Metal Gear Solid V: The Phantom Pain

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TheSleepwalker

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  1. TheSleepwalker
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    Q & A:

    Q: I have a *insert GPU name here*, will this run fine?
    A: For the Recommended & Alternative versions: If your GPU is on par with a 1060 6gb (e.g RX580), yep it'll run just fine. If your game is stable and runs fine in general at your target resolution and framerate, chances are this mod will run much like vanilla.
    For the Extreme versions: If your GPU in on-par with a 3060/3060ti, then you should go for those versions instead as they're capable to handle the additional workload. 

    Q: Can I run this on Steam Deck? 
    A: Yes you can, but you may need to lower a couple of settings to hit a stable 60fps. Check out YadilloH's post for suggested settings. 

    Q: Can I disable Motion Blur, Ambient Occlusion, Depth of Field, or reduce Texture Filtering?
    A: Yes. You can safely set all settings to whatever you like except for Model Details, Lighting and Shadows - those three must be set to Extra High to get the full benefits of this mod.

    Q: What does "With FXAA" and "Without FXAA" means exactly?
    A: TPP uses its own, native implementation of FXAA and there's no dedicated toggle for it. Instead, it is governed by the Post Processing preset and is activated from Low onward.
    With FXAA means that I left FXAA untouched, so it is enabled for every Post-Processing preset except Off and Low. Without FXAA means that it is disabled for every Post-Processing preset.

    Q: I use a bunch of texture mods, will that affect performance?
    A: If they are higher resolution than the original, yes, most likely - however I also use quite a bunch of extensive ones and many IH features are on, and the framerate stays steady.

    Q: Can I use SweetFX with this mod?
    A: Yup.

    Q: Can I use Special K with this mod?
    A: You can, it should work. However, issues have been reported regarding how SK handles windowed mode with TPP. You may have serious performance issues even with the vanilla game if it's not running in proper exclusive fullscreen, as described HERE BY CHARON96. If that happens, remove SK's dll from the game folder or add TPP to SK's blacklist, then make sure to set the game to Fullscreen in the graphics menu. 

    Q: Is this mod safe to use for FOBs, or is it disabled during those?
    A: It's safe to use and it will indeed work during FOBs. Most gameplay mods (i.e Infinite Heaven) are disabled during FOBs, but this isn't one.

    Q; The colors in my game looks nothing like yours, is the mod not working correctly?
    A: That's because I use "I can't believe it's not Reshade" and "Yet Another Weather Mod", two mods from Morbidslinky that I cannot recommend enough. They have no performance impact and you will never go back. I never did.
  2. HottestBrownMan
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    This mod looks pretty cool but i just cant make it work for some reason , everytime i use snakebite to install the mod and launch the game , the shadowmaps remain at the same vanilla quality and oddly enough snakes head from his shadow disappears? I dont know why im getting this issue ive tried everything even other versions of beyond extra but for some reason this s#*! is just not working and its driving me crazy.

    If anybody has a fix for this pleae let me know because this mod looks really cool.

    (I've also tried using fullscreen exclusive and changing resolutions but it does jackshit)
    1. TheSleepwalker
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      Hey there, can you take a screenshot of your modlist pretty please? 
    2. HottestBrownMan
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      In case you can't see the image since i really dont really know how to insert one , ill just say my modlist on snakebite is just Beyond Ultra and this is on a fresh reinstallation of MGSV , i dont think theres a problem with mod per se but its weirdly just not coming into effect , the shadowmaps remain the same resolution and are weirdly enough bugged , in where Snakes head and his bionic arm dont cast shadows , this of course is only when referring to the shadows the sun casts as in the night the shadows remain the same as vanilla with no bug.

      heres a link for the shadowmap bug :
      https://pasteboard.co/JY0F52IBbS0T.png          
      https://pasteboard.co/3M9ojKcWMHj4.png

      heres a link for my modlist :
      https://pasteboard.co/TkTts8Alod1r.png

      heres my graphic settings , im really sorry for the zoom but everything is set to extra high and fullscreen exclusive
      https://pasteboard.co/wg6HMpxsY1SA.png

      Im sorry i cant do it the conventional way but to insert an image in nexus mods is probably harder for me than to get this mod working.
    3. TheSleepwalker
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      Hey there,

      Alright, I checked your screenshots (Don't worry, pasteboard does the job), thanks. I must say that I really don't understand what's going on here - given that your modlist is essentially empty, a mod conflict is not possible. I'll try a few things and get back to you, in the meantime, could you try out the Extreme FXAA version instead and see how it goes please? Does the head's shadows also dissappear?

