If you prefer a more contrasty image in game, press "Home" button on your keyboard and check the box of "Blooming_HDR" effect on ReShade panel.
The fog is turned on by default, which is the same as the original game. If you do not want the fog, edit the line in Engine.ini from r.fog=1to r.fog=0
If you want to run the game on DX11, which may make some features about Ray Tracing not functional, edit the line in Engine.ini from DefaultGraphicsRHI=DefaultGraphicsRHI_DX12to DefaultGraphicsRHI=DefaultGraphicsRHI_DX11
Whenever I install a custom replacement model for Pals it causes a smudgey effect like the textures are being left behind whenever they move. Do you know a fix for this?
use DGIM 2 instead of 1, or tweak anything related to r.Lumen.ScreenProbeGather.Temporal You can try this, what I use. r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated=30 r.Lumen.ScreenProbeGather.Temporal.RelativeSpeedDifferenceToConsiderLightingMoving=0 r.Lumen.ScreenProbeGather.TemporalFilterProbes=1
just for lels you can also try r.Lumen.ScreenProbeGather.Temporal=0 that disables the ghosting that is caused because of trying to reduce the noise that is caused by using lumen
Think changing AA can also alter it. Easy way to test what can cause undesired stuff, is just by cut in half the settings you use in engine.ini, then see one or the other, till you find what causes the problem, besides the textures themselves. But anyway your textures don't have the same settings as the in game ones.
DECENT PLUS - Ultra Graphic Enhancement-242-1-4-0-1707307215 What the mod does regardless what in game quality settings you use. Well mostly whatever settings, there are some settings that this doesn't enforce, so low quality prolly can disable some features.
[SystemSettings] (Same as epic quality can be also on lower quality) grass.DensityScale=1 ; (1 scalability) r.AmbientOcclusionMaxQuality=100 ; (100 scalability)(you used 26 and 100, 100 was lower row, so that was enabled) r.AmbientOcclusionMipLevelFactor=0.4 ; (0.4 scalability) r.AmbientOcclusionRadiusScale=1 ; (1 scalability) r.AOQuality=2 ; (2 scalability) r.DepthOfFieldQuality=2 ; (2 scalability) r.DistanceFieldAO=1 ; (1 scalability) r.EyeAdaptationQuality=2 ; (2 scalability) r.ViewDistanceScale=1 ; (1 scalability) r.Lumen.DiffuseIndirect.Allow=1 ; (1 scalability) r.Lumen.Reflections.Allow=1 ; (1 scalability) r.Lumen.ScreenProbeGather.DownsampleFactor=16 ; (16 scalability) r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget=300 ; (300 scalability) r.Lumen.ScreenProbeGather.TracingOctahedronResolution=8 ; (8 scalability) r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1 ; (1 scalability) r.Lumen.TraceMeshSDFs.Allow=1 ; (1 scalability) r.Lumen.TranslucencyReflections.FrontLayer.Allow=1 ; (1 scalability) r.Lumen.TranslucencyVolume.TracingOctahedronResolution=3 ; (3 scalability) r.LumenScene.Radiosity.HemisphereProbeResolution=4 ; (4 scalability) r.LumenScene.SurfaceCache.CardCaptureRefreshFraction=0.125 ; (0.125 scalability) (Valid command and that are different from default values) r.AmbientOcclusionLevels=2 ; (-1 scalability)(you used 3 and 2 duplicates, 2 was lower row, so that was enabled) r.AmbientOcclusion.Method=1 ; (0 constructor)(1 is disabled, levels only works with method=0) r.BloomQuality=4 ; (5 scalability) r.DefaultFeature.LightUnits=2 ; (1 constructor) r.EyeAdaptation.MethodOverride=2 ; (-1 constructor) r.EyeAdaptation.ExponentialTransitionDistance=10 ; (1.5 constructor) r.SkeletalMeshLODBias=-2 ; (0 scalability) r.SkylightIntensityMultiplier=2.5 ; (1 constructor)(2.5x brighter than normally) r.VolumetricFog=0 ; (1 scalability)(0 disables reflections through fogs, plus dungeons look different) r.VolumetricRenderTarget.Mode=1 ; (0 constructor) r.Water.SingleLayer.RefractionDownsampleFactor=2 ; (1 constructor) r.Water.SingleLayer.SSR=0 ; (1 constructor)(1 works yeah only if screenspace is used instead of lumen) r.ReflectionMethod=1 ; (2 constructor)(1 lumen if lumen is enabled from DGIM and LumenDiffuse is allowed, otherwise 1 does the same as 2 aka screenspace reflections) r.ReflectionCaptureSupersampleFactor=4 ; (1 constructor) r.Reflections.Denoiser=1 ; (2 constructor) r.DynamicGlobalIlluminationMethod=1 ; (0 constructor)(1 lumen, 2 screenspace) r.LumenScene.Radiosity.SpatialFilterProbes.KernelSize=0.1 ; (1 constructor)(converts 0.1 increments to 0, 1.982471 to 1 and so on.) r.Lumen.DiffuseIndirect.SSAO=1 ; (0 constructor)(1 works only if r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal=0) r.Lumen.Reflections.DownsampleFactor=2 ; (1 scalability)(0 was demanding I think, 1 is best, 2+ causes jitter) r.Lumen.Reflections.GGXSamplingBias=0.3 ; (0.1 constructor)(1 is better if lumen roughness is high enough up to 1) r.Lumen.Reflections.HierarchicalScreenTraces.MaxIterations=64 ; (50 constructor) r.Lumen.Reflections.ScreenSpaceReconstruction.KernelRadius=1 ; (8 constructor) r.Lumen.Reflections.SmoothBias=0.5 ; (0 constructor)(1 is full mirror in terms of clarity) r.Lumen.ScreenProbeGather.AdaptiveProbeAllocationFraction=1 ; (0.5 constructor) r.Lumen.ScreenProbeGather.IrradianceFormat=1 ; (0 scalability) r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=16 ; (32 scalability) r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal=0 ; (1 scalability)(1 disables lumen ssao) r.Lumen.ScreenProbeGather.SpatialFilterMaxRadianceHitAngle=60 ; (10 