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Changelogs
Version v5.5.5 RTM
Fix reflections culling (again — it's still a slightly broken in some areas for PT16/PT20 because I think VisibilityFrustumOffset contributes to noise in these modes)
Increase colour intensity (albedo) on hair in path tracing
Add many hair settings to Debug
Reduced PT20 noise during the first few frames resolving the image as you move
Reduced PT21 noise slightly "in general" by going closer to vanilla settings
Reduced light flickering in certain scenes for PT21 High/Insane
Re-introduce light flickering in certain scenes for 'Vanilla' mode/quality, it was being incorrectly fixed by U+
Version v5.5.5 RC2
Fix a few more scenes with minor boiling for PTNext
Version v5.5.5 RC1
Re-enabled local light importance sampling (thank you to FireKahuna)
Re-increased spatial sampling radius for PT21/PTNext to reduce boiling noise for a few frames after turning
Several other small visual tweaks/adjustments
Reduced frustum again because PT denoiser is tied to it (annoyingly)
Version v5.5.4
Improved puddle smearing in PT20 High/Insane (thank you to TheForceWithin)
RIS is force-enabled for PTNext
Clarified RIS checkbox probably does nothing for PTNext
Clarified SHaRC tooltip
Fixed character and vehicle culling distances being overwritten
Removed 'INI' from Mip Bias setting
Minor visual tweaks/fixes
Tested and increased frustum distance for PT16/PT20 (thank you to Tanzu15)
Removed whatsnew.txt (duplicate of Nexus Changelog)
Version 5.5.3
Fixed Tweaks and Rendering Features checkboxes not being correctly restored at launch
Reduce spatial sampling radius of PT21 at Med, High, and Insane quality. This may introduce boiling noise (I haven't seen any yet, but please let us know)
Increased frustum offset (VisibilityFrustumOffset) up to 90 metres at 'High' Graphics for PT21/Next to fix all known reflected objects (thank you Tanzu15)
Increased visibility culling up to 900 metres at 'High' Graphics for PT21/Next to fix all known reflected objects (thank you Tanzu15)
Increase pop-in distance of characters to 45 metres on 'High' **Graphics Menu Settings**. Reminder that Graphics Menu Settings does a lot more than what's available in the menu (so generally recommended)
Renamed SHaRC settings to 30, Vanilla (50), 100, 200, 400 to try and communicate 'higher' is not necessarily better with this setting (read the tooltip)
Reduced spatial sampling radius for PTNext which dramatically improves the detail and quality especially of rough and reflected surfaces
Reworked how SHaRC works for PTNext so it stays performant even though now running at higher quality
Slight adjustments to hair for al path tracing modes
Version 5.5.1
Tuned all modes to perform best with DLSS4 Transformer
PTNext 'High' now has the quality 'Insane' used to have. 'Insane' now has more samples
Added tooltip to SHaRC lighting cache to explain how it works/how to use
PTNext SHaRC lighting cache now is tuned differently from the other modes (PT20/PT21) to better suit PTNext
For PT20/21 I recommend Vanilla/High SHaRC
For PTNext I recommend High/Insane SHaRC
Minor consistency/quality tweaks
Version 5.5.0
Simplify and fix PTNext enablement/robustness by Lazorr
Significantly improved visual quality of PTNext thanks to FireKahuna
Significantly improved image stability of all path tracing (reduced boiling noise)
Major code refactor, likely fixing occasional weird edge-case issues
More aggressively FPS fix for large FPS drops entering vehicles and cut scenes (vanilla buy)
Renamed 'Target FPS' to 'Stable FPS'
Temporarily removed crowd and population controls
Removed photomode forcing NRD, it just causes problems for people and with DLSS 4 doesn't offer enough advantage
Replaced internal async tasks with psiberx's Cron library
Added psiberx's GameUI library to detect fast travel future functionality
Corrected SetWeather() function call thanks to DeV Dawn
Version 5.4.5
Improve scene detail and reduce boiling noise for all PT modes from FireKahuna (thank you)
Fix an issue where PTNext might not enable correctly
Version 5.4.4
Pull forward github fix for stuck weather due to a typo from mick-lue (thank you)
