Metal Gear Solid V: The Phantom Pain

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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. 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, at 4k 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. 
  3. 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! :) 
  4. 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! 
  5. 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 
  6. 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!
  7. ThatFeelIKnowIt
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    Sorry to be blowing up your comments here man, but just wanted to see if you're aware of any incompatabilty between your Extreme version of this mod and the Kingdom of the Plants mod. I see 2 reports of shadows getting messed up on that mod's comments thread? Are you aware of anything like this?

    https://www.nexusmods.com/metalgearsolidvtpp/mods/1110?tab=posts

    "This mod is amazing but i can't bring myself to use it. It interacts with the 'extreme' version of Beyond Ultra in a weird way and creates a
    shadow bug that forces me to change my settings from "extra high" to
    "high" then back to Extra to get the shadows back in and then for some
    reason they pop in weirdly compared to the slow fade in without the mod
    installed. "

    "There is a fix for this, if you change your resolution, confirm, then change it back, it should be fixed. You have to do this every time, but
    you can even do it from the title menu real quick"
    1. TheSleepwalker
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      It would be helpful to know/see which issue this user's facing exactly, and I see you already asked them so let's wait a bit until they answer. Though given the symptoms, I'd say give Exclusive Fullscreen a shot if that sort of things happen to you. It's been reported before that the game's Borderless Fullscreen was messing with shadow rendering (see page 3 of this thread), and I've had issues with HBAO flickering in the past. I couldn't identify the culprit though, though it wasn't a mod in particular as it happened with a vanilla game as well.
      I doubt that it is related to either this mod or KOTP, since both mods were made around the same time and always used with one another. I had access to build of Jim's mod before it was out, he had access to mine before they were public - so they were tested together rather thoroughly. Then again, he updated it since then so who knows. Please do let me know if that happens to you as well though! 

      Cheers and no worries about blowing up the comments, they're here for that ;) 
    2. ThatFeelIKnowIt
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      Thanks! I checked out page 3 and the only reference I see to borderless fullscreen is that it may cap the framerate at 60 since it uses its own vsync forced by Windows. I don't think this is correct but I am not going to attempt to explain it since I'll likely butcher the explanation. But main takeaway from what I have found is that borderless fullscreen doesn't "force" anything. Everything that goes through the DWM is already synced. ANything more you'll need to jump into the SK and ask for a better explanation lol.

      i was thinking maybe those users were refering to the below from your desciption?

      "With the additional Shadow Cascades, any shadow casted by the sun will be less defined. The recommended version
      adds one, the Alternative version adds two, making those shadows even
      less defined. The Extreme version adresses this, but is way more
      demanding.
      "

      I do notice a bit of flickering here and there. I suppose that could be the HBAO+? It's not bad enough where I would switch back to the game's built-in SSAO though.

      EDIT: I see where the user posted a video of the shadow "bug." I 100% am not getting that issue, ha. No clue what's causing that for them. I don't think it's borderless fullscreen?
    3. TheSleepwalker
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      What they're describing does sound like the "shadow bug" you've seen in the video - though without further explanation from the user themselves, it's just a guess. That issue was  caused by Borderless Fullscreen or so it seems, and the fix is the exact same as they're describing (See this PCGW entry).
      You're half correct about Borderless Fullscreen (and flip model present for that matter), but you got the gist of it. It's more or less the same as running the game with Vsync. There are notable downsides to using it though, the framepacing is a bit less stable, rendering latency is increased etc. Also, downscaling won't work in BLFS which is why I never use it, given the choice.
      As for TPP though, I'd strongly recommend using Exclusive Fullscreen as it is more efficient, and seemingly does not break shadow rendering in some cases like BLFS does.

      HBAO can flicker at times, yes. Zooming in (R-click) in the ACC will do that for instance. As for the downside of this mod that I was describing, to put it in other terms, shadows casted from the sun (and only the sun) will be lower resolution with the additional Shadow Cascades, but doesn't cause any other issue as far as I'm aware. The Extreme version were made precisely to compensate this issue by increasing the shadow map resolution (which comes with a big perf hit), and that's what the user was using. I'm pretty sure it's something related to this shadow bug you've seen, or it could be a messed up texture in Jim's mod, but if is that it's probably an edge case. Certainly interesting though as I haven't heard any report about it before. Could be some Win 10/11 or driver related issue too. 
      If you do encounter something similar let me know! 
    4. ThatFeelIKnowIt
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      Actually in the pcgamingwiki article you shared, it sounds like they're saying the issue actually happens in FullScreen mode, not Borderless Fullscreen. I believe "Fullscreen" in the game means Full Screen Exclusive, since it's a DX11 game. That seems to be the opposite of what we were talking about though, right?

