Enable Path Tracing (with caveats) and tweak numerous other settings that aren't available in the game options. Includes too many things to easily sum up here
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 1.0.3
Should have fixed some settings not being activated immediately (notably LDR Post Procecssing off / Exposure off etc)
Cloudscape issues should be fixed
Added new Use Raytracing LOD checkbox to Streamlined Settings, I recommend you TURN THIS OFF for any kind of path tracing, hybrid or pure
Version 1.0.2
Fixed the previous config fix, settings should now be saving again
Version 1.0.1
Added Raytraceed Reflections to Streamlined Settings (ASVGF Only)
Version 1.0
Cleaned up the UI somewhat, made components list in alphabetical order instead of whatever order they loaded in
Added Contact Shadows and SSS Diffusion Sampling to the Streamlined Settings
Added Render Config options
Added natives Light Renderer, Renderer, Native RT Manager and MPMR
Added ability to change Upscaling algorithm in Upscaling options, including DLAA and a bunch of other things
Version 0.5
Added weather controls
Added option to adjust lantern position to prevent clipping when PurePathTracing is enabled
Version 0.4.2
Changed sun intensity setting when PT Sun Fix is enabled to scale the existing sun intensity so that the time of day still affects this parameter.
Version 0.4.1
Added settings to control the sun's intensity and min roughness of specular highlights to PT Sun Fix
Hopefully stopped Tonemapping and LDR Post Processing being overwritten by the game on startup
Version 0.4.0
Hopefully fixed some more crash issues
Toned back the ray march on the cloud settings on suggestion
Added setting to fix the sun in PT mode with 0 bounces
Version 0.3.2
Hopefully fixed issue with saves but please keep letting me know if any issues still arise
Added Subsurface Scattering denoiser controls
Version 0.3.1
Hopefully fixed the issues that adding Cloudscape introduced, should now not cause any crashes and save settings properly.
Version 0.3
Added Streamline Settings to quickly turn on / off features that most people want out of this mod
Added Cloudscape settings, really cool to tweak these
Version 0.2
Added ability to toggle on/off the spot lights that always follow the player for more consistent path tracing lighting
Made the code easy to port to other RE games on request and with code suggestion from praydog
Version 0.1.3
Added Volumetric Fog and Render Output settings
Fixed settings not being saved
Version 0.1.2
Added Tonemapping and LDR Post Process settings
Version 0.1.1
Fixed an issue where settings weren't saving when exiting to title screen and re-entering the game
Gives you a lot of options to the REF UI that you can experiment with. No presets or anything like that as of yet as it's discovery phase really. A LOT OF SETTINGS DO NOTHING, THIS IS BECAUSE THIS MOD SIMPLY GETS THE SETTER METHODS OF VARIOUS GRAPHICS INTERFACES, IF CAPCOM DIDN'T FINISH IT, IT WON'T WORK. Use STREAMLINED SETTINGS for the main meat of the mod if you don't want to explore and tweak too much
Streamlined Settings: Quick access to Path Tracing, Post Processing toggle and Better Clouds
Path Tracing: Tick the box in Streamlined Settings or go to RaytracingMode in "RT Options". Setting this to other modes changes the RT implementation from RTGI to Path Tracing amongst others. Path Tracing is very noisy and denoiser options don't seem to effect it but the PT shadows are amazing.
Noise in Path Tracing: Currently it seems none of the denoise options affect path tracing at all. Using DLSS seems to yield better results than FSR in motion, but using FSR looks better than DLSS in Photo Mode, so switch to FSR if you want to take nice photos, see gallery for a reference picture. I've had moderate success at denoising the final image by using SPP4, Bounce 1 and DLSS Balanced at 4K (I have a 4090 though), using a very very gentle denoiser with reshade
NOISE SOLUTION: PleaseUSE THE LATEST NIGHTLY BUILD OF REF and use the "Graphics" tab to set a main RT Type (Path Tracing) and a pre OR post clone (ASVGF), then you can set PT bounces to 0 for completely noiseless PT with the usual RTGI illuminating the shadowed areas, or use 1 bounce for some noise, but manageable if you're playing at a good enough resolution with DLSS at quality (or better using DLSSTweaks, I use 77% with preset D. Preset E/F introduces some more noise problems so don't use those).