Fix photo mode having half dark screen on High quality from dimkatet (thank you)
Fix direct lights not working when changing PT modes from dimkatet (thank you)
Version 5.4.3
Now flashes to "Reload a save" when required to fully activate a mode, to make it clearer to the user
"Click 'Apply' in graphics menu" now flashes to make it more obvious
Enabling PT16 now force-disables Ray Reconstruction (because it only works with NRD)
Fixed UltraPlusConfig.ini not restoring settings correctly
Fixed UI window was too big
Removed redundant code for autoloading/saving
Added Rendering/DLSSDSeparateParticleColor to Debug
Fixed error spam about Blackboard in the logs
Changed settings format from JSON to INI for upcoming compatibility with Ultra+ Mod Manager
Enabled the option to disable SHaRC bounce lighting cache for all full PT modes
Reduced Motion Blur so that 'Low' (in the game's graphics menu) should no longer be visible (i.e. it only smooths between frames, rather than being a special effect)
Switched to using psiberx excellent GameSession library for detecting when player is in game
On first install, Ultra+ now defaults to 'Vanilla' settings wherever possible rather than 'Unknown'
Increased distant shadow update speed by 40x
Fixed possible issue with PTNext not enabling after fast travel
Disabled "Target FPS is not enabled" message constantly in console when console output is enabled
Changed 'Console' to 'Console Output' in the UI for clarity
Prevented Ultra+ re-applying the same settings when it doesn't need to
Updated reflection probe settings from reGLASS for better compatibility
Version 5.3.7
variables.lua - fixed typo that was causing excessive errors to be logged
options.lua - added more descriptions
setquality.lua & setmode.lua - tidy up code
Ultra Plus is now compatible with Not So Good Draw Distance no need for compatilbility check box
Version 5.3.6
setmode.lua - remove redundant code from pt16
setmode.lua fixed code tidy up
vram.lua completely reworked
Version 5.3.5
Fixed a bug in setgraphics preventing Fast graphics settings from applying (ty to junggg327)
New Crowds.ini (this is a WIP and still unfinished but works without any issues, just traffic behavior hasnt been fine tuned)
New Traffic.ini added (this is a WIP and still unfinished but works without any issues, just crowd behavior hasnt been fine tuned)
Made changes to MaxNodesPerFrame and EditorThrottledMaxNodesPerFrame for nsgddCompatible, increased to 700
Additional tooltips added to Debug panel
All changes to PT20 rolled back
RT-PT Var.sceneScale changed from FAST to MEDIUM
Fixed broken photomode for pathtracing
Minor code tidy-ups and leftover code removed
Version 5.3.3
Significant changes to vram.lua to prevent crashes in dogtown
added traffic ini
minor changes to "high" setting in quality.lua
Version 5.3.2
Ultra+ Target FPS system now scales rays and bounces in PT16, PT20, and RT+PT modes to try and hit the FPS target
Version 5.3.0
Fix white screen on startup (credit: robber804)
Fix crashes around Lizzy's bar and other places (credit: robber804)
Increased rain map batch size
Added the ability to disable overriding the in-game graphics menu settings
Version 5.2.9
Moved definition of Config helpers back to Config.lua
Version 5.2.8
Fixed clumsy declarations of global variables causing CET window to not draw for some (??) people (thank you to KyleCo76 and KaleidoDeer)
Possibly improved PT16 performance by a few fps by reducing SHaRC bounces to 0. SHaRC acceleration structures are used, but SHaRC lighting itself is not
Enabled screenspace reflection blending for PTNext by default — this should be ON
Disabled Distant global illumination for all PT modes... Neither ON nor OFF yields a completely 'correct' scene for this setting, however after a lot of testing, ON is often a lot more obviously wrong (for example, reflections in some windows are extremely bright), and OFF is less immersion-breaking
Version 5.2.5
Fixed a tyepo
Version 5.2.4
Fixed quality settings sometimes not loading correctly
Fixed PTNext often not enabling correctly
Improved visual quality of PTNext
Reduced noise of PTNext
Lots of little bugfixes
Fixed another stpuid typo!
