and High.

      Edit2: Can't find r.Streaming.MaxTempMemoryAllowed anywhere in the game's files. And it should be already configured for every preset the game has shipped with, including Cinematic.
    5. Majestic253
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      I don't think you are a developer, just looking at your modifications, I have only seen values raised to the maximum, hence my referring to you as an amateur, but not intended as an offense of course. 

      I was talking about the cinematic effects present in the game, it would not be appropriate to use them because those commands are not scaled in the game, you could find yourself with memory leaks, precisely because they are designed for interlude scenes.

      This is an updated engine.ini (not final) for a RTX 3080, this GPU had serious VRAM issues with game launch, especially in Ray Tracing, feel free to take some inspiration from my file, I also made various game rendering tweaks so from smooth transitions and everything that happens in the background, if you have any questions about the various commands feel free to ask.

      To find the command, make a dump for all the cvars.
    6. yakuzadeso
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      I mean that's what the mod does, changing Ultra to Cinematic. I've got a lot of mods, and have worked on a lot of projects, have read some of Unreal's Documentation (especially on Scalability groups) but no I'm not an Unreal Engine dev. Don't think you have to be an Unreal dev for some graphical changes, especially since I'm using the game's Cinematic values and lines. They are the same lines as Ultra with higher values, shipped with the game so everything should be scaled and configured correctly. 

      Also memory leaks are not caused by changing graphical settings and their values. Memory leaks are caused by bad code. If their Raytracing is problematic and is causing memory leaks, increasing its values will cause the memory leak to appear faster but in no way will it cause memory leaks by itself.

      My game is working fine with the Cinematic preset but if people are experiencing fps drops they can try limiting the pool size to vram (which as I've already said is only limited on Low, Medium, High), changing the pool size, changing Texture quality or using your Engine.ini which will overwrite some parts of this mod but I guess the FastVram and the Raytracing stuff are optimizations.
    7. sammilucia
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      Edit2: Can't find r.Streaming.MaxTempMemoryAllowed anywhere in the game's files. And it should be already configured for every preset the game has shipped with, including Cinematic.

      the streaming temp memory variable the game uses by default is 4 (4MB). according to the console "this memory contains mips used for the new updated texture" ... and "it must be big enough for the largest mip you need to load" (paraphrasing)

      when the game starts it sets a pool size on my 8GB card of 5000 MB, which is quickly reduced to 3000 MB and stays there. the 4MB temp memory never changes.
  5. Neo101ai
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    Thanks for making this possible. 
    On an i7 7700K - 1080 TI - 32G RAM game still struggles on ULTRA+(hidden ultra) 
    Could anyone help me figure out putting which settings to High or even medium would boost the FPS while keeping the frame quality as high as possible? 
    Goes the same for render res and gfx settings. I am sure there is a sweet spot of min maxing the gfx settings to get the best pic quality shown in mod screenshot while keeping the steady 30 ~50 FPS (Ultrawide 3440x1440 monitor) 
  6. ColdFootedMole
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    I get 60fps in a cave but 23 outdoors, how come? What should i tweak to bring outdoor fps up a bit?
  7. DzbanBojowy
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    Hi, 
    I am on RTX 4090, i7 13700k and 32 gddr5 ram. I am playing on 4k.
    Ive played one day without problems with "Ultra Plus Visuals and Performance Fixes". Today i have installed CinematicUltraRaytracing pak. and scalability.
    While in calstle, everything works fine. But when im getting outside my GPU Utilization drops to about 15% and i get like 10fps max.
    Tried adding : r.Streaming.LimitPoolSizeToVRAM=1
    But nothing helped. Anny suggestions/ideas? 
    Thanks
    1. irulannaba
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      use the ini for both, but remove the poolsize line from this mod.
  8. rulerkelso
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    Hello, in unmodded game, this cinematic ultra graphics IS used only in main story cinematic scenes? Or Also in normal dialogues during side quests and assignments? 

    Im asking because wanna know if this mód increase graphics quality during normal conversations where character faces seems very washed out event on ultra preset.
  9. wordexqwerty
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    I really don't see a difference. Did I do something wrong? I put the .pak in the ~mods folder yet Ultra still looks like Ultra...
    1. yakuzadeso
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      You can try going to the places i took the screenshots and changing between ultra and high to compare vanilla ultra with modded ultra(cinematic).
  10. Sabichin
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    Where exactly are we supposed to see the cinematic setting? Nothing is showing up on my settings at all. Is there something I need to download beforehand? Do I need to do something to activate it? I'm unsure of what I'm supposed to be doing here. 
    1. yakuzadeso
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      From the description:

      Replaces the Ultra variant of each setting, so all you have to do is set whatever setting you want to Ultra and it will have Cinematic values. E.G. if you want cinematic shadows just set them to Ultra. 
  11. JeepVsix
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    how much percent of fps drop would this give on average? 
  12. fractalsauce
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    Ok so I love how this mod makes the game look and I've been using it for the past 7 hours or so of gameplay (currently at 13 hours), but I've been having random crashes for a while and finally came to a point where it would crash at a specific point every time no matter what. Reload save, try again, crash. At least 5 times in a row. I went through the meticulous process of removing all of my mods, then adding one at a time until it crashed again until I found which mod was crashing the game. Unfortunately, I discovered that Cinematic Ultra was the cause of the crash. I even removed every mod except for Cinematic Ultra, and it still crashed at the same point every time.

    So unfortunately I have to discontinue using this mod for the time being which makes me a sad panda :(
    1. yakuzadeso
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      Tbh the game has been crashing like crazy lately on both vanilla and modded game. I've come to the conclusion that it is totally random after excessive testing. D:

      What was the point that it was crashing for you?
    2. fractalsauce
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      It was during the beginning of the "The Man Behind the Moons" quest. During the transition from conversation to when Gladwin Moon teaches you Alohomora, it would crash every time. Like when you have to follow the "wand shape" of the spell and occasionally press a button each time you learn a new spell, charm, whatever. That specific scene for Alohomora would crash. Like 5 times in a row.

      Removed all mods, added 1, tried again, and it worked. Rinse/repeat til I got to Cinematic Ultra, and it crashed. Added the every mod except Cinematic Ultra, and it still worked.

      Wish I would've kept the save so I could send it to you if you wanted it, but alas, I didn't. Either way, don't feel too bad cause my game has been crashing after that point as well lol. Seems to be totally random as you said. Was just weird that it worked for every mod but yours for that 1 spot in the game.
  13. LumosLuminary
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    Will this mod work with the accurate raytracing reflections mod?  https://www.nexusmods.com/hogwartslegacy/mods/288  Or would that one be redundant if this one is installed?  Thank you for making this!
  14. Borland30
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    Does this mod need updating after last patch?