      Also, win11 has the "Optimization for Windowed Games" feature. I believe that actually should be eliminating the latency issues you could otherwise normally experience in some games in borderless windowed. Again, i'm not an expert on this stuff so feel free to disagree.

      https://wiki.special-k.info/en/SwapChain#fse-fso-independent-flip-etc-sorry-but-what
      https://support.microsoft.com/en-us/windows/optimizations-for-windowed-games-in-windows-11-3f006843-2c7e-4ed0-9a5e-f9389e535952
  8. ThatFeelIKnowIt
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    Hello. Can you please verify the link from your FAQ that explains what the issue is with this mod and SK? Is that outdated? I use SK with MGS5 in borderless windowed mode and have absolutely zero performance issues that I have noticed? I also unlocked fps so not sure if that affects things.The link you have in the FAQ goes nowhere. It just goes to the forum site but not to any specific post. I would love more information on this issue since I'm using SK to play the game in HDR. Do you know if perhaps this is a win10 vs. win11 thing? Thanks!

    EDIT: Few things that may be of importance.

    1. I am using one of the latest versions off the SK Discord

    2. I did have to disable flip model in SK, otherwise the game was too dark. Apparently this is a fringe case of where this happens. Win11 handles the flip model anyway, since win11 added the ability to have dx 10-11 games run in flip model with the same performance as exclusive fullscreen. Not sure if maybe this issue is a win10 issue and not a win11 issue?

    https://support.microsoft.com/en-us/windows/optimizations-for-windowed-games-in-windows-11-3f006843-2c7e-4ed0-9a5e-f9389e535952

    EDIT2: Confirmed this is outdated/wrong. You should consider removing this from your FAQ to avoid confusion. You SHOULD however mention what I said above about having to disable flip model in SK due to this fringe case with the FOX engine. It's under the dx11 tab somewhere in the SK control panel. You have to uncheck "use flip mode" or whatever it says. If you have win11, win11 will take care of the flip model and you can remain in borderless fullscreen.
    1. TheSleepwalker
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      Hey there (again!),

      Thanks for letting me know about the hyperlink - I believe Nexus changed something I their backend, because I seem to recall that it worked properly before. 
      I haven't used SK in a while I must say, but there was a time when it simply did not work with TPP whatsoever. After a while, it kinda worked with a bunch of caviats, but I really don't know the state of things as of now. That's not to say you're wrong though!
      So if I follow, you're suggesting that one can use SK with TPP just fine *but* flip model present has to be disabled, is that correct?
    2. ThatFeelIKnowIt
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      Hello again! You can tell I started playing MGS5 recently haha.

      So it can get confusing so I won't pretend like I'm an expert on it. So to lay it out in hopefully a bit cleaner way and also I hope I don't say anything that's incorrect!

      1. Flip model is good. If you have win11, it engages flip model for borderless windowed applications (dx10-11 only I think). Dx12 is already borderless windowed pretty much.

      2. SpecialK also does this as well (pre win11, the OS wouldn't for do this borderless windowed). Normally there's not an issue. For some reason that i do not understand, this game (and probably ground zeroes) somehow get messed up brightness (gamma? idk) when running it with SK. Apparently this is a fringe case. You simply fix it by turning off SK's flip model checkbox, and everything is fine.

      3. If you do not have win11 and you want to use this game with SK, I think you need to use FullScreen Exclusive instead (meaning win10 will use full screen optimized) or whatever that feature is called. This should be fine.

      4. So basically, if win10, use fullscreen exclusive. if win11, you can use both but better choice is borderless windowed.In both cases, disable that flip model checkbox in SK.

      I hope I explained this technically correct but that's the gist of it, I think. Feel free to join the specialK discord. Those guys will explain it to you way better than I did, ha.
    3. TheSleepwalker
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      Alright, thanks for the rundown, I'll update the FAQ then! I just need to find another way to link to a specific post so that I can direct people towards your post, apparently the hyperlinks don't work anymore because of the recent-ish revamp of the Nexusmods forums. 