Version 5.1.2
Fixed PT16 not setting Bounce Cache to 'Fast'
Fixed UI size issue at 4k
Fixed PTNext disabling when you close CET (you might also no not need to reload a save to activate PTNext, I'm still testing)
Version 5.1.1
Note: This version is a huge internal rework. I think it's pretty close but it will need significant testing
Ultra+ now snapshots your graphics menu settings and restores them automatically on the next game launch. This is super helpful if you use -qualityLevel=Cinematic_RTX because you no longer have to fix your graphics settings each time
Implemented a method to confirm graphics changes to game working around a long-standing CET crash to desktop (thank you SOIB for confirming this. Proposed PR is here https://github.com/ocornut/imgui/pull/3761)
Refactored most of the code to remove tech debt
Implemented new method of resizing the window based on resolution. It should be a lot more accurate now, still needs some tweaking, please let me know how you go
Re-added Ray Reconstruction and NRD buttons which now fully work
Moved Custom NRD Denoiser to front panel
Separated Features panel into groups for clarity
Fixed many hard to find edge-case bugs
Fixed unstucking the weather (again) if the weather gets stuck (this is a little hard to test because it only happens after 15 hours, but it should work
Added RTXDI MaxHistoryLength to the target FPS perceptual scaler, this will allow slightly more PT noise in very heavy scenes but should not be noticable, while trying to keep FPS high (needs testing)
Reduced ghosting noise on cars and feet in PT20 (all qualities) and for PT16 (High and Insane) by reducing MaxHistoryLength from 4 to 2
Implemented debug logging for easier debugging. Add an empty file called 'debug' in the Ultra+ folder to enable debug logging
Added Extreme mode for Bounce Lighting (SceneScale = 400)
Version 5.0.1
Added full raster support
Added ability to control (and save) the in-game graphics menu settings, with the best tuning for Potato, Low, Medium, High. (This also fixes most of the graphics cinematic mode changes if you use it)
Implemented basic color theming and a new gunmetal color scheme
Fixed the FPS and Target FPS being in weird positions if you're using DRS
Now enables ray traced sun shadows on high settings (for ray tracing only, makes no difference for path tracing)
Fixed PT ShadowFadeFraction changing values with Fast/Medium/High/etc.
Reduced PT ForcedShadowLightSourceRadius for slightly less light indoors
Removed extra separator lines when filtering text in Debug panel
Fixed - the window was supposed to be a little smaller but wasn't
Fixed an issue where Not So Good Draw Distance compatibility wasn't being forced for low VRAM
Fixed an issue where VRAM of 16GB or 20GB could not be selected
Version 4.9.6
Fixed NRD noise of PT16 Fast and Medium
Increased image stability and traversal stability of all PT16 modes (please give me feedback by enabling a small RTXDI reservoir history (2 or 4 frames)
Hopefully increased FPS of PT16 a bit
Fixed a small bug with SHaRC image stability in some modes
Version 4.9.3
Sped up PT16 by 7% (enabled SHaRC, which isn't adding to the denoiser but the acceleration structures are working!)
