MX vs ATV Legends

File information

Last updated

Original upload

Created by

TRONiX

Uploaded by

deltron171

Virus scan

Safe to use

Tags for this mod

About this mod

Enabled HDR option, Up to 200% Internal Upscaling of Resolution & Res Selection in game, Complete visual overhaul Textures, Sky LUT volumetric clouds, color bit depth, All draw distance, 4k shadow cascades, AO, all reflections normals, mip LODs, Lighting, Foliage, Geometry, Effects, Tessellation Deformations, Heightfields, Sky lighting etc

Permissions and credits
Epic Cinematic GFX UE4 enhanced in Engine rendering with better performance then Default Epic quality!

 _|_|_|_|_|                         _|      _|   _|   _|      _|  
     _|      _|  _|_|    _|_|     _|_|    _|           _|  _|    
     _|      _|_|       _|    _|   _|  _|  _|   _|       _|      
     _|      _|         _|    _|   _|    _|_|    _|     _|  _|    
     _|      _|           _|_|     _|       _|    _|   _|      _|

Install:
Back-Up, Copy & Paste: 
\AppData\Local\MX2021\Saved\Config\WindowsNoEditor


Enabled HDR option, Internal Upscaling up to 200% of Resolution & Res Selection in game, Complete visual overhaul Textures, Sky LUT volumetric clouds, color bit depth, All draw distance, 4k shadow cascades, AO, all reflections normals, mip LODs, Lighting, Foliage, Geometry, Effects, Tessellation Deformations, Heightfields, Sky lighting adjustment etc..., emissive, light maps & normals, light shafts, Global Mip LODs, effects,  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 Improvments 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.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=2       ;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          ;1 Default High 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.ApplySecondaryScale=        ;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.SecondaryScaleControls=0.8             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
FOV
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.
Normals.
Decals.
AmbientOcclusion.
Light Shaft Quality.
Translucency Quality
World LOD Quality
Character LOD Quality
Bloom Quality

UDK | ConsoleCommands (unrealengine.com)
UE4 Console Variables and Commands (libero.it)
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