Does anyone know what setting to adjust to remove the background popup textures in the main menu (where you load your saved games, start a new game etc.)? The background of the normandy in the main menu used to be dark but after installing this + ALOT, the textures bumped up revealing all the details but a bit distorted. It looks horrible.
EDIT2: OK no the problem is back even with no reshade or sweetfx I still get shadows on shepards face whenever I am on the squad level up screen
EDIT1:Nevermind found the issue apparently I had installed a reshade and sweetFX preset without realising it and it was messing with the shadows. This preset to be precise https://www.nexusmods.com/masseffect2/mods/55 So as said I am a dumb and the mod works fine.
Original comment:I can't get this to work even after applying the dynamic shadows fix it still bugs out whenever faces get too close to the camera like in the squad level up menu. Since I am using a lot I downloaded and install the a lot compatibility file.
The shadow glitch only happens when I use this mod so I know it has to be this. I am installing it to to the correct place and overwriting before anyone asks.
To enable Dynamic shadows fix: ShadowFilterRadius=0.01000 DepthBias=0.210000 copy from GamerSettings.ini and replace this values in Coalesced.ini: Mass Effect 2\BioGame\Config\PC\Cooked\
How to edit Coalesced.ini described in EDIT section of mod description. ShadowFilterRadius=2 DepthBias=.012 must be replaced to: ShadowFilterRadius=0.01000 DepthBias=0.210000
And try to add values (described above) to [Engine.Engine] (inside section). If you have this "shadows": https://forums.nexusmods.com/index.php?/topic/5429437-texture-issue-black-shapes/ Use ME2_Graphics_tweaks instead of ME2_Graphics_tweaks_alot file.
I wish Nexus had let me know that you had replied but ow well. As I said I had applied the Dynamic shadows fix and it didn't work. I tried putting the suggested settings in Engine.Engine at the top but that didn't work either I am still getting the broken shadows. Since I am using ALOT don't I need to use the ALOT compatible file?
I am getting shadows like in the link but not to that level, my broken shadows are in a oval only on the face itself not the rest of the head, is that the same bug?
Send me PM (private message) with some screenshots - links to Imgur should be enough - I'll take a look at them. and if you use ALOT, you need to install ME2_Graphics_tweaks_alot, not ME2_Graphics_tweaks. A simple guess about shadows:
Spoiler:
Show
recently MEM (which is used for ALOT installation) has been updated: https://github.com/MassEffectModder/MassEffectModder/commits/master perhaps they changed some .ini shadows settings, in this compatibility mod file settings are set for 2017 MEM state.
Sorry I should have been clearer I am using the ALOT version and have always, since I always use ALOT. When you said "If you have this "shadows": https://forums.nexusmods.com/index.php?/topic/5429437-texture-issue-black-shapes/ Use ME2_Graphics_tweaks instead of ME2_Graphics_tweaks_alot file. " I got confused so I was asking to make sure I got it correct.
Also I don't use MEM as none of the mods I use have needed it, so it can't be that.
I will get you the screenshots soon since I need to reinstall the mod and reapply the dynamic shadows fix, as I uninstalled the mod when I couldn't get it to work.
Just wondering, will higher resolution affect this at all? And also, if I am reading correctly, ALOT users need only download the ALOT compatible file, not both, correct?
Higher display resolution will affect on game overall detalization, yes and won't affect on mod file settings except settings related to display resolution: when you change resolution in game menu to 2560x1440 for example, this will change this mod settings to: Resolution=_2560x1440 ResX=2560 ResY=1440 And if you use ALOT, you should only download compatibility file: ME2_Graphics_tweaks_alot. In any other cases: ME2_Graphics_tweaks.
The readme itself is fascinating - it's rare for tweak mods to provide the means for its users to make an educated decision.
However, I have to question - how many of these even have an effect? There are settings in here that are nowhere to be found in the game's default config(i.e. coalesced.ini). For example SSAO or subsurface scattering, while supported by UE3, are not part of the game's config set.
Granted, they might not have been included due to limitations in ME2's primary target platform(consoles), but they may also have been outright disabled or might require support data(such as depth maps for subsurface scattering or actual high-poly models for that option).
Mass Effect trilogy is build in Unreal Engine 3. UE has several build-in settings (UDK) The key point of mod is to grab those non-implemented settings and apply them in game.
After some research, I suppose not the only engine components required to apply certain option but external shader config files as well (.usf files). Can be found in every UE3 game: <game_name>\Engine\Shaders If you're curious, you can dig into shader stuff in: Mass Effect 2\Engine\Shaders For ME1 and ME2 only - ME3 game structure entirely different and base config files probably packed into Bio.pcc files. I'm not UE game developer so I can't tell anything about them and the are no documentation left for UE3 to work with - all about UE4.