Moved Custom [NRD] Denoiser to Features so it's saved
Moved local light importance sampling to Features so it's saved as it's really user preference (I prefer it on)
Adjusted scaling of PT16 Low/Medium/High/Insane to give it more rays (it needs more than PT20). Low and Medium are still the same and just as fast
Reduced NRD noise for ReLAX (PT20) by increasing MaxAccumulatedFrameNum from 12 back to 24
Renamed 'Low" to 'Fast' per people's requests
Enabled GI anti-firefly to fix NRD noise for PT20 (it will disable with ray reconstruction)
Added ReBLUR settings to Debug
Version 4.9.0
Added framework for supporting raster mode
Added a new mode 'PT16' (path tracing from CP1.6x
Fixed NRD (all PT modes)
Now disables SHaRC (Radiance Cache) settings for modes that don't support it
Version 4.8.1
Fixed crazy window size when starting up
Fixed PTNext disabling during fast travel
Added the ability to filter the Debug options for easier access
Found a few extra FPS for PTNext
Version 4.7.3
Smearing should be fixed
IRL sun shadows are more diffused at dusk and dawn. Ultra+ now emulates this behaviour by adjusting the sun shadow sharpness throughout the day
Ultra+ now monitors weather and automatically unsticks it if it gets stuck (vanilla bug)
The perceptual scaler was not dynamically adjusting all quality settings - fixed
Clarified the SceneScale settings (now called "Radiance Cache Accuracy")
Fixed a missing quality setting for RT-Only mode
Photo mode has now been reported working by some users, please let me know how you go in Posts
Reduced PT firefly noise on transparencies
Version 4.6.1
Added a targetFps control, so you can set your own target FPS. If there's interest, I can make this more intelligent/powerful
Made sun shadows slightly less sharp
Still trying to get the window to auto-fit the contents properly
Added the ability to adjust SHaRC SceneScale separately
Added the ability to auto-adjust the SHaRC downscale factor based on real FPS. For now this is pre-configured to 30 real fps (you can change it in init.lua > search for TargetFPS
Made changing settings a little more stable by only confirming changes to CP when it's actually needed
Fixed an issue where floats weren't showing in the Debug panel
Stabilized real FPS display stats by adding an exponential moving average
Version 4.5.0
Fixed a bug where some lights would not display with PTNext
Fixed numerous code inconsistencies between modes / quality / logic
Tidied up loading console log so it's more human-readable
Added "real FPS" meter
Reworked game load/unload sequence
Fixed separate denoiser sometimes not enabling correctly
Fixed separate denoiser being enabled when using NRD
Fixed a problem where boolean values could not load correctly
Fixed some issues with photo mode (however I don't believe it's fixed for PTNext)
Version 4.3
Attempt to reduce firefly/boiling noise with HDR
Significantly improved visual quality of PT20 High/Insane
Significantly improved performance of PT20 Insane
Significantly improved quality for PTNext High and Insane
Removed redundancy from UI drawing logic
(Known bug) Qualities don't sort correctly
Fix hair brightness problems in RT / RT+PT modes (ty to Gumboot Gunnar)
Attempt to fix vanilla game problem of SHaRC adjusting scene brightness all the time
Completely removed separate NRD and RR denoiser settings (they're now the same)
Reduced MaxAccumulatedFrameNum (ty to Gumboot Gunnar)
Reverted most RR denoiser settings to v3.5.3
Hopefully fix flashing/missing lights with PTNext
Added checkbox to enable compatibility with Not So Good Draw Distance
Version 4.0-rc2
Add an "Off" option to VRAM for compatibility with Not So Good Draw Distance mod (unable to test)
Improve logic for enabling PTNext to make it more robust (unable to test)
Fixes problem with bright vegetation with PTNext (unable to test)
Tidy up and comment a lot of debug uptions (tested)
Multiple cleanups/quality improvements to modes and quality (tested)
Version 4.0-rc1
Disabled global light (i can't fix it)
Enabled global shadow
Extended RT reflections to 8km for 'High'
Minor performance and consistency fixes
Version 4.0-beta11
This should fix the PTNext enabling / disabling. I haven't had a lot of time to test but it's been stable for me
