Star Wars Jedi: Fallen Order

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SammiLucia

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sammilucia

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About this mod

Fully fixes stutters and improves visuals to better than cinematic. Works on all computers including potato. All donations for all my mods go to Wildlife Society.

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Changelogs
About

Hi, it's me again. I get annoyed with games I'm trying to play, so I fix them (e.g. Cyberpunk, Hogwarts Legacy, Robocop Rogue City, Jedi Survivor).

This is not like any engine.ini mods. It modifies several game config files and can't be done just through engine.ini edits.

My goals with all the Ultra+ mods are:

  • Fix all game bugs that annoy me
  • Significantly improve visual quality ("better than Ultra" — hence the name)
  • Improve fps and frametime stability


Quick Start

  • Copy the file to Jedi Fallen Order\SwGame\Content\Paks\~mods or use a mod manager (if the folder doesn't exist please create it)
  • If you use Nvidia, enable "Allow Negative LOD Bias" in the Nvidia Control Panel
  • Enjoy 😊

If you have any issues or it works well for you please let me know in Posts.


What it Does in Detail

  • Increases anisotropy from 8 to 16 to sharpen textures
  • Fixes several texture pop-in problems (it's not perfect, but it's a lot better, please let me know how you go in Posts)
  • Changes the Oodle texture format from Mermaid to Selkie, which is 2x as fast
  • Fixes a hitch due to garbage collection clustering
  • Increases the maximum LOD levels from 4 to 6 for textures
  • Significantly improves TAA, by increasing TAA post-processing quality, and increasing TAA samples from 8 to 32
  • Selectively sharpens textures (in real time)
  • Dramatically improves the quality of the game's Dynamic Upscaling (close to DLSS)
  • Forces higher quality (LODs) of characters, landscape, vegetation, and environment (i.e. cinematic textures) with no performance loss
  • Fixed a hitch caused by unbuilt shadows being used
  • Fixed a hitch caused by shader precompilation being disabled
  • Fixed a hitch due to insufficient texture unload time (increased from 1.0ms to 6.0ms) causing memory contention
  • Fixed a hitch due to insufficient grass async drawing (changed 2 to 12)
  • Fixed engine hammering caused by UE's default settings to stall the CPU every 30MB and/or 100 requests
  • Fixed hitches caused by shader compilation time set too high (changed 16.0ms to 1.0ms)
  • Fixed a possible hitch due to too many reflections calculated per frame
  • Enabled shader parallelism, background compilation, and warmup, and restricted to 1.5ms per frame (was 16.0ms!!)
  • Disabled tiled deferred lighting as it's broken
  • Enabled FX batching
  • Increased shadow details from 6% screensize to 1%, and increased shadow range by 2x
  • Increased lighting distance by 50% to significantly reduce lighting pop-ins
  • Increased skin quality by disabling subsurface checkerboard and halfres
  • Increased skin subsurface scattering by 25% now textures are sharper
  • Increased environment texture resolutions from 4096x to 8192x
  • Fixed default UE memory config problem where expected texture sizes were 512 but actual textures are 4096 or higher
  • Deleted iOS, Android, Mac, etc. extraneous profiles
  • Disabled various debugging/logging/stats that shouldn't be enabled in shipping
  • Enabled preshadow caching which was configured but disabled
  • Enabled shadow parallelism
  • Increased shadow fade-in time from 0.25s to 3.0s
  • increased asset fade-in time from 0.25s to 3.0s
  • Disabled blueprint ticking unless explicitly set (strongly recommended to be disabled by Epic)
  • Reduced latency by reducing RHI prerendered frames from 3 to 2 (although Nvidia drivers may auto-configure this to 1 frame)
  • Enabled DirectX flip presentation for smoother FPS and frametime
  • Disabled FPS limits
  • Reduced DirectX 12 heap sizes, as DX12 isn't being used, seems to reduce VRAM footprint
  • Increased post process sharpening from 0.0 to 0.5
  • Reduced selected textures from 4096x to 2048x. (You won't notice this at all, and it saves 75% streamer resources for those textures)
  • Increased streamer temp memory from 50MB to 6GB
  • Increased DirectX 11 zero buffer from 4MB to 16MB
  • Corrected FastVRAM configs to match features used in-game (and disabled unused options)
  • Improved FPS by ~10% removing some excessive settings in scalability (graphics options)
  • Reduced (UE default) excessive occlusion queries for vegetation
  • Increased frustum word size from 64 to 256 to improve occlusion batching

Modifying Ultra+

If you'd like to see how my UE mods work or make your own modified version of Jedi FO Ultra+ for personal use/testing, download the "Source" version under Optional Files and see the instructions inside 😊.
Advanced Configuration

These steps are not necessary but will help performance. 

  • Install the game on an SSD wherever possible, it needs a fast disk
  • Disable VSync. Ultra+ enables a new method called DirectX flip presentation which shouldn't tear. If you need VSync please enable it in your GPU Control Panel
  • Make sure not too much is running in the background in Windows
  • In Windows -> Display Settings -> Graphics Settings (at the bottom) -> Enable Hardware-accelerated GPU scheduling
  • Also enable Variable refresh rate on this same page (if it's available on your computer)
  • Disable Control Flow Guard. In Windows. Click Start > type Exploit Protection > Click Program Settings > Click Add program to customize > click Add by program name > type SwGame-Win64-Shipping.exe > Scroll down to Control flow guard (CFG) > Click Override > Switch it to Off. Done! You should get even fewer hitches. If the game was running you need to restart it
  • Open Windows Security > go to Virus & Threat Protection > click Manage Settings > scroll down to the bottom and click Add or remove exclusions > click Add an exclusion > click Process > enter SwGame-Win64-Shipping.exe > click Add
  • Do the same again > Add an exclusion > this time click Folder > navigate to your Jedi Fallen Order folder > click Select Folder
  • Enable resizable bar if you can. This game copies a LOT from CPU to GPU. It's not necessarily about CPU cores but it's definitely about CPU to GPU bandwidth (i.e. PCIe bandwidth)
  • Disable PCI Express Link State Power Management in Windows Power Plans (here's how). No this isn't the root cause problem, but enabling as much CPU > GPU bandwidth as possible helps this and other games
  • if you're due to update your video drivers, use Display Driver Uninstaller (DDU) in Safe Mode to completely remove the old drivers and reinstall from scratch. It shouldn't... but I still hear of games being fixed by this. I recommend the NVidia Studio Drivers, or AMD Recommended drivers, because they're fully regression tested

Contributors

My mods require a lot of testing, I couldn't make them without community help, testing, and support. Thank you to these amazing contributors:

  • scarsofrenown
  • BSherrow
  • Ondow Mosca

My Other Mods

Hogwarts Legacy
Robocop: Rogue City
Cyberpunk 2077
Star Wars: Jedi Survivor
Star Wars: Jedi Fallen Order