constructor) r.Lumen.ScreenProbeGather.SpatialFilterNumPasses=2 ; (3 constructor) r.Lumen.ScreenProbeGather.TemporalFilterProbes=1 ; (0 constructor) r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated=16 ; (10 constructor)(30 is pretty good, 10 isn't really enough, going lower causes flickering shadows, among many other temporal settings, you can see max flickering if r.Lumen.ScreenProbeGather.Temporal=0, anyway higher values can cause more ghosting, most other settings cause more ghosting than this value) r.Lumen.TranslucencyReflections.FrontLayer.Enable=1 ; (0 scalability)(enables crystal clear reflections on transcluscent objects) r.Lumen.TranslucencyVolume.GridPixelSize=64 ; (32 scalability) r.LumenScene.DirectLighting.UpdateFactor=32 ; (16 constructor) r.LumenScene.DistantScene=1 ; (0 constructor)(1 no idea if it even works) r.LumenScene.FarField=1 ; (0 constructor)(1 no idea if it even works) r.LumenScene.Heightfield.MaxTracingSteps=1 ; (32 constructor) r.LumenScene.Radiosity.MaxRayIntensity=400 ; (40 constructor)(no point going higher) r.LumenScene.Radiosity.MinTraceDistanceToSampleSurface=1 ; (10 constructor) r.LumenScene.Radiosity.ProbeSpacing=8 ; (4 scalability)
(Valid command and that are different from default values) r.AmbientOcclusionLevels=2 ; (-1 scalability)(you used 3 and 2 duplicates, 2 was lower row, so that was enabled) r.AmbientOcclusion.Method=1 ; (0 constructor)(1 is disabled, levels only works with method=0) r.BloomQuality=4 ; (5 scalability) r.DefaultFeature.LightUnits=2 ; (1 constructor) r.EyeAdaptation.MethodOverride=2 ; (-1 constructor) r.EyeAdaptation.ExponentialTransitionDistance=10 ; (1.5 constructor) r.SkeletalMeshLODBias=-2 ; (0 scalability) r.SkylightIntensityMultiplier=2.5 ; (1 constructor)(2.5x brighter than normally) r.VolumetricFog=0 ; (1 scalability)(0 disables reflections through fogs, plus dungeons look different) r.VolumetricRenderTarget.Mode=1 ; (0 constructor) r.Water.SingleLayer.RefractionDownsampleFactor=2 ; (1 constructor) r.Water.SingleLayer.SSR=0 ; (1 constructor)(1 works yeah only if screenspace is used instead of lumen) r.ReflectionMethod=1 ; (2 constructor)(1 lumen if lumen is enabled from DGIM and LumenDiffuse is allowed, otherwise 1 does the same as 2 aka screenspace reflections) r.ReflectionCaptureSupersampleFactor=4 ; (1 constructor) r.Reflections.Denoiser=1 ; (2 constructor) r.DynamicGlobalIlluminationMethod=1 ; (0 constructor)(1 lumen, 2 screenspace) r.LumenScene.Radiosity.SpatialFilterProbes.KernelSize=0.1 ; (1 constructor)(converts 0.1 increments to 0, 1.982471 to 1 and so on.) r.Lumen.DiffuseIndirect.SSAO=1 ; (0 constructor)(1 works only if r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal=0) r.Lumen.Reflections.DownsampleFactor=2 ; (1 scalability)(0 was demanding I think, 1 is best, 2+ causes jitter) r.Lumen.Reflections.GGXSamplingBias=0.3 ; (0.1 constructor)(1 is better if lumen roughness is high enough up to 1) r.Lumen.Reflections.HierarchicalScreenTraces.MaxIterations=64 ; (50 constructor) r.Lumen.Reflections.ScreenSpaceReconstruction.KernelRadius=1 ; (8 constructor) r.Lumen.Reflections.SmoothBias=0.5 ; (0 constructor)(1 is full mirror in terms of clarity) r.Lumen.ScreenProbeGather.AdaptiveProbeAllocationFraction=1 ; (0.5 constructor) r.Lumen.ScreenProbeGather.IrradianceFormat=1 ; (0 scalability) r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=16 ; (32 scalability) r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal=0 ; (1 scalability)(1 disables lumen ssao) r.Lumen.ScreenProbeGather.SpatialFilterMaxRadianceHitAngle=60 ; (10 constructor) r.Lumen.ScreenProbeGather.SpatialFilterNumPasses=2 ; (3 constructor) r.Lumen.ScreenProbeGather.TemporalFilterProbes=1 ; (0 constructor) r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated=16 ; (10 constructor)(30 is pretty good, 10 isn't really enough, going lower causes flickering shadows, among many other temporal settings, you can see max flickering if r.Lumen.ScreenProbeGather.Temporal=0, anyway higher values can cause more ghosting, most other settings cause more ghosting than this value) r.Lumen.TranslucencyReflections.FrontLayer.Enable=1 ; (0 scalability)(enables crystal clear reflections on transcluscent objects) r.Lumen.TranslucencyVolume.GridPixelSize=64 ; (32 scalability) r.LumenScene.DirectLighting.UpdateFactor=32 ; (16 constructor) r.LumenScene.DistantScene=1 ; (0 constructor)(1 no idea if it even works) r.LumenScene.FarField=1 ; (0 constructor)(1 no idea if it even works) r.LumenScene.Heightfield.MaxTracingSteps=1 ; (32 constructor) r.LumenScene.Radiosity.MaxRayIntensity=400 ; (40 constructor)(no point going higher) r.LumenScene.Radiosity.MinTraceDistanceToSampleSurface=1 ; (10 constructor) r.LumenScene.Radiosity.ProbeSpacing=8 ; (4 scalability)
You can increase the value of "r.SkylightIntensityMultiplier". It will make the interior brighter, but increase the brightness outside at the same time. For now, I have no idea how to seperately increase the interior brightness.
Fyi some raytracing settings are enabled by default with the game, including pathtracing. The thing which actually enables the raytracing, that isn't enabled by the game, is called r.RayTracing=1, Everything else works regardless if you're in dx11 or dx12, your reshade might though look different because of either using dx11 or dx12. Lumen works without dx12, raytracing works only with dx12.