Disables global shadow in favour of global light for ALL PT modes (which also casts sun shadowss)... at the moment I believe "global light" is path traced global sun (or closer to) than global shadow, however this is highly experimental (hopefully the last experiment of the beta. Please let me know how it goes for you
(Note, vegetation and cloth deforms still aren't tracked in the global light/shadow frustum, and some coloured translucent materials don't throw coloured light, which I completely don't understand how CDPR have managed this in what should be a single PT worldspace)
Reduced sun shadow sharpness accordingly
Added logging for entering/exiting game and disabling/enabling PTNext denoiser
Separated modes into their own (internal) ini files for convenience
Reduced intra-vehicle distance from 3.0 to 2.0 metres
(Hopefully) fixed vegetation when using NRD
Reduced rainmap batch size back to 1024 since apparently CDPR have fixed this issue in 2.12+
Minor refactors and quality improvements
Version 4.0-beta09
Implemented shadow distance scaling based on selected quality
Increased bounce lighting from ground under roofs to be more realistic and less over-contrasted, especially at midday
Fixed separate denoiser not enabling
NRD is still not fully fixed in this release, and RT+PT does not enable separate denoiser yet (I'm low on free time at the moment)
Implemented more RT or PT distance scaling based on selected quality
Implemented Fresnel/skin/hair lighting changes based on mode (RT, RT+PT, or PT)
Added 20GB VRAM option
Version 4.0-beta07
Fixed shadow and lighting bugs
Implemented VRAM / CPU settings
Added settings for NRD denoiser. Ultra+ now detects which denoiser is in use an loads the tuned settings for either - Please note that NRD is still being tuned and tested for PTNext (though it's looking pretty good)
Cleaned up and fully re-tested all RR denoiser settings from scratch
Verified and tidied all engine settings
Fixed a bug where Ultra+ was not reading boolean values from ini files correctly
General performance improvements and bugfixes
Version 4.0-beta06
Moved all settings to Ultra+ CET so it works without ini files
Enabled PTNext, which is ReGIRGI + ReGIRDI path tracing. This is the next generation of PT which is inside CP but not enabled. Instead of screenspace RIS it uses worldspace (full 3D grid) importance sampling
Significant performance optimisations of all modes
Added Debug panel to assist testing
Added screenspace reflection blending option to Features panel. This blends SSR with PT or RT reflections which is less physically based ("real"), but includes some missing reflections from assets that are not actually in the PT / RT world
Now saves and loads modes / quality / samples / streaming
CP skips temporal reprojection when the camera does not move (even with breathing movements). Ultra+ now constantly refreshes the camera to prevent this, otherwise the image becomes more noisy when you stop moving
Applied an FPS hack for PT20, PT21, RT+PT so they no (hopefully) longer require spatiotemporal samples, which is much faster
Many optimisations to attempt to reclaim vram
Fixed float settings not applying correctly
Added more forceable loading of settings at CP startup to overwrite CP's constant changes
Removed approximate PDF for now, replaced with SHaRC on/off
Reduced Low and Medium quality to 1 SHaRC bounce, makes little (none?) visual difference, ~3 fps improvement
Added more missing settings from the old ini files
Now reads it's own ini files (not the games) makes programming less tedious
Various logic bugfixes
Version 4.0-alpha06
Implemented saving/loading of RT and PT modes and qualities (switching between them all live is incomplete)
Added separate quality adjustments for PT20, PT21, RT+PT, RT Only (partially implemented)
Added streaming adjustment setting (complete)
Removed Turbo Mode for now, it's essentially replaced by ReGIR
Hid checkboes that are reliably controlled by Ultra+ so serve no purpose
Moved many ini settings into the config files (incomplete)
Implemented ReGIR acceleration for ReLAX (PT20), this is adding 22% fps for me (50-55% faster than vanilla). Ty to FireKahuna for helping to work this out
Added earlier injection to CP to try to avoid crashing REDengine