      Cheers and sorry about this! 
    4. HottestBrownMan
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      Yeah i tried the extreme version of your mod and it sadly too causes the same issue. I know this probably a bad fix on my part but ill try to install the mod on a pirated version of the game just to see if it works , to be clear the version in the screenshots is the actual game bought from steam , i know snakebite doesnt work for the pirated version but i just want to see if this could be a remedy. ( I just tried installing the mod on a pirated version and the same issue persisted so now i confused as heck)
      Also thank you so much for replying not just to me but everybody else , im surprised actually how active and helpful you are across the entire thread.

      Also I think the mod was working when i first installed it as i remember the shadows were much more dynamic in how their casted as in the vanilla game , shadows essentially stay in place and after an in game hour they move an inch ahead , i remember when i first downloaded this mod of how shadows progressed much more naturally rather than shifting an inch ahead.
      I think this mod was originally working for me but after I installed a mod called the "mullet and 2 strap eyepatch" via snakebite , is the first time i remember seeing my shadow essentially decapitated.
      However since then ive reinstalled a completely fresh new copy of MGSV so im kind of confused , does the mod carry over somehow? I also want to state i had the cloud shadows and distant lighting mod too and when i uninstalled it and installed this mullet mod via snakebite is when i started seeing this shadow bug.
      I dont think the issue is your mod per se but rather my game but im confused since i installed a fresh new copy of both MGSV and Snakebite so shouldn't it work like before?
      Either way thank you so much for responding and being so kind.
    5. TheSleepwalker
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      Based on what you told me, it is possible that the mods you installed previously did not uninstall properly somehow, though I have to say that this is unlikely if you are using the latest SnakeBite version. Another possibility: you may have used the "Check file integrity" feature on Steam, and maybe it didn't delete one of the modded archives. To be sure it's not that, you could try uninstalling SnakeBite, the game, and make sure that the install folder of both are empty. 
      I'm at a loss here I must say - it has to be something very stupid, but I can't figure it out. Frustrating!

      Oh and thank you so much for the kind words, they're much appreciated! I do try my best to help out when I can simply because I'm also glad to get help from other modders when needed, it goes both ways ya know. Tysm :)
    6. HottestBrownMan
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      thank you so much for responding , and sadly i have tried revalidating the game files and reseting snakebite to no avail , I think personally this some issue on my end but for the life of me i can't comprehend it.
      I think I'll just move on but thank you so much for your help and even though i couldnt try it your mod did look really cool to the point that it made me want to replay the game on PC.

      Thank you so much for your help and your mod and may god bless you.
    7. TheSleepwalker
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      Sorry I couldn't be more helpful. I'll try to replicate this on my end and I'll update this thread if I have some news. 

      God bless you too man, cheers! 
    8. HottestBrownMan
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      This is going to be a bit embarrassing but i finally figured the issue , turns out this bug , where snakes shadow is headless only occurs in the Yakho Oboo Supply Outpost and after a distance the bug disappears and the mod works fine like usual.

      https://youtu.be/8CG7_ULWDSY : Heres a youtube link I did showing this.

      So turns out the mod was working fine the entire time , its just that everytime I loaded in i was in this weird bugzone around Yakho Oboo that caused this bug.
      Seeing the mod in practice , It is a really nice mod that makes the shadows so clear they look near stencil , I really can't commend you enough for your work!
    9. TheSleepwalker
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      Thanks for letting me know - I had absolutely no idea this would happen at all! I knew for a fact that it was something random but I couldn't put my finger on what it was!

      Thanks again for the kind words, I hope you enjoy your new playthrough! Cheers :)
  3. jawadmuni
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    is this completely cosmetic? do the shadows that this adds affect your visibility?
    1. TheSleepwalker
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      Hey there, this doesn't affect gameplay, be it directly or indirectly.