DECENT PLUS - Ultra Graphic Enhancement-242-1-4-0-1707307215 Dismantling it one by one, checking every command if it's invalid or not, while mod enabled. Then checking in vanilla what the default values are. https://www.youtube.com/live/yWtZ3f1jeus
(Duplicate commands and/or bottom one overwrites the higher one) r.AmbientOcclusionLevels=3 r.AmbientOcclusionMaxQuality=26 r.AmbientOcclusion.Method=1 r.RayTracing.Reflections.HeightFog=1 ; and missing another command for it to do anything
(Different real value)
r.SceneColorFringe.Max=0.5 ; (-1 constructor)(-2 enables chromatic aberration, the rest disable it, -1 should do something, but don't see any change)
(Same as constructor/default, doesn't matter what settings you change in the game) grass.CullDistanceScale=1 ; (1 constructor) grass.DisableDynamicShadows=0 ; (0 constructor) r.DefaultFeature.AmbientOcclusion=1 ; (1 constructor) r.DistanceFields=1 ; (1 constructor) r.Fog=1 ; (1 constructor) r.GenerateMeshDistanceFields=1 ; (1 projectsetting)(not sure where it's reading from in vanilla, prolly some other ini file) r.SkyLightingQuality=1 ; (1 constructor) r.Water.SingleLayer=1 ; (1 constructor) r.Water.SingleLayer.LumenReflections=1 ; (1 constructor) r.Water.SingleLayer.Reflection=1 ; (1 constructor) r.ReflectionCaptureResolution=128 ; (128 constructor) r.ReflectionEnvironmentLightmapMixBasedOnRoughness=1 ; (1 constructor) r.GlobalIllumination.Denoiser.PreConvolution=1 ; (1 constructor) r.Lumen.Reflections.BilateralFilter=1 ; (1 constructor) r.Lumen.Reflections.MaxRoughnessToTrace=0.4 ; (0.4 constructor) r.Lumen.Reflections.Temporal=1 ; (1 constructor) r.Lumen.ScreenProbeGather=1 ; (1 constructor) r.Lumen.ScreenProbeGather.ImportanceSample=1 ; (1 contructor) r.Lumen.TraceMeshSDFs=1 ; (1 constructor) r.LumenScene.DirectLighting.VirtualShadowMap=1 ; (1 constructor) r.LumenScene.Radiosity.UpdateFactor=64 ; (64 constructor)
(Same as epic quality can be also on lower quality) grass.DensityScale=1 ; (1 scalability) r.AmbientOcclusionMaxQuality=100 ; (100 scalability)(you used 26 and 100, 100 was lower row, so that was enabled) r.AmbientOcclusionMipLevelFactor=0.4 ; (0.4 scalability) r.AmbientOcclusionRadiusScale=1 ; (1 scalability) r.AOQuality=2 ; (2 scalability) r.DepthOfFieldQuality=2 ; (2 scalability) r.DistanceFieldAO=1 ; (1 scalability) r.EyeAdaptationQuality=2 ; (2 scalability) r.ViewDistanceScale=1 ; (1 scalability) r.Lumen.DiffuseIndirect.Allow=1 ; (1 scalability) r.Lumen.Reflections.Allow=1 ; (1 scalability) r.Lumen.ScreenProbeGather.DownsampleFactor=16 ; (16 scalability) r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget=300 ; (300 scalability) r.Lumen.ScreenProbeGather.TracingOctahedronResolution=8 ; (8 scalability) r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1 ; (1 scalability) r.Lumen.TraceMeshSDFs.Allow=1 ; (1 scalability) r.Lumen.TranslucencyReflections.FrontLayer.Allow=1 ; (1 scalability) r.Lumen.TranslucencyVolume.TracingOctahedronResolution=3 ; (3 scalability) r.LumenScene.Radiosity.HemisphereProbeResolution=4 ; (4 scalability) r.LumenScene.SurfaceCache.CardCaptureRefreshFraction=0.125 ; (0.125 scalability)
(Valid command and that are different from default values) r.AmbientOcclusionLevels=2 ; (-1 scalability)(you used 3 and 2 duplicates, 2 was lower row, so that was enabled) r.AmbientOcclusion.Method=1 ; (0 constructor)(1 is disabled, levels only works with method=0) r.BloomQuality=4 ; (5 scalability) r.DefaultFeature.LightUnits=2 ; (1 constructor) r.EyeAdaptation.MethodOverride=2 ; (-1 constructor) r.EyeAdaptation.ExponentialTransitionDistance=10 ; (1.5 constructor) r.SkeletalMeshLODBias=-2 ; (0 scalability) r.SkylightIntensityMultiplier=2.5 ; (1 constructor)(2.5x brighter than normally) r.VolumetricFog=0 ; (1 scalability)(0 disables reflections through fogs, plus dungeons look different) r.VolumetricRenderTarget.Mode=1 ; (0 constructor) r.Water.SingleLayer.RefractionDownsampleFactor=2 ; (1 constructor) r.Water.SingleLayer.SSR=0 ; (1 constructor)(1 works yeah only if screenspace is used instead of lumen) r.ReflectionMethod=1 ; (2 constructor)(1 lumen if lumen is enabled from DGIM and LumenDiffuse is allowed, otherwise 1 does the same as 2 aka screenspace reflections) r.ReflectionCaptureSupersampleFactor=4 ; (1 constructor) r.Reflections.Denoiser=1 ; (2 constructor) r.DynamicGlobalIlluminationMethod=1 ; (0 constructor)(1 lumen, 2 screenspace) r.LumenScene.Radiosity.SpatialFilterProbes.KernelSize=0.1 ; (1 constructor)(converts 0.1 increments to 0, 1.982471 to 1 and so on.) r.Lumen.DiffuseIndirect.SSAO=1 ; (0 constructor)(1 works only if r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal=0) r.Lumen.Reflections.DownsampleFactor=2 ; (1 scalability)(0 was demanding I think, 1 is best, 2+ causes jitter) r.Lumen.Reflections.GGXSamplingBias=0.3 ; (0.1 constructor)(1 is better if lumen roughness is high enough up to 1) r.Lumen.Reflections.HierarchicalScreenTraces.MaxIterations=64 ; (50 constructor) r.Lumen.Reflections.ScreenSpaceReconstruction.KernelRadius=1 ; (8 constructor) r.Lumen.Reflections.SmoothBias=0.5 ; (0 constructor)(1 is full mirror in terms of clarity) r.Lumen.ScreenProbeGather.AdaptiveProbeAllocationFraction=1 ; (0.5 constructor) r.Lumen.ScreenProbeGather.IrradianceFormat=1 ; (0 scalability) r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=16 ; (32 scalability) r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal=0 ; (1 scalability)(1 disables lumen ssao) r.Lumen.ScreenProbeGather.SpatialFilterMaxRadianceHitAngle=60 ; (10 constructor) r.Lumen.ScreenProbeGather.SpatialFilterNumPasses=2 ; (3 constructor) r.Lumen.ScreenProbeGather.TemporalFilterProbes=1 ; (0 constructor) r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated=16 ; (10 constructor)(30 is pretty good, 10 isn't really enough, going lower causes flickering shadows, among many other temporal settings, you can see max flickering if r.Lumen.ScreenProbeGather.Temporal=0, anyway higher values can cause more ghosting, most other settings cause more ghosting than this value) r.Lumen.TranslucencyReflections.FrontLayer.Enable=1 ; (0 scalability)(enables crystal clear reflections on transcluscent objects) r.Lumen.TranslucencyVolume.GridPixelSize=64 ; (32 scalability) r.LumenScene.DirectLighting.UpdateFactor=32 ; (16 constructor) r.LumenScene.DistantScene=1 ; (0 constructor)(1 no idea if it even works) r.LumenScene.FarField=1 ; (0 constructor)(1 no idea if it even works) r.LumenScene.Heightfield.MaxTracingSteps=1 ; (32 constructor) r.LumenScene.Radiosity.MaxRayIntensity=400 ; (40 constructor)(no point going higher) r.LumenScene.Radiosity.MinTraceDistanceToSampleSurface=1 ; (10 constructor) r.LumenScene.Radiosity.ProbeSpacing=8 ; (4 scalability)
i have this flickering bug at night . like this video . is this because of the mod or my hardware ? because i tried without it this flickering dont appeared at all . i got rtx3070 ti btw .ty
I have been looking at it since yesterday. When the sun rises over the horizon in game, I can reproduce it. All I can say for sure right now is that it's caused by lumen lighting and DFAO. Now I have a temporary solution, but it's not perfect. I'm trying to figure out a perfect one, which may take some time.