There are known ghosting issues with this version, this will be addressed moving forward
Version 3.5.3
Improve performance in Performance, Balanced, Quality by reducing/scaling SceneScale
Now detects RT+PT samples correctly
Increase max streaming distance to 10000 (10km) to work around some unknown conflicts in other mods
Reduce pre-streaming distance to half of min-streaming distance to reduce vram load
Override Not So Good Draw Distance max nodes as they're too high for path tracing (causing slowing FPS and eventual crash)
Version 3.5.1
Fix FPS problems with Control (RTXDI history frames were being enabled by mistake)
Disabled streamer precache because it's buggy (ty to jday3187)
Fix spamming of debug in console (debug is enabled a different way to prevent future forgetting to disable this)
Version 3.5
Made PT FPS Fix completely automated while RR is enabled and, removed the checkbox. When using RR, NRD is continually disabled to prevent FPS drops when entering cars and cut scenes
Fix regression, PT Turbo was disabling spatial sampling instead of reducing
Fix regression, slight reduction of PT Cinematic samples
Enabled more shadows on distant foliage
Fixed some sample inconsistencies
Fixed Cinematic not detecting correctly
Changed DLSSTweaks.ini Preset to C (recommended over Preset A for DLSS 3.6)
Version 3.4
Renamed Fast.ini -> Performance... Normal -> Balanced... High -> Quality... Insane -> Cinematic - please delete the old file
Hopefully fixed RT+PT (still testing) - thank you to KrushSG for reporting
Cinematic is now FAR more focused on quality so will many FPS slower (but is still very playable on high cards)
Changed PT Turbo to dynamically reduce spatial samples outdoors rather than disabling, depending on which quality mode you're in. This still saves several FPS but does not reduce quality as much
Changed Balanced to 2 spatial samples, 14 initial samples to improve disocclusion
Increased SHaRC SceneScale from 50 to 200 to reduce constantly changing scend brightness, and hopefully reduce noise in dark areas (the value of 50 is so dark it kind of defeats the purpose of SHaRC)
Fixed a bug where Rain Fix changes were not applying immediately
Fixed a bug where PT Turbo was not applying immediately
Increased skin subsurface translucency by 25%. That's about as far as it can be taken without PT artifacts
Slightly sharpened sun shadows
Increased Oodle worker threads from 2 to 4 for 8GB cards and higher
Version 3.3.2
Fixed buttons not working
Clarified buttons - Ty to KrushSG
Version 3.3.1
Updated ini files to be compatible with new Ultra Control
Moved several settings out of ini files and into Ultra Control
Fix to Ultra Control to reduce shadow visibility frustum when switching to PT mode... Extending this badly increases path tracing noise
Fixed some inconsistencies between files which could have degraded visual quality for path tracing (PT21 Normal and High)
Version 3.3
Fixes path tracing ghosting and other artifacts on AMD with NRD (use PT20 Fast or Balanced)
Corrected "Show player avatar" to "Hide player avatar"
Attempt to (re)fix sector load hitch. I had assumed Intel/CDPR would have fixed it but they haven't. It appears the engine isn't unloading the previous sector fast enough to stream in a new sector, so I've increased the unload
Stopped trying to load default values, which is probably what was causing crashes on load (defaults loading, then settings loading confusing the engine if they're different). There's actually no reason to have default values, so they're gone! Ty to Xerme for helping me realise the error of my ways
Removed Skin & Hair Tweaks since the options do nothing
Added the option to disable SHARC for a few additional FPS. SHARC adjusts the brightness for path tracing and is more accurate, but it also adjusts the light constantly and can be annoying. May be useful for AMD users who need extra FPS and NRD denoiser is a bit darker anyway
Version 3.1
Focused on fixes for AMD users and further improving performance - thank you to KrushSG for testing
Added a new mode 'Real Turbo' that disables spatial sampling while you're outside for an FPS boost outdoors - ty to psiberx for the command to detect whether the player is indoors