      Cheers! 
  4. Marvelous007
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    Very nice mod in 2024 - Using a 3060ti with a i-7 processor and not a single frame drop. Before my GPU utilization was around 56%, and with this mod it's up to 86%. Just perfect, looks amazing without any sacrifice and better utilization. 

    TIP - i found that this mode should be the latest mod you add to Snakebite. If you add anything after it will effect FPS, but you can uninstall and reinstall and the problem will be fixed. 
    1. TheSleepwalker
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      Hey there, 

      Thanks a lot for the kind words, I'm glad you enjoy it :)

      Do you happen to have other graphics mods? Performance should be roughly identical regardless of Beyond Ultra's order in your mod list. 
  5. musterduck
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    I recently installed Zeta and saw that it comes with an "Advanced Graphics" extension. Do you know if this will play nice with Beyond Ultra? I like the thought of messing with the number of light sources but don't want to bother if it'll fight with BU in some way
    1. TheSleepwalker
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      Hey there,

      I'm a bit unsure about this because the last time I combined both was a while ago and Zeta changed a lot since then. Last time I checked though, using the Advanced Graphics Menu would crash if BU was installed. You may want to ask Zip (Zeta's author) about this though.

      As for increasing the number of light sources - I did that for the Virtual Photography version and it worked, but it would reliably crash on Mother Base at night, when viewing a lot of light sources at once. I think there is a hardcoded cap as to how many shadow maps can be displayed at once. Hence, I had to revert the changes.
      If you still want to try, you can do so by modifying the text file that BU uses, it's somewhat readable - but it is far less convenient than an in-game menu of course. 

      Hope this helps, cheers!
  6. peronmls
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    My RTX 4090 could not handle the photoreal version. lol. I didn't look into it enough to see if I was maxing out my GPU or if the game engine was not liking the maxed settings.
    1. TheSleepwalker
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      Hey there, it's most likely the engine. The VP version is not meant for actual gameplay, just for screenshots, so I didn't take performance into account at all.
      To be honest though - you won't be loosing much at all by switching to the Extreme versions instead, and those should run well. I get a solid 60fps with my 3060ti for reference, so you should be more than fine! The difference between VP and Extreme is so small that I gave up on making comparison screenshots, it was like a couple rocks very far away, basically a pixel hunt.

      Cheers! 
  7. kalamchi
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    is there a version that enhance the lod but does not add extra shadows ?
    1. TheSleepwalker
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      Hey there,

      Yes and no. You can install the mod and use the High setting for shadows, it's the exact same as vanilla High. 
      If you really want to use this mod + vanilla extra high shadows, I can tell you how to do it yourself - it's as easy as editing a couple lines in a text file. 
      That said, I wonder why you'd want to do that - performance I suppose? 

      Cheers! 
    2. kalamchi
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      no , i just read a couple of comments that some areas would look too dark from excessive shadows. if you think thats not the case then i will just use this mod the way it is. thank you so much for your time to reply and for your amazing work
    3. TheSleepwalker
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      Well obviously I'm biased being the creator of this mod but I'll say this: I have about 1000h in MGSV (TPP & GZ combined) and I never felt like the game was too dark in any area - in fact, I find it to be a bit washed out, lacking contrast and way too bright during nights. But that's subjective of course. 
      However, there is a mod called I Can't Believe that's Not Reshade that a lot of people use & that I also recommend as a Companion Mod that gives the game a lot more contrast overall, which can make some areas way darker and nights much harder to play. Both mods are often used together, so that could explain it. 

      In any case, thanks for trying it out and if you do happen to find some area too bright, we'll make a tailor-made version without the increased shadow casting distance. It's just a single number to replace in a text file so nothing too crazy.
      Cheers and have a good one!
    4. SrBu
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      If you really want to use this mod + vanilla extra high shadows, I can tell you how to do it yourself - it's as easy as editing a couple lines in a text file. 

      What files I need to edit to disable 16k shadows?
    5. TheSleepwalker
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      Hey there @SrBu,

      Follow these steps:

      Extract the .mgsv archive somewhere, then open it with 7Zip or Winrar - they are just standard zip files with another name.

      - Open the folder called Fox > Scripts > Gr and you'll find a file called "gr_init_dx11.lua". Extract this .lua file somewhere on your PC.
      - Open it with Notepad. Hit Ctrl+F and search for (without the quotes) "name="ExtraHigh",DirectionalLightShadowResolution=16384".
      - Replace "16384" with "8192".
      - Save the lua file and drag & drop it back to the archive. 7zip/Winrar will ask you ask if you want to overwrite the file, do so.
      - Install normally with snakebite.