      Cheers and have a good one! 
    4. ThatFeelIKnowIt
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      No problem! Part of me worries that I didn't explain it technically correct thoug. This stuff is really confusing, so I'd suggest just asking in the SK Discord. I'm sure someone will give you a much better answer within like 10 minutes lol.
    5. TheSleepwalker
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      Don't worry, your explanation is good enough ;) I don't use Borderless myself for various reasons, but hey some people do so it may help them! 
    6. ThatFeelIKnowIt
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      Yea, i'll be honest. I've come to understand it better than in the past, but I still don't fully understand it, ha. MGS5 seems especially weird for some reason so it's kind of an oddball.
  9. ThatFeelIKnowIt
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    Hello. Apologies if this is a stupid question that was explained in your FAQ, however can you clarify the FXAA vs. no FXAA version. If the no FXAA version only for if you force disabled FXAA in TPP? Or does it simply mean that the in game FXAA will not apply to your added effects? Thanks! Excited to try the mod out.
    1. TheSleepwalker
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      Hey there,

      I assume you are referring to the FXAA setting in the Nvidia Control Panel? It's separate from the game's FXAA entirely, much like Reshade. If you do want some FXAA, I'd recommend getting a version labelled With FXAA and set it to Off from the Control Panel (Or Reshade), else you'll get two passes of FXAA and that'll look blurry. 
      I'll rephrase the FAQ so that it mentions that TPP uses its own, native implementation of FXAA, it should be a little more clear.

      I hope this helps, cheers! 
    2. ThatFeelIKnowIt
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      No. To confirm, I am talking about the in-game FXAA that is forced and cannot be disabled (unless with a 3rd party tool). Like you just sated, the game forces FXAA, and the FXAA is tied to the Post-Processing preset you use (so if you use Ultra for example, you'll likely get more FXAA to go along with it).

      My question to you is what your FXAA mod versions mean. Does that mean that it's supposed to work with the in game FXAA? Does it mean you added FXAA into the mod? Just trying to clarify this, since if you added FXAA into the mod, we're likely going to get doubled FXAA, similar to what you just said about forcing nvidia FXAA on top (not what I was talking about in my question). I hope this helps clarify what I was asking. I assume i'm absolutely wrong here since you clearly know what you're doing but just wanted to get some extra clarity :-)

      Thanks so much for following up! Your'e awesome.

      EDIT: from the pcgamingwiki page, in case I explained it poorly - https://www.pcgamingwiki.com/wiki/Metal_Gear_Solid_V:_The_Phantom_Pain#FXAA_tied_to_effects_post_processing_level

      "By default, you cannot disable FXAA while using Extra High post processing."
    3. ThatFeelIKnowIt
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      I just re-read your edit to the FAQ and it is now clear to me. Thank you SO much for following up and clarifying this!
    4. TheSleepwalker
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      I see what you meant now, I understand that it's a bit confusing. The wording in the FAQ wasn't that clear I must say.
      You got it though: With FXAA is basically the vanilla behaviour (FXAA is tied to Post-Processing preset, no dedicated toggle). Without FXAA means that I disabled it for every Post Processing preset, including Extra High, much like the FXAA Disabler mod does. That way you don't have to set Post Processing to Low or Off just to get rid of FXAA.
       
      For context, the reason I did this is because both my mod and FXAA Disabler edit the very same text file. Therefore, they're not compatible and someone asked for a version of Beyond Ultra with FXAA disabled so I made one. 

      In any case, thanks for using this mod and giving me the idea of rewording the FAQ a bit - I believe it's a tad more clear now. Cheers! 
    5. ThatFeelIKnowIt
      ThatFeelIKnowIt
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      No problem, thanks for replying so quickly!
  10. malthe1111
    malthe1111
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    what suit are you using in the first pictures?
    1. TheSleepwalker
      TheSleepwalker
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      Hey there,

      It's a vanilla camo, called Desert Ambush. That aside, I also used Outer Heaven Bionic Arm and Direct Action Suit

      Cheers!
  11. Ezequiel13man
    Ezequiel13man
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    I'm sorry if this has been asked before but does this work with ground zeroes? 
    1. TheSleepwalker
      TheSleepwalker
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      Hey there,

      This hasn't been asked before believe it or not. It won't work with GZ. I did try to fiddle with it a while back but there wasn't a lot of things I could tweak. 

      Cheers!
    2. Ezequiel13man
      Ezequiel13man
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      After playing with this and the "I can't believe it's not reshade mod" I cannot play without them, is there any replace for those mods for GZ?
    3. TheSleepwalker
      TheSleepwalker
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      I take as a compliment, thanks! Not that I am aware of I'm afraid. The good news however is that GZ is just a small island, so you won't notice as much pop-in or lack of distant shadows and the like. If you have an Nvidia GPU, HBAO is really worth a shot too, its SSAO is worse than TPP's. It's not much but I hope it helps,

      Cheers!