I failed to find out a perfect fix for this bug related to lumen. But I can give you a solution to reduce the flickering shadows:
In the new version 1.4.0, I set the factor to 16, which is a balanced value in my opinion. I tried set it to only 1, but the fps decresed too much. For more details, check out my comments next to “r.Lumen.ScreenProbeGather.DownsampleFactor" in "Engine.ini".
The latest version causes strange screen distortion-like effects when used with puredark's FSR3 mod. I think it's a conflict with Frame generation.There was no problem until 1.10. I'm currently using 1.10. I think this is caused by effects added after 1.20. So please let me know if you want to release a version compatible with FSR3, or where to edit Engine.ini to improve it with the latest version.
This is an operation report. When using FG, I was able to achieve 144fps in most places with 5900X/RTX4090 4K play. Inside the base, the speed drops to around 120fps.
I can't seem to get it working, I've followed the Guide as accurately as possible and the game just loads up with its usual graphics. Confused about what I'm doing wrong
108 comments
The fog is turned on by default, which is the same as the original game. If you do not want the fog, edit the line in Engine.ini from
r.fog=1
tor.fog=0
If you want to run the game on DX11, which may make some features about Ray Tracing not functional, edit the line in Engine.ini from
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
toDefaultGraphicsRHI=DefaultGraphicsRHI_DX11
You can try this, what I use.
r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated=30
r.Lumen.ScreenProbeGather.Temporal.RelativeSpeedDifferenceToConsiderLightingMoving=0
r.Lumen.ScreenProbeGather.TemporalFilterProbes=1
just for lels you can also try
r.Lumen.ScreenProbeGather.Temporal=0
that disables the ghosting that is caused because of trying to reduce the noise that is caused by using lumen
Think changing AA can also alter it.
Easy way to test what can cause undesired stuff, is just by cut in half the settings you use in engine.ini, then see one or the other, till you find what causes the problem, besides the textures themselves.
But anyway your textures don't have the same settings as the in game ones.
What the mod does regardless what in game quality settings you use. Well mostly whatever settings, there are some settings that this doesn't enforce, so low quality prolly can disable some features.
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
[SystemSettings]
(Same as epic quality can be also on lower quality)
grass.DensityScale=1 ; (1 scalability)
r.AmbientOcclusionMaxQuality=100 ; (100 scalability)(you used 26 and 100, 100 was lower row, so that was enabled)
r.AmbientOcclusionMipLevelFactor=0.4 ; (0.4 scalability)
r.AmbientOcclusionRadiusScale=1 ; (1 scalability)
r.AOQuality=2 ; (2 scalability)
r.DepthOfFieldQuality=2 ; (2 scalability)
r.DistanceFieldAO=1 ; (1 scalability)
r.EyeAdaptationQuality=2 ; (2 scalability)
r.ViewDistanceScale=1 ; (1 scalability)
r.Lumen.DiffuseIndirect.Allow=1 ; (1 scalability)
r.Lumen.Reflections.Allow=1 ; (1 scalability)
r.Lumen.ScreenProbeGather.DownsampleFactor=16 ; (16 scalability)
r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget=300 ; (300 scalability)
r.Lumen.ScreenProbeGather.TracingOctahedronResolution=8 ; (8 scalability)
r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1 ; (1 scalability)
r.Lumen.TraceMeshSDFs.Allow=1 ; (1 scalability)
r.Lumen.TranslucencyReflections.FrontLayer.Allow=1 ; (1 scalability)
r.Lumen.TranslucencyVolume.TracingOctahedronResolution=3 ; (3 scalability)
r.LumenScene.Radiosity.HemisphereProbeResolution=4 ; (4 scalability)
r.LumenScene.SurfaceCache.CardCaptureRefreshFraction=0.125 ; (0.125 scalability)
(Valid command and that are different from default values)
r.AmbientOcclusionLevels=2 ; (-1 scalability)(you used 3 and 2 duplicates, 2 was lower row, so that was enabled)
r.AmbientOcclusion.Method=1 ; (0 constructor)(1 is disabled, levels only works with method=0)
r.BloomQuality=4 ; (5 scalability)
r.DefaultFeature.LightUnits=2 ; (1 constructor)
r.EyeAdaptation.MethodOverride=2 ; (-1 constructor)
r.EyeAdaptation.ExponentialTransitionDistance=10 ; (1.5 constructor)
r.SkeletalMeshLODBias=-2 ; (0 scalability)
r.SkylightIntensityMultiplier=2.5 ; (1 constructor)(2.5x brighter than normally)
r.VolumetricFog=0 ; (1 scalability)(0 disables reflections through fogs, plus dungeons look different)
r.VolumetricRenderTarget.Mode=1 ; (0 constructor)
r.Water.SingleLayer.RefractionDownsampleFactor=2 ; (1 constructor)
r.Water.SingleLayer.SSR=0 ; (1 constructor)(1 works yeah only if screenspace is used instead of lumen)
r.ReflectionMethod=1 ; (2 constructor)(1 lumen if lumen is enabled from DGIM and LumenDiffuse is allowed, otherwise 1 does the same as 2 aka screenspace reflections)
r.ReflectionCaptureSupersampleFactor=4 ; (1 constructor)
r.Reflections.Denoiser=1 ; (2 constructor)
r.DynamicGlobalIlluminationMethod=1 ; (0 constructor)(1 lumen, 2 screenspace)
r.LumenScene.Radiosity.SpatialFilterProbes.KernelSize=0.1 ; (1 constructor)(converts 0.1 increments to 0, 1.982471 to 1 and so on.)