About settings:
Spoiler:
Show
Natively supported by all UE3 games: https://api.unrealengine.com/udk/Three/SystemSettings.html Work 100% even if they are not present in config file. Other settings in mod are cross trilogy and cross UE3 games settings. https://api.unrealengine.com/udk/Three/ConfigurationFiles.html
For ME2 in DefaultEngine.ini are initialized custom game related extentions to the engine - levels, weapons, powers, etc. If DefaultEngine doesn't include specific setting then its value are not specified and left by default as in stock UDK file used when developers created the game. Example: Coalesced.ini (default values) FilmGrain=True - custom added for ME, hasn't its own shader file; bEnableBranchingPCFShadows=False - cross game setting, has 3 shader files; Again, if setting is not present in Coalesced.ini it doesn't mean that it removed or unused by developers - it is simply has default value and still used by engine - simply take two UE3games and compare their <game_name>Engine.ini files in Notepad++.
So the anwer is: research and test!
About SSAO:
Spoiler:
Show
For example: in Borderlands 2 (2012) and Mirror's Edge (2009) SSAO is present - i.e. natievly supported by Unreal Engine 3, and aparently, there is particular shader file needed for AO: AmbientOcclusionShader.usf and ME2 doesn't have one. Conclusion was made after comparing Borderlands 2 and Mirror's Edge shaders folder: Anti-aliasing (AA): Borderlands 2 support FXAA and Mirror's Edge - Up to 8x MSAA / up to 16xQ CSAA. https://pcgamingwiki.com/wiki/Borderlands_2 https://pcgamingwiki.com/wiki/Mirror's_Edge
About Subsurface Scattering (SSSS) https://api.unrealengine.com/udk/Three/ScreenSpaceSubsurfaceScattering.html cool option but apparently won't work because ME doesn't have dx11 support.
In summary, here is an example ME3 screenshot with maxed out graphics done only by engine tweaks and sweetfx with HDR (adjusted colors + SMAA)
Spoiler:
Show
https://imgur.com/a/2TYP6wq Note: only 2 world texture mods were used there: HR Environment Enemies and Ships https://www.nexusmods.com/masseffect3/mods/276 HR Sky https://archive.is/4Y59U
New mod version fixes default dynamic shadows rendering on characters. With default settings, in conversations and cutscenes they were quite pixelated and displayed wrong (that depends of camera angle and distance from camera to person). Previous mod version (1.4) almost fixed them, but in several rare occasions shadows were look like stripes on characters - new version fix this entirely by converting shadows on characters from default blurry scattered into solid saturated. To test, use console command to change camera view: fov 20 (portrait); fov 0 (default);
Hello there i why i get fps drop when i use this, i change the resolutin to 1280x720 change the dynamicshadows from 4096 to 1024 and still i get fps drop. Can you please tell me what is going on ? thanks
26 comments
Image: https://imgur.com/a/Qy41QKZ
EDIT1:Nevermind found the issue apparently I had installed a reshade and sweetFX preset without realising it and it was messing with the shadows. This preset to be precise https://www.nexusmods.com/masseffect2/mods/55 So as said I am a dumb and the mod works fine.
Original comment:I can't get this to work even after applying the dynamic shadows fix it still bugs out whenever faces get too close to the camera like in the squad level up menu. Since I am using a lot I downloaded and install the a lot compatibility file.
The shadow glitch only happens when I use this mod so I know it has to be this. I am installing it to to the correct place and overwriting before anyone asks.
ShadowFilterRadius=0.01000
DepthBias=0.210000
copy from GamerSettings.ini and replace this values in Coalesced.ini:
Mass Effect 2\BioGame\Config\PC\Cooked\
How to edit Coalesced.ini described in EDIT section of mod description.
ShadowFilterRadius=2
DepthBias=.012
must be replaced to:
ShadowFilterRadius=0.01000
DepthBias=0.210000
And try to add values (described above) to [Engine.Engine] (inside section).
If you have this "shadows":
https://forums.nexusmods.com/index.php?/topic/5429437-texture-issue-black-shapes/
Use ME2_Graphics_tweaks instead of ME2_Graphics_tweaks_alot file.
I am getting shadows like in the link but not to that level, my broken shadows are in a oval only on the face itself not the rest of the head, is that the same bug?
and if you use ALOT, you need to install ME2_Graphics_tweaks_alot, not ME2_Graphics_tweaks.
A simple guess about shadows:
recently MEM (which is used for ALOT installation) has been updated:
https://github.com/MassEffectModder/MassEffectModder/commits/master
perhaps they changed some .ini shadows settings, in this compatibility mod file settings are set for 2017 MEM state.
Also I don't use MEM as none of the mods I use have needed it, so it can't be that.