      Note that this only applies to Extreme and Virtual Photography versions - the other ones already use 8k (8192) shadow resolution.

      Lemme know how it went, cheers! 
    6. SrBu
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      Thanks for answer me, I will try to do it today but I have another question.

      Inside of any of this files can I upgrade more the LOD or the shadows distance?

      [Edit]
      I tried change the shadows and it works :D
    7. TheSleepwalker
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      Sadly no, the only LOD value that is available is already maxed out in the Virtual Photography version. Raising the value any further doesn't bring any visual improvement. The shadow casting distance is also at its maximum setting too. It's as good as it gets with what's currently known about the FOX Engine, but perhaps that will change someday. 

      Cheers! 
    8. Psycatron
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      I tried all versions of this mod and the shadows pop in and out really buggy. The vanilla shadows are way better and hardly pop in or out. The 16k is a bit extreme, it's not for playing the game, it's for moving like a snail in game taking screen shots wishing you had good frames. I have a Nvidia RTX A4500 gpu and it's the very top end of gpu's, I have one not two like the super rich can afford. There is still pop in popcorn with this mod also.
    9. TheSleepwalker
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      @Psycatron What you're describing sounds similar to this bug: 



      You can find more info about this on page 4 of this comments thread, in a post by filippasko. It's a known issue and It is unrelated to this mod, try switching resolution or use Exclusive Fullscreen instead of Borderless Fullscreen. 

      The Extreme version runs at a locked 60 on my 5800X3D & 3060ti at 4k. The A4500 is indeed a great workstation card, but even with GRD drivers it falls behind a 3080 10gb in most cases. I've used a couple Quadros before, they're just not very well suited to gaming honestly. What CPU are you running?
      There will pop-in, it's inevitable sadly due to the way LoD works. The values I could tweak do not cover everything LoD-related, only some of it. 

      I hope that helps, cheers! 
    10. Psycatron
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      I have a AMD Epyc 32 core and 24GB ram, the issue with your modded script is what I stated and more, to add the A4500 speaks for itself, it's a 4 series. The vanilla shadows still act the way they do with your mod, but the vanilla has less noticeable fading shadows at the distance. Your mod's shadows for buildings cutoff at the same distance as vanilla, but with a darker more noticeable shadow unlike it fading in transparency like vanilla's. Then at that distance your mod's shadows flicker being very noticeable reappearing just after that point. Other objects still pop in or out etc.. Lod editing is not limit of detail to the eyes on how much detail the distance has for a particular mesh that cuts off, the distance detail has to do with how much detail that further away mesh file has to sustain and not cutoff. Thus a.b.c.d. meshes should be edited the modern way and not the old school way. LOD is limit of distance. 

      Not detail, the detail is defined by where the meshes should not cutoff and how much the particular mesh was edited for detail. It doesn't mean how much detail the bias lod is either. The first a. mesh detail should be given to b., c. and d.'s etc.. with no cutoff close or mid ranged. The cutoff editing a lod the wrong way causes popcorn, editing it right with the term LOD mod should eliminate a cutoff for the meshes as intended, not increase detail keeping the cutoffs. Before making a mod with lods edited I'd be more fluent in working with sandboxes first. Before rendering a benchmark and stating 60 fps I'd be well experienced in gaming with graphics rendered 4 what is needed to have smooth frames. I like to use anti aliasing on MGSV even at 4k, if I could push more anti aliasing I would and the game does not look good with it off like people say it does. Your edits are not experienced to render the games graphics correctly. 

      Like I said the first thing you should've been aware of editing and keeping is a structure to edit where the meshes don't cutoff and then see how much detail you can give all meshes; furthermore rendering it by stable frames and "all" graphic settings with a heavy action related playthrough in game to see if you have smooth frames. I'm not here to debate and curse or belittle you. If you can learn and make it better just simply do it. I'll say this one last time the problem is not my PC or how I render MGSV. I'm not gonna make another comment on this page because like I said I'm not gonna debate things that will never be a good method. I just wish this mod would have simply done what it claimed to do, improve draw distance. If you can redo another version go ahead, there is always nothing wrong with making things better. I do it all the time! I might have several versions to improve things tomorrow to upload. [Edit this machine I'm using with Shadow Tech has a 32 core Epyc.]
    11. TheSleepwalker
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      Hum... For someone who doesn't wanna debate, you definitely seem like you do want to debate.
      Turns out, I worked in the video game industry as a 3D modeller & texturing, with a specialization in Unreal 3/4. 'Bout 10 years of experience. I do understand how a LoD system works.

