This page was last updated on 09 January 2022, 12:59PM
Changelogs
Version 1.3
Found neat graphical setting - disabling Volumetric Fog:
Console command: // off/on //;
show fog
disables EngineMaterials.FogVolumeMaterial rendering, which simulates fog on the horizon;
Volumetric fog uses volume textures as a view-frustum-shaped voxel buffer to store incoming light and its properties. Volumetric fog supports regular light and sunlight with dynamic shadows, environment probes, ambient light, as well as variations in fog density. It also supports the application of volumetric fog with respect to opaque and transparent materials.
Disabling fog most noticeable in open terrain - on the planets with seeable horizon;
Check new comparison screenshots;
// this setting not present and cannot be disabled in .ini file; fogvolumes=false doesn't disabled fog entirely //;
You can add this command as keybinding:
<Section name="sfxgame.sfxgamemodedefault">
<Value type="2">(Name="End",Command="Show FOG")</Value>
Dynamic shadows fix (stripy shadows on characters):
ShadowFilterRadius=0.01000
shadowdepthbias=0.210000
- increased shadows sharpness and draw distance from character;
! note: sharpening shadows may reduce performance - if you experience performance decrease (FPS drops) reduce shadows resolution:
MaxShadowResolution=2048
maxwholescenedominantshadowresolution=2048
Best way to test dynamic shadows is in Shepard's captain cabin on the Normandy;
Trilinear=False
- after some testing it's just better not to mix Anisotropic filtering and Trilinear filtering: AF x16 works excellent standalone;
MinShadowResolution=32
ShadowFadeResolution=32
- changed from =64 for stability and performance - differences barely noticeable;