r.Lumen.DiffuseIndirect.SSAO=1 ; (0 constructor)(1 works only if r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal=0)
r.Lumen.Reflections.DownsampleFactor=2 ; (1 scalability)(0 was demanding I think, 1 is best, 2+ causes jitter)
r.Lumen.Reflections.GGXSamplingBias=0.3 ; (0.1 constructor)(1 is better if lumen roughness is high enough up to 1)
r.Lumen.Reflections.HierarchicalScreenTraces.MaxIterations=64 ; (50 constructor)
r.Lumen.Reflections.ScreenSpaceReconstruction.KernelRadius=1 ; (8 constructor)
r.Lumen.Reflections.SmoothBias=0.5 ; (0 constructor)(1 is full mirror in terms of clarity)
r.Lumen.ScreenProbeGather.AdaptiveProbeAllocationFraction=1 ; (0.5 constructor)
r.Lumen.ScreenProbeGather.IrradianceFormat=1 ; (0 scalability)
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=16 ; (32 scalability)
r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal=0 ; (1 scalability)(1 disables lumen ssao)
r.Lumen.ScreenProbeGather.SpatialFilterMaxRadianceHitAngle=60 ; (10 constructor)
r.Lumen.ScreenProbeGather.SpatialFilterNumPasses=2 ; (3 constructor)
r.Lumen.ScreenProbeGather.TemporalFilterProbes=1 ; (0 constructor)
r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated=16 ; (10 constructor)(30 is pretty good, 10 isn't really enough, going lower causes flickering shadows, among many other temporal settings, you can see max flickering if r.Lumen.ScreenProbeGather.Temporal=0, anyway higher values can cause more ghosting, most other settings cause more ghosting than this value)
r.Lumen.TranslucencyReflections.FrontLayer.Enable=1 ; (0 scalability)(enables crystal clear reflections on transcluscent objects)
r.Lumen.TranslucencyVolume.GridPixelSize=64 ; (32 scalability)
r.LumenScene.DirectLighting.UpdateFactor=32 ; (16 constructor)
r.LumenScene.DistantScene=1 ; (0 constructor)(1 no idea if it even works)
r.LumenScene.FarField=1 ; (0 constructor)(1 no idea if it even works)
r.LumenScene.Heightfield.MaxTracingSteps=1 ; (32 constructor)
r.LumenScene.Radiosity.MaxRayIntensity=400 ; (40 constructor)(no point going higher)
r.LumenScene.Radiosity.MinTraceDistanceToSampleSurface=1 ; (10 constructor)
r.LumenScene.Radiosity.ProbeSpacing=8 ; (4 scalability)
The bare minimum that this mod does, if you use already epic quality game settings.
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
[SystemSettings]
(Valid command and that are different from default values)
r.AmbientOcclusionLevels=2 ; (-1 scalability)(you used 3 and 2 duplicates, 2 was lower row, so that was enabled)
r.AmbientOcclusion.Method=1 ; (0 constructor)(1 is disabled, levels only works with method=0)
r.BloomQuality=4 ; (5 scalability)
r.DefaultFeature.LightUnits=2 ; (1 constructor)
r.EyeAdaptation.MethodOverride=2 ; (-1 constructor)
r.EyeAdaptation.ExponentialTransitionDistance=10 ; (1.5 constructor)
r.SkeletalMeshLODBias=-2 ; (0 scalability)
r.SkylightIntensityMultiplier=2.5 ; (1 constructor)(2.5x brighter than normally)
r.VolumetricFog=0 ; (1 scalability)(0 disables reflections through fogs, plus dungeons look different)
r.VolumetricRenderTarget.Mode=1 ; (0 constructor)
r.Water.SingleLayer.RefractionDownsampleFactor=2 ; (1 constructor)
r.Water.SingleLayer.SSR=0 ; (1 constructor)(1 works yeah only if screenspace is used instead of lumen)
r.ReflectionMethod=1 ; (2 constructor)(1 lumen if lumen is enabled from DGIM and LumenDiffuse is allowed, otherwise 1 does the same as 2 aka screenspace reflections)
r.ReflectionCaptureSupersampleFactor=4 ; (1 constructor)
r.Reflections.Denoiser=1 ; (2 constructor)
r.DynamicGlobalIlluminationMethod=1 ; (0 constructor)(1 lumen, 2 screenspace)
r.LumenScene.Radiosity.SpatialFilterProbes.KernelSize=0.1 ; (1 constructor)(converts 0.1 increments to 0, 1.982471 to 1 and so on.)
r.Lumen.DiffuseIndirect.SSAO=1 ; (0 constructor)(1 works only if r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal=0)
r.Lumen.Reflections.DownsampleFactor=2 ; (1 scalability)(0 was demanding I think, 1 is best, 2+ causes jitter)
r.Lumen.Reflections.GGXSamplingBias=0.3 ; (0.1 constructor)(1 is better if lumen roughness is high enough up to 1)
r.Lumen.Reflections.HierarchicalScreenTraces.MaxIterations=64 ; (50 constructor)
r.Lumen.Reflections.ScreenSpaceReconstruction.KernelRadius=1 ; (8 constructor)
r.Lumen.Reflections.SmoothBias=0.5 ; (0 constructor)(1 is full mirror in terms of clarity)
r.Lumen.ScreenProbeGather.AdaptiveProbeAllocationFraction=1 ; (0.5 constructor)
r.Lumen.ScreenProbeGather.IrradianceFormat=1 ; (0 scalability)
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=16 ; (32 scalability)
r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal=0 ; (1 scalability)(1 disables lumen ssao)
r.Lumen.ScreenProbeGather.SpatialFilterMaxRadianceHitAngle=60 ; (10 constructor)
r.Lumen.ScreenProbeGather.SpatialFilterNumPasses=2 ; (3 constructor)
r.Lumen.ScreenProbeGather.TemporalFilterProbes=1 ; (0 constructor)
r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated=16 ; (10 constructor)(30 is pretty good, 10 isn't really enough, going lower causes flickering shadows, among many other temporal settings, you can see max flickering if r.Lumen.ScreenProbeGather.Temporal=0, anyway higher values can cause more ghosting, most other settings cause more ghosting than this value)
r.Lumen.TranslucencyReflections.FrontLayer.Enable=1 ; (0 scalability)(enables crystal clear reflections on transcluscent objects)
r.Lumen.TranslucencyVolume.GridPixelSize=64 ; (32 scalability)
r.LumenScene.DirectLighting.UpdateFactor=32 ; (16 constructor)
r.LumenScene.DistantScene=1 ; (0 constructor)(1 no idea if it even works)
r.LumenScene.FarField=1 ; (0 constructor)(1 no idea if it even works)
r.LumenScene.Heightfield.MaxTracingSteps=1 ; (32 constructor)
r.LumenScene.Radiosity.MaxRayIntensity=400 ; (40 constructor)(no point going higher)
r.LumenScene.Radiosity.MinTraceDistanceToSampleSurface=1 ; (10 constructor)
r.LumenScene.Radiosity.ProbeSpacing=8 ; (4 scalability)
For now, I have no idea how to seperately increase the interior brightness.