Spot Light Control: Turn off the invisible spot lights that permanently backlight the player to get more consistent Path Tracing lighting
Fixed Contact Shadows: Contact Shadows (affects ASVGF and Hybrid Path Tracing modes) actually do (close to) nothing in the vanilla game. New streamlined setting (and option in Render Config options) fixes that!
Subsurface Scattering Diffusion Sampling: Make those working contact shadows softer with diffusion sampling and internal denoising on the subsurface scattering. Again, this is only for ASVGF and Hybrid, Pure Path Tracing doesn't even run the SSS shader
RTGI Reflections: Enable raytraced reflections for ASVGF mode. Looks a bit crap in motion, but a nice alternative to Hybrid Path Tracing if you can't run that with SPP4 for maximum denoising
Render Config tweaks: Sort of an extended version of the game's Graphics options. You can and probably will crash your game at some point tweaking this, just delete the JSON file and try again. I'd recommend not touching the Upscaling or window mode settings here as they override your actual in-game settings in an annoying way.
Control over a few natives: Light Renderer, Renderer, Native RT Manager and MPMR are all Native Singletons in the render namescape that do a bunch of different things, experiment to your heart's content but beware of the possibility of crashes.
RTGI (non-path traced) Performance boost (sacrifices quality): Enable BhvTraversalHeatmap in RT options. This seems to use the heatmap that the PS5 version of the game uses, which detracts from visual quality a bit but greatly improves performance (I saw 20 FPS increas on a 4090 at 4K). This only works with the default "ASVGF" Raytracing mode.
RaytracingResRatio in RT Options. Only affects RTGI modes like ASVGF. Does what the Quality RT mod does, increases the RT res to not be dogshit.
Tonemapping: Mostly exposure controls
LDR Post Processing: Disable the games entire array of post process effects for a neutral base to use reshade or something with
SSAO/SDFAO Controls: Increase native AO radius for non-RT users, no reshade needed!
Screen Space Reflections: Some of these settings do something, most of them don't. SSR will look bad anyway.
Cloudscape: DD2's vanilla clouds literally render at anywhere between 1/5th and 1/3rd the resolution of the given textures and don't use the scene light properly. Now you can make them be actual good clouds
Subsurface Scattering: Denoise the SSS implementation and align it properly to the skin normals. Removes the pixelated / checkerboard type look on skin when RTGI AO is applied
Control the Weather: Fairly obvious
Adjust your Lantern Position: Path tracing is too accurate, it shows your lantern clipping through your thick, meaty thighs causing light flickering. Turning on this setting in Streamlined Settings will fix this by moving the lantern light forward a bit
Please check out Beethy's fantastic normal map fix that makes textures look 5x better without the need for HD AI upscaling. The textures in game had corrupted normal maps that added big blocky pixels to almost every texture, so even with 4K upscaled textures your game won't look as good as it can without this normal map fix.
WARNING: THERE ARE NO UPPER LIMITS IN PLACE FOR INT / FLOAT VALUES, USE COMMON SENSE. PRESETS WILL COME AT SOME POINT BUT THIS NEEDS EXTENSIVE TESTING. I've not had any reports of save game problems for a while now, but PLEASE EXERCISE CAUTION AND ALWAYS BACK UP YOUR SAVE FILE WHEN MODDING GAMES
Install with fluffy or manually by plonking the .lua file in reframework/autorun, you know the drill.
REVERTING TO VANILLA: CLOSE THE GAME AND DELETE reframework/data/GraphicsSuite.json THEN RESTART YOUR GAME.
Thanks to Beethy for the main images and all of you who have contributed screenshots showcasing the various settings!
I work on this mod where I can in my free time which has to fit in between full time work and spending time with my family, so I might not get around to bugfixes immediately unless they're small and quickly doable. Currentlly I'm really enjoying modding DD2 so I'm working on this quite actively, but there might be periods of time where development is slow. I'll always try to at least respond to comments and bugfixes though, so you know it's at least something that I'm keeping in mind