      There is no way to edit a given mesh LoD, or its transition distance, by tweaking values in a graphics manager (which is what this mod does, and is the only currently known way to increase visual quality). This isn't Unreal or Unity, we're working with a blackbox here. We do what we can, and I never said this mod would magically fix pop-in. 

      Perhaps it's the language barrier, as English isn't my native language and doesn't seem to be yours either - but you are talking nonsense here. You're trying to explain things you clearly don't understand, and you're arguing against simple facts. eg: the game does runs at a buttery smooth 4k 60 with the Extreme version with FXAA, with HBAO, on my 5800X3D & 3060ti. 

      You definitely have something going wrong on your end from what you're describing, shadows shouldn't flicker. I'd be happy to help you with that but if you're here to argue nonsense or want to pretend to be clever because you've used Unreal once - this isn't the place. ;)

      EDIT:
      Just checked your Cyberpunk 2077 graphics mod's comment thread - I get it know, you are here just to argue. 
  8. charleyfinley
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    Hi,
    When was the LoD setting discovered? I last played MGSV in September 2020 (with an early version of this mod) and was unable to push the LoD as far as I wanted. Has that been increased since the 2020 version? I apologize if there is a changelog somewhere that I missed.

    Thanks!
    1. TheSleepwalker
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      Hey there,

      The version you used in 2020 is either the Recommended or Alt one. Those already pushed the LoD a bit, though I did my best to keep performance in check. It's a compromise basically. 
      I released a couple new versions in 2022 (Extreme & Virtual Photography) and those push everything to the max with no regards for performance. The LoD is a tiny bit better but in all honesty, even with an A/B comparison it's hard to notice any improvements. There is still some pop-in, I couldn't do anything about it unfortunately.

      Cheers and thanks for stopping by once again! :) 
  9. NinjaSasquatch5
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    Is there a way to have the photographic mode but with anti-aliasing? I have a high end GPU so I just wanna play this puppy at max. 
    1. TheSleepwalker
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      Hey there,

      Yes, it's possible. I did not release one with FXAA due to the fact that FXAA actually impacts image quality negatively for the most part. It's just a blur filter, not "proper" Anti-aliasing (eg MSAA). It can help at 1080p or lower, but anything above and it's just not helpful anymore.

      If you want to have FXAA enabled anyways, I can tell you how to do it yourself. You'll have to open a zip archive and edit a single text line, nothing too crazy - I don't plan on releasing one with FXAA though, as this release scheme is already bloated as it is. I went for a one-size-fits-all approach initially, but it didn't quite work for everyone so I had to make multiple versions/performance tiers.

      Cheers! 
  10. GassemAlkier
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    thx for the mod but how to know if the mod actually works ? i have the extreme version and icant see the difference ? is there anyway to make sure if it works ? coz i play at 4K i sure there fps drops by now but it is smooth 
    1. TheSleepwalker
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      Hey there, 

      The difference may be subtle if you're not used to how vanilla looks. It's a bit hard to do, but you may want to get to one of the places were the screenshots were taken and do a with/without comparison. That said, if you get framerate drops in areas you did not get any before, then it's most likely working.

      Cheers! 
    2. GassemAlkier
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      ok thank you 
  11. LethalPlacebo
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    Finally trying out this mod, looks great, but I'm still noticing a lot of pop-in of small objects? For example, when traveling up the river in Lufwa Valley, I can still see all the little plants on the riverbank popping in, is that normal? I'm using the Extreme w/ FXAA version.
    1. TheSleepwalker
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      Hey there,
      Sadly yes that's normal. This mod alleviates pop-in, but there's no way to get rid of it completely. The worst offender is indeed foliage. 
      Cheers!
    2. LethalPlacebo
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      Understood, mod still looks great so thank you!