Kena: Bridge of Spirits
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Kena Cutscenes Fixed Interpolation 48 FPS 4K original aspect h265 256 color 10bit Depth
Increased Quality.

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Kena Cutscenes Fixed Interpolation 48 FPS 4K original aspect h265 256 color 10bit Depth
Replace cutscenes in \KenaBridgeOfSpirits\Kena\Content\MoviesPC\Cutscenes.

Epic Quality Graphics

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Back-Up, Copy & Paste: 

Drag and drop Engine.ini Scalability.ini into C:\Users\*YOUR USER NAME*\AppData\Local\BendGame\Saved\Config\WindowsNoEditor  FOLDER*
copy paste Scalability Groups into GameUserSettings.ini with txt editor

Production quality NOT Reshade.
Improved TAAU, Draw Distances extended LOD, Diffused = Shadows CSM & maps, reflections res sampling, Ambient occlusion, volumetric, Lighting engine photon mapping, emissive, light maps & normals, light shafts, Global Mip LODs, effects, Improved Rain, character details, Global Textures, SSS, SSGI, SSR, Diffused De-noising.
Up-Scaling internal Resolution. Depth of Field Bokeh AA diffused reduced + TAA
10-15% GPU Load increase Recommend 4K 100% screen internal res
View Distance Quality.Diffused denoising.

Maintained original developers look and visuals features just much Higher Quality Unreal Engine 4 dev parameters utilizing next gen hardware.

% Performance Improvements for lower end PC % 
* ScalabilityGroups     Scalability Reference | Unreal Engine Documentation
Lower values first as needed to reduce GPU Load
sg.  defines the scalability ground parameters range from 0 disabled,2= High, 3 = Ultra, 4= Cinematic or Photo Mode
Lower values as needed. 

r.GBufferFormat=2                ;:Defines the memory layout used for the GBuffer. (affects performance, mostly through bandwidth, quality of normals and material attributes). 0: lower precision (8bit per component, for profiling) 1: low precision (default) 3: high precision normals encoding 5: high precision 

r.AlsoUseSphereForFrustumCull=1       ;Performance tweak. If > 0, then use a sphere cull before and in addition to a box for frustum culling.

r.SSR.Quality=2                   ;Whether to use screen space reflections and at what quality setting. 0: off (default) 1: low (no glossy) 2: medium (no glossy) 3: high (glossy/using roughness, few samples) 4: very high (likely too slow for real-time)(limits the setting in the post process settings which has a different scale)(costs performance, adds more visual realism but the technique has limits)

r.SSGI.Quality=2                  ;Quality setting to control number of ray shot with SSGI, between 1 and 4 (defaults to 4).
r.SSGI.HalfRes=1                ;Whether to do SSGI at half resolution (defaults to 0).

r.ShadowQuality=2             ;Defines the shadow method which allows to adjust for quality or performance. 0:off, 1:low(unfiltered), 2:low .. 5:max (default)

 r.Upscale.Quality=3            ;Defines the quality in which ScreenPercentage and WindowedFullscreen scales the 3d rendering. 0: Nearest filtering 1: Simple Bilinear 2: Directional blur with unsharp mask upsample. 3: 5-tap Catmull-Rom bicubic, approximating Lanczos 2. (default) 4: 13-tap Lanczos 3. 5: 36-tap Gaussian-filtered unsharp mask (very expensive, but good for extreme upsampling).
r.SceneColorFormat=3      ;Defines the memory layout (RGBA) used for the scene color (affects performance, mostly through bandwidth, quality especially with translucency). 0: PF_B8G8R8A8 32Bit (mostly for testing, likely to unusable with HDR) 1: PF_A2B10G10R10 32Bit 2: PF_FloatR11G11B10 32Bit 3: PF_FloatRGB 32Bit 4: PF_FloatRGBA 64Bit (default, might be overkill, especially if translucency is mostly using SeparateTranslucency) 5: PF_A32B32G32R32F 128Bit (unreasonable but good for testing)

r.ViewDistanceScale=1         ;Controls the view distance scale. A primitive's MaxDrawDistance is scaled by this value.
Higher values will increase view distance but at a performance cost. Default = 1.

r.SimpleForwardShading=1    ;Whether to use the simple forward shading base pass shaders which only support lightmaps + stationary directional light + stationary skylight. All other lighting features are disabled when true. This is useful for supporting very low end hardware, and is only supported on PC platforms. 0:off, 1:on

* Typically used for Console 

r.ViewDistanceScale.ApplySecjavascript-event-stripped        ;If true applies the secondary view distance scale to primitive draw distances. Default = 0.

r.SecondaryScreenPercentage.GameViewportOverride=1            ;secondary screen percentage for game viewport.
0: Compute secondary screen percentage = 100 / DPIScalefactor automaticaly (default) 1: override secondary screen percentage.

r.ViewDistanceScale.Secjavascript-event-stripped0.8             80% the secondary view distance scale, Default = 1.0.
This is an optional scale intended to allow some features or gamemodes to opt-in.

Screen Percentage set to 100% 
Some features can be disabled, lowered as desired:
Draw Distances all quality
Volumetric Fog
Particle Effects
Lens Flair & adjustment to color effects
View Distance Quality.Diffused denoising.
Bokeh Depth of Field.
Anti Aliasing 16x TAAU color history during TamporalAA upsampling.
Upscaling 13-tap Lanczos 3.
Shadow CSM distance.
Post Process Quality.
Texture mip LODs Quality.
Particle Effects & emitter.
Foliage Quality & Density distance.
Screen Space Reflections Quality.
Screen Space Shadows details.
Screen Space Global Illumination.
Light Shaft Quality.
Translucency Quality
World LOD Quality
Character LOD Quality
Bloom Quality

UDK | ConsoleCommands (
UE4 Console Variables and Commands (
Scalability Reference | Unreal Engine Documentation
Configuration Files | Unreal Engine Documentation
Movable Lights | Unreal Engine Documentation
Visibility and Occlusion Culling | Unreal Engine Documentation
Landscape Technical Guide in Unreal Engine | Unreal Engine 5.0 Documentation
Adjusting Engine Feature Levels | Unreal Engine Documentation
Texture Streaming Configuration | Unreal Engine Documentation
Screen Percentage with Temporal Upsample | Unreal Engine Documentation
Cull Distance Volumes in Unreal Engine | Unreal Engine Documentation
1.8 - Tessellation | Unreal Engine Documentation