Go check my "mod".
The thing which actually enables the raytracing, that isn't enabled by the game, is called r.RayTracing=1,
Everything else works regardless if you're in dx11 or dx12, your reshade might though look different because of either using dx11 or dx12.
Lumen works without dx12, raytracing works only with dx12.
DECENT PLUS - Ultra Graphic Enhancement-242-1-4-0-1707307215
Dismantling it one by one, checking every command if it's invalid or not, while mod enabled.
Then checking in vanilla what the default values are.
https://www.youtube.com/live/yWtZ3f1jeus
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
[SystemSettings]
(Command not recognized)
grass.LODDistanceScale=1
r.CastRayTracedShadow=2
r.FogDensity=1
r.GlobalIllumination.ExperimentalPlugin=true
r.Lumen=1
r.LumenRayLightingModeOverride=2
r.Lumen.Reflections.Contrast=1
r.Lumen.Reflections.MaxRoughnessToTraceForFoliage=0.2
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.FullResDepth=0
r.Lumen.ScreenProbeGather.ShortRangeAO=1
r.Lumen.ScreenProbeGather.ShortRangeAO.HardwareRayTracing=1
r.Lumen.TranslucencyReflections.Enable=1
r.RayTracing.Enable=1
r.RayTracing.AmbientOcclusion.Intensity=2
r.RayTracing.Geometry.SplineMeshes=1
r.RayTracing.GlobalIlluminationType=1
r.ReflectedAndRefractedRayTracedShadows=2
r.ReflectedAndRefractedRayTracedShadows=2 ; also a duplicate of an invalid command
(Missing other commands to make use of it)
r.LensFlareQuality=3 ; (2 scalability)(needs r.DefaultFeature.LensFlare=1 to do anything)
r.SceneColorFringeQuality=1 ; (1 scalability)(r.SceneColorFringe.Max needs to be -2, aka chromatic aberration needs to be enabled)
r.Water.SingleLayer.RTR=1 ; (1 constructor)
r.Lumen.HardwareRayTracing=1 ; (0 constructor)
r.Lumen.Reflections.HardwareRayTracing=1 ; (1 constructor)
r.Lumen.TranslucencyVolume.RadianceCache=1 ; (1 constructor)
r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution=8 ; (8 scalability)
r.Lumen.TranslucencyVolume.RadianceCache.NumProbesToTraceBudget=200 ; (200 scalability)
r.RayTracing.EnableInGame=1 ; (1 constructor)
r.RayTracing.ForceAllRayTracingEffects=1 ; (-1 constructor)
r.RayTracing.AmbientOcclusion=1 ; (-1 constructor)
r.RayTracing.Geometry.NaniteProxies=1 ; (1 constructor)
r.RayTracing.Geometry.NiagaraMeshes=1 ; (1 constructor)
r.RayTracing.Geometry.NiagaraRibbons=1 ; (1 constructor)
r.RayTracing.Geometry.NiagaraSprites=1 ; (1 constructor)
r.RayTracing.Geometry.ProceduralMeshes=1 ; (1 constructor)
r.RayTracing.Geometry.SkeletalMeshes=1 ; (1 constructor)
r.RayTracing.Geometry.StaticMeshes=1 ; (1 constructor)
r.RayTracing.GlobalIllumination=1 ; (-1 constructor)
r.RayTracing.GlobalIllumination.Denoiser=1 ; (1 constructor)
r.RayTracing.GlobalIllumination.EnableTransmission=1 ; (1 constructor)
r.RayTracing.GlobalIllumination.EnableTwoSidedGeometry=1 ; (1 constructor)
r.RayTracing.GlobalIllumination.EvalSkyLight=1 ; (0 constructor)
r.RayTracing.GlobalIllumination.FinalGather.Distance=100 ; (10 constructor)
r.RayTracing.GlobalIllumination.FinalGather.Iterations=1 ; (1 constructor)
r.RayTracing.GlobalIllumination.FinalGather.SortMaterials=1 ; (1 constructor)
r.RayTracing.GlobalIllumination.FinalGather.SortSize=5 ; (5 constructor)
r.RayTracing.GlobalIllumination.FinalGather.SortTileSize=64 ; (64 constructor)
r.RayTracing.GlobalIllumination.FireflySuppression=1 ; (0 constructor)
r.RayTracing.GlobalIllumination.Lights.DirectionalLight=1 ; (1 constructor)
r.RayTracing.GlobalIllumination.Lights.PointLight=1 ; (1 constructor)
r.RayTracing.GlobalIllumination.Lights.RectLight=1 ; (1 constructor)
r.RayTracing.GlobalIllumination.Lights.SkyLight=1 ; (1 constructor)
r.RayTracing.GlobalIllumination.Lights.SpotLight=1 ; (1 constructor)
r.RayTracing.GlobalIllumination.MaxBounces=1 ; (-1 constructor)
r.RayTracing.GlobalIllumination.MaxLightCount=16 ; (256 constructor)
r.RayTracing.GlobalIllumination.MaxRayDistance=10000 ; (99999998848415475373494528 constructor)(that some weird default value)
r.RayTracing.GlobalIllumination.MaxShadowDistance=1000 ; (-1 constructor)
r.RayTracing.GlobalIllumination.NextEventEstimationSamples=1 ; (2 constructor)
r.RayTracing.GlobalIllumination.RenderTileSize=64 ; (0 constructor)
r.RayTracing.GlobalIllumination.SamplesPerPixel=1 ; (-1 constructor)
r.RayTracing.GlobalIllumination.ScreenPercentage=25 ; (50 constructor)
r.RayTracing.GlobalIllumination.UseRussianRoulette=1 ; (0 constructor)
r.RayTracing.Reflections=1 ; (-1 constructor)
r.RayTracing.Reflections.DirectLighting=1 ; (1 constructor)
r.RayTracing.Reflections.EnableTwoSidedGeometry=1 ; (1 constructor)
r.RayTracing.Reflections.ExperimentalDeferred=1 ; (0 constructor)
r.RayTracing.Reflections.ExperimentalDeferred.AnyHitMaxRoughness=0.1 ; (0.1 constructor)
r.RayTracing.Reflections.ExperimentalDeferred.HorizontalResolutionScale=0.5 ; (1 constructor)
r.RayTracing.Reflections.ExperimentalDeferred.MipBias=1 ; (0 constructor)
r.RayTracing.Reflections.ExperimentalDeferred.SpatialResolve=1 ; (1 constructor)