I will get you the screenshots soon since I need to reinstall the mod and reapply the dynamic shadows fix, as I uninstalled the mod when I couldn't get it to work.
Resolution=_2560x1440 ResX=2560 ResY=1440
And if you use ALOT, you should only download compatibility file: ME2_Graphics_tweaks_alot. In any other cases: ME2_Graphics_tweaks.
However, I have to question - how many of these even have an effect?
There are settings in here that are nowhere to be found in the game's default config(i.e. coalesced.ini).
For example SSAO or subsurface scattering, while supported by UE3, are not part of the game's config set.
Granted, they might not have been included due to limitations in ME2's primary target platform(consoles), but they may also have been outright disabled or might require support data(such as depth maps for subsurface scattering or actual high-poly models for that option).
The key point of mod is to grab those non-implemented settings and apply them in game.
After some research, I suppose not the only engine components required to apply certain option but external shader config files as well (.usf files). Can be found in every UE3 game: <game_name>\Engine\Shaders
If you're curious, you can dig into shader stuff in:
Mass Effect 2\Engine\Shaders
For ME1 and ME2 only - ME3 game structure entirely different and base config files probably packed into Bio.pcc files.
I'm not UE game developer so I can't tell anything about them and the are no documentation left for UE3 to work with - all about UE4.
About settings:
Natively supported by all UE3 games:
https://api.unrealengine.com/udk/Three/SystemSettings.html
Work 100% even if they are not present in config file.
Other settings in mod are cross trilogy and cross UE3 games settings.
https://api.unrealengine.com/udk/Three/ConfigurationFiles.html
ME2 - GamerSettings.ini > [SystemSettings] - /inherits values from:/ - Coalesced.ini - /inherits values from:/ - DefaultEngine.ini (Mass Effect 2\BioGame\Config)
For ME2 in DefaultEngine.ini are initialized custom game related extentions to the engine - levels, weapons, powers, etc.
If DefaultEngine doesn't include specific setting then its value are not specified and left by default as in stock UDK file used when developers created the game.
Example: Coalesced.ini (default values)
FilmGrain=True - custom added for ME, hasn't its own shader file;
bEnableBranchingPCFShadows=False - cross game setting, has 3 shader files;
Again, if setting is not present in Coalesced.ini it doesn't mean that it removed or unused by developers - it is simply has default value and still used by engine -
simply take two UE3games and compare their <game_name>Engine.ini files in Notepad++.
So the anwer is: research and test!
About SSAO:
For example: in Borderlands 2 (2012) and Mirror's Edge (2009) SSAO is present - i.e. natievly supported by Unreal Engine 3, and aparently, there is particular shader file needed for AO:
AmbientOcclusionShader.usf and ME2 doesn't have one.
Conclusion was made after comparing Borderlands 2 and Mirror's Edge shaders folder:
Anti-aliasing (AA): Borderlands 2 support FXAA and Mirror's Edge - Up to 8x MSAA / up to 16xQ CSAA.
https://pcgamingwiki.com/wiki/Borderlands_2
https://pcgamingwiki.com/wiki/Mirror's_Edge
About Subsurface Scattering (SSSS)
https://api.unrealengine.com/udk/Three/ScreenSpaceSubsurfaceScattering.html
cool option but apparently won't work because ME doesn't have dx11 support.
In summary, here is an example ME3 screenshot with maxed out graphics done only by engine tweaks and sweetfx with HDR (adjusted colors + SMAA)
https://imgur.com/a/2TYP6wq
Note: only 2 world texture mods were used there:
HR Environment Enemies and Ships
https://www.nexusmods.com/masseffect3/mods/276
HR Sky
https://archive.is/4Y59U
Previous mod version (1.4) almost fixed them, but in several rare occasions shadows were look like stripes on characters - new version fix this entirely by converting shadows on characters from default blurry scattered into solid saturated.
To test, use console command to change camera view:
fov 20 (portrait);
fov 0 (default);
Set to False or comment code with semicolon before variable:
;Variable=Value
- decrease textures and shadow resolution:
MaxTextureSize
EnableHighPolyChars
bforcestaticterrain
NxPrimarySceneHW
MaxShadowResolution
maxwholescenedominantshadowresolution
- disable extra lights and shadows:
ballowlightshafts
SHSecondaryLighting
AllowSubsurfaceScattering
bAllowBetterModulatedShadows
bEnableBranchingPCFShadows
bAllowWholeSceneDominantShadows
benableforegroundselfshadowing
bEnableForegroundShadowsOnWorld
ModShadowFadeDistanceExponent=.2 (to default value)
- Turn off screen vertical synchronization:
UseVsync=False (caps fps) - use SmoothFrameRate=True instead;
- Configure/delete memory values:
[Stats.MapChunk] and [TextureStreaming]