The thing I'm struggling most with is some heavy artifacting during cut scenes. The game looks completely fine outside, but during cut scenes (like in camp, not the pre-rendered ones) there is still some sort of filtering being applied. I'm not sure what exactly it is. It comes and goes so it may be related to depth of field, depending on what the focus is.
I'm using these settings so far: r.DepthOfFieldQuality=0 r.Tonemapper.Sharpen=0 r.Tonemapper.GrainQuantization=0 r.SkeletalMeshLODBias=-15 r.MotionBlur.TargetFPS=0
Also running Xess in Anti-Aliasing mode. Should I rather select another technique and set the scaling to 100% to make it run natively?
Where does this go on the steam version? Should I just add the settings to my GameUserSettings.ini ? If I put the engine.ini file in appdata>local>sandfall>saved>config>windows it just gets auto deleted.
I would not use all those written entries tho... try using only the three that disable DepthOfField, PostProcessing and MotionBlur... and don't mess with everything else.
it removes just enough blur/postprocess for me to make the game look great without messing with visuals too much or make it look too rough. this is down to personally preference... thanx OP
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GameUserSettings.ini
I also grabbed the latest Nvidia DLSS DLL from Tech Powerup.
My PC is pretty nice, i9-14900K, 32GB DDR5, Samsung 980 PRO NVMe SSD, MSI Gaming RTX 4070 12GB, 27" HDR10 G-Sync Monitor.
I also threw my standard reshade at it with fake HDR and Levels.
Special thanks for posting the code in the description so I could just copy and paste.
I'm using these settings so far:
r.DepthOfFieldQuality=0
r.Tonemapper.Sharpen=0
r.Tonemapper.GrainQuantization=0
r.SkeletalMeshLODBias=-15
r.MotionBlur.TargetFPS=0
Also running Xess in Anti-Aliasing mode. Should I rather select another technique and set the scaling to 100% to make it run natively?
r.maxanisotropy 16 | r.Streaming.LimitPoolSizeToVRAM 0| r.Streaming.MaxTempMemoryAllowed 4096|r.SceneColorFringe.Max 0| r.StaticMeshLODDistanceScale 0.001 | foliage.LODDistanceScale 6 | r.SkeletalMeshLODBias -1 | r.viewdistancescale 10 | r.depthoffieldquality 0 | Grass.Densityscale 2 | r.Shadow.NaniteLODBias 0 | r.DynamicRes.MinScreenPercentage 100 | r.tonemapper.sharpen 0.5 | r.SSFS.VolumetricFogILSIntensity 0.1 | r.Lumen.Reflections.DownsampleFactor 0.0 | r.postprocessing.disablematerials 1
I would not use all those written entries tho...
try using only the three that disable DepthOfField, PostProcessing and MotionBlur... and don't mess with everything else.
tested out ini file several ways for myself.. decided the best option for me is to use only these two rows
r.postprocessing.disablematerials=1
r.MotionBlur.TargetFPS=0
it removes just enough blur/postprocess for me to make the game look great without messing with visuals too much or make it look too rough. this is down to personally preference...
thanx OP
If you don't want the increased foliage/shadow draw distance, I at least recommend adding this
r.SkeletalMeshLODBias=-15
This helps the low LOD pop in of character models tremendously. Characters will no longer look like PS1 models 5 feet in front of you.