r.RayTracing.Reflections.ExperimentalDeferred.SpatialResolve.MaxRadius=8 ; (8 constructor)
r.RayTracing.Reflections.ExperimentalDeferred.SpatialResolve.NumSamples=8 ; (8 constructor)
r.RayTracing.Reflections.ExperimentalDeferred.SpatialResolve.TemporalQuality=1 ; (2 constructor)
r.RayTracing.Reflections.ExperimentalDeferred.SpatialResolve.TemporalWeight=0.5 ; (0.95 constructor)
r.RayTracing.Reflections.HeightFog=1 ; (1 constructor)
r.RayTracing.Reflections.Hybrid=1 ; (0 constructor)
r.RayTracing.Reflections.MaxBounces=1 ; (-1 constructor)
r.RayTracing.Reflections.MaxRayDistance=50000 ; (-1 constructor)
r.RayTracing.Reflections.MaxRoughness=0.4 ; (-1 constructor)
r.RayTracing.Reflections.RayTraceSkyLightContribution=1 ; (0 constructor)
r.RayTracing.Reflections.ReflectionCaptures=1 ; (0 constructor)
r.RayTracing.Reflections.RenderTileSize=64 ; (0 constructor)
r.RayTracing.Reflections.SamplesPerPixel=1 ; (-1 constructor)
r.RayTracing.Reflections.ScreenPercentage=100 ; (100 constructor)
r.RayTracing.Reflections.Shadows=1 ; (-1 constructor)
r.RayTracing.Reflections.SortMaterials=1 ; (1 constructor)
r.RayTracing.Reflections.SortTileSize=64 ; (64 constructor)
r.RayTracing.Reflections.TestPathRoughness=1 ; (1 constructor)
r.RayTracing.Reflections.Translucency=1 ; (-1 constructor)
r.RayTracing.Shadows.Lights.Directional=1 ; (1 constructor)
r.RayTracing.Shadows.Lights.Point=1 ; (1 constructor)
r.RayTracing.Shadows.Lights.Spot=1 ; (1 constructor)
r.RayTracing.SkyLight.DecoupleSampleGeneration=0 ; (1 constructor)
r.RayTracing.SkyLight.Denoiser=1 ; (1 constructor)
r.RayTracing.SkyLight.EnableMaterials=1 ; (1 constructor)
r.RayTracing.SkyLight.EnableTwoSidedGeometry=1 ; (1 constructor)
r.RayTracing.SkyLight.HairVoxel=1 ; (1 constructor)
r.RayTracing.SkyLight.MaxRayDistance=6000 ; (10000000 constructor)
r.RayTracing.SkyLight.MaxShadowThickness=1000 ; (1000 constructor)
r.RayTracing.SkyLight.SamplesPerPixel=64 ; (-1 constructor)
r.RayTracing.SkyLight.ScreenPercentage=50 ; (100 constructor)
r.RayTracing.Translucency=1 ; (-1 constructor)
r.RayTracing.Translucency.HeightFog=1 ; (1 constructor)
r.RayTracing.Translucency.Refraction=1 ; (-1 constructor)
r.RayTracing.Translucency.Shadows=2 ; (-1 constructor)
(Duplicate commands and/or bottom one overwrites the higher one)
r.AmbientOcclusionLevels=3
r.AmbientOcclusionMaxQuality=26
r.AmbientOcclusion.Method=1
r.RayTracing.Reflections.HeightFog=1 ; and missing another command for it to do anything
(Different real value)
r.SceneColorFringe.Max=0.5 ; (-1 constructor)(-2 enables chromatic aberration, the rest disable it, -1 should do something, but don't see any change)
(Same as constructor/default, doesn't matter what settings you change in the game)
grass.CullDistanceScale=1 ; (1 constructor)
grass.DisableDynamicShadows=0 ; (0 constructor)
r.DefaultFeature.AmbientOcclusion=1 ; (1 constructor)
r.DistanceFields=1 ; (1 constructor)
r.Fog=1 ; (1 constructor)
r.GenerateMeshDistanceFields=1 ; (1 projectsetting)(not sure where it's reading from in vanilla, prolly some other ini file)
r.SkyLightingQuality=1 ; (1 constructor)
r.Water.SingleLayer=1 ; (1 constructor)
r.Water.SingleLayer.LumenReflections=1 ; (1 constructor)
r.Water.SingleLayer.Reflection=1 ; (1 constructor)
r.ReflectionCaptureResolution=128 ; (128 constructor)
r.ReflectionEnvironmentLightmapMixBasedOnRoughness=1 ; (1 constructor)
r.GlobalIllumination.Denoiser.PreConvolution=1 ; (1 constructor)
r.Lumen.Reflections.BilateralFilter=1 ; (1 constructor)
r.Lumen.Reflections.MaxRoughnessToTrace=0.4 ; (0.4 constructor)
r.Lumen.Reflections.Temporal=1 ; (1 constructor)
r.Lumen.ScreenProbeGather=1 ; (1 constructor)
r.Lumen.ScreenProbeGather.ImportanceSample=1 ; (1 contructor)
r.Lumen.TraceMeshSDFs=1 ; (1 constructor)
r.LumenScene.DirectLighting.VirtualShadowMap=1 ; (1 constructor)
r.LumenScene.Radiosity.UpdateFactor=64 ; (64 constructor)
(Same as epic quality can be also on lower quality)
grass.DensityScale=1 ; (1 scalability)
r.AmbientOcclusionMaxQuality=100 ; (100 scalability)(you used 26 and 100, 100 was lower row, so that was enabled)
r.AmbientOcclusionMipLevelFactor=0.4 ; (0.4 scalability)
r.AmbientOcclusionRadiusScale=1 ; (1 scalability)
r.AOQuality=2 ; (2 scalability)
r.DepthOfFieldQuality=2 ; (2 scalability)
r.DistanceFieldAO=1 ; (1 scalability)
r.EyeAdaptationQuality=2 ; (2 scalability)
r.ViewDistanceScale=1 ; (1 scalability)
r.Lumen.DiffuseIndirect.Allow=1 ; (1 scalability)
r.Lumen.Reflections.Allow=1 ; (1 scalability)
r.Lumen.ScreenProbeGather.DownsampleFactor=16 ; (16 scalability)
r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget=300 ; (300 scalability)
r.Lumen.ScreenProbeGather.TracingOctahedronResolution=8 ; (8 scalability)
r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1 ; (1 scalability)
r.Lumen.TraceMeshSDFs.Allow=1 ; (1 scalability)
r.Lumen.TranslucencyReflections.FrontLayer.Allow=1 ; (1 scalability)
r.Lumen.TranslucencyVolume.TracingOctahedronResolution=3 ; (3 scalability)
r.LumenScene.Radiosity.HemisphereProbeResolution=4 ; (4 scalability)
r.LumenScene.SurfaceCache.CardCaptureRefreshFraction=0.125 ; (0.125 scalability)
(Valid command and that are different from default values)
r.AmbientOcclusionLevels=2 ; (-1 scalability)(you used 3 and 2 duplicates, 2 was lower row, so that was enabled)
r.AmbientOcclusion.Method=1 ; (0 constructor)(1 is disabled, levels only works with method=0)
r.BloomQuality=4 ; (5 scalability)
r.DefaultFeature.LightUnits=2 ; (1 constructor)
r.EyeAdaptation.MethodOverride=2 ; (-1 constructor)
r.EyeAdaptation.ExponentialTransitionDistance=10 ; (1.5 constructor)
r.SkeletalMeshLODBias=-2 ; (0 scalability)
r.SkylightIntensityMultiplier=2.5 ; (1 constructor)(2.5x brighter than normally)
r.VolumetricFog=0 ; (1 scalability)(0 disables reflections through fogs, plus dungeons look different)
r.VolumetricRenderTarget.Mode=1 ; (0 constructor)
r.Water.SingleLayer.RefractionDownsampleFactor=2 ; (1 constructor)
r.Water.SingleLayer.SSR=0 ; (1 constructor)(1 works yeah only if screenspace is used instead of lumen)
r.ReflectionMethod=1 ; (2 constructor)(1 lumen if lumen is enabled from DGIM and LumenDiffuse is allowed, otherwise 1 does the same as 2 aka screenspace reflections)
r.ReflectionCaptureSupersampleFactor=4 ; (1 constructor)
r.Reflections.Denoiser=1 ; (2 constructor)
r.DynamicGlobalIlluminationMethod=1 ; (0 constructor)(1 lumen, 2 screenspace)
r.LumenScene.Radiosity.SpatialFilterProbes.KernelSize=0.1 ; (1 constructor)(converts 0.1 increments to 0, 1.982471 to 1 and so on.)
r.Lumen.DiffuseIndirect.SSAO=1 ; (0 constructor)(1 works only if r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal=0)
r.Lumen.Reflections.DownsampleFactor=2 ; (1 scalability)(0 was demanding I think, 1 is best, 2+ causes jitter)
r.Lumen.Reflections.GGXSamplingBias=0.3 ; (0.1 constructor)(1 is better if lumen roughness is high enough up to 1)
r.Lumen.Reflections.HierarchicalScreenTraces.MaxIterations=64 ; (50 constructor)
r.Lumen.Reflections.ScreenSpaceReconstruction.KernelRadius=1 ; (8 constructor)
r.Lumen.Reflections.SmoothBias=0.5 ; (0 constructor)(1 is full mirror in terms of clarity)
r.Lumen.ScreenProbeGather.AdaptiveProbeAllocationFraction=1 ; (0.5 constructor)
r.Lumen.ScreenProbeGather.IrradianceFormat=1 ; (0 scalability)
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=16 ; (32 scalability)
r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal=0 ; (1 scalability)(1 disables lumen ssao)
r.Lumen.ScreenProbeGather.SpatialFilterMaxRadianceHitAngle=60 ; (10 constructor)
r.Lumen.ScreenProbeGather.SpatialFilterNumPasses=2 ; (3 constructor)
r.Lumen.ScreenProbeGather.TemporalFilterProbes=1 ; (0 constructor)
r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated=16 ; (10 constructor)(30 is pretty good, 10 isn't really enough, going lower causes flickering shadows, among many other temporal settings, you can see max flickering if r.Lumen.ScreenProbeGather.Temporal=0, anyway higher values can cause more ghosting, most other settings cause more ghosting than this value)
r.Lumen.TranslucencyReflections.FrontLayer.Enable=1 ; (0 scalability)(enables crystal clear reflections on transcluscent objects)
r.Lumen.TranslucencyVolume.GridPixelSize=64 ; (32 scalability)
r.LumenScene.DirectLighting.UpdateFactor=32 ; (16 constructor)
r.LumenScene.DistantScene=1 ; (0 constructor)(1 no idea if it even works)
r.LumenScene.FarField=1 ; (0 constructor)(1 no idea if it even works)
r.LumenScene.Heightfield.MaxTracingSteps=1 ; (32 constructor)
r.LumenScene.Radiosity.MaxRayIntensity=400 ; (40 constructor)(no point going higher)
r.LumenScene.Radiosity.MinTraceDistanceToSampleSurface=1 ; (10 constructor)
r.LumenScene.Radiosity.ProbeSpacing=8 ; (4 scalability)
i have this flickering bug at night . like this video . is this because of the mod or my hardware ? because i tried without it this flickering dont appeared at all . i got rtx3070 ti btw .ty
All I can say for sure right now is that it's caused by lumen lighting and DFAO.
Now I have a temporary solution, but it's not perfect. I'm trying to figure out a perfect one, which may take some time.
In the new version 1.4.0, I set the factor to 16, which is a balanced value in my opinion. I tried set it to only 1, but the fps decresed too much.
For more details, check out my comments next to “r.Lumen.ScreenProbeGather.DownsampleFactor" in "Engine.ini".
I think it's a conflict with Frame generation.There was no problem until 1.10. I'm currently using 1.10. I think this is caused by effects added after 1.20. So please let me know if you want to release a version compatible with FSR3, or where to edit Engine.ini to improve it with the latest version.
This is an operation report. When using FG, I was able to achieve 144fps in most places with 5900X/RTX4090 4K play. Inside the base, the speed drops to around 120fps.
And then install the Engine.ini.
The easy way to check if the mod is enabled:
Observe the egg incubator in game. If it reflects surroundings, the mod is working.