PT particle is now enabled inside even while it's raining if you enable Particle Fix
Removed spatial sampling from RTXDI for RT+PT version. In theory it shouldn't be used, but it appears to be and I believe is causing smearing
Disabled Ultra Control trying to force-enable NRD, to try and prevent startup crashes. NRD should only be enabled from the ini because forcing it makes the game unstable
Version 3.0
Fixed noise / blurring issues for CP 2.12
Removed deprecated buttons on Ultra Control (Load, Save, Reset Engine, Force RR) some of which crash CP 2.12
Shrunk Ultra Control window so you can see the changes better
Updated GPU.inis for CP 2.12 ... they are now in separate folders for 2.11 and 2.12
Reduced PT checkerboard progressively for Normal, High, and Insane for higher image quality (about 1 fps cost at Normal, 3-4 fps cost at Insane)
Updated instructions for DLSSD 3.7
Brought Ultra Control's version number into parity with Ultra+ to avoid confusion
Removed force-disabling of lens flares
Removed character light blocker button which crashes CP 2.12
Version 2.6
(Control v1.2.1)
Re-enabled MinStreamingDistance and adjusted for Fast, Normal, High, Insane (compatible with Not So Good Draw Distance by sosuine)
Marked GPU ini files as DON'T INSTALL for 2.12
Refactored some error handling in Control to be more robust
Ultra+ no longer reports when it's saving settings, instead it only reports on errors. Much more error states if there's problems
Turbo mode is now instant and works with PT20 and PT21
Made Wait() function non-blocking
Code formatting is now nice, follows Roblox standards (lol)
Version 2.5
Added a new PT21 Turbo mode that's about 20-30% faster than regular PT21 (by using ReGIRDI instead of RTXDI)... this has some minor downsides and some upsides! But hey, it's turbo mode! xD
Version 2.4
Option to auto-toggle particles in PT when rain is detected
Forked functions and config logic to separate files for better maintainability
Internal performance improvements (of the CET plugin itself (i learned a Lua))
Compatibility with RenoDX (HDR shader mod by ShortFuse)
More robust load/save functions, including the ability to recover from corrupt or missing settings file etc.
More robust handling of RR vs. NRD
Made 'PT21 FPS Fix' (continually force-disabling NRD) optional
Removed option to change "EnableImportanceSampling" as it's not useful for users
Should now automatically select NRD denoiser if you're using DLAA (ty to exitw0und for suggesting and testing)
Removed lens flares option as it's already in the game's graphics options so not useful
Numerous minor bugfixes
Possible fix to blocks on left hand side of screen (use the new dlsstweaks.ini)
Version 2.3
Attempted to improve/fix disocclusion (edge) noise in PT21 (ReSTIR).. It's improved but I'm still working on this
Improved disocclusion (edge) noise in PT20 and RT+PT
Fixed a weird problem where NRD does not appeared to be enabled but running the command to disable it fixes low FPS in CP 2.11 especially in cut-scenes. Ultra+ Control will now run this command every 10 seconds in the background as a workaround (there don't appear to be any negatives of doing this other than I absolutely shouldn't have to and it's really weird)
Changed frame timings in an attempt to fix sector load hitches
Changed frame timings to better accommodate higher texture qualities/resolutions
Ultra+ Control now properly detects the PT samples on startup, and correctly switches between different sample numbers for RT+PT, PT20, and PT21
Small performance and image stability improvements for PT21
Fixed inconsistencies between versions (how? How can I still find inconsistencies lol)
Version 2.2
Fixed issue where lights were too dark indoors
Attempt to fix rectangular noise at left side of screen
Made sun shadows sharper/more realistic
Fixed black smearing issue that happens in a few specific locations
Slightly adjusted hair specular
Removed several settings that aren't useful or shouldn't be changed
Combined all files into one download
Version 2.1
A few more FPS for Fast modes
Consistency fixes between versions
Possible improvement for face detail in path tracing
Adjustments to hair brightness and shininess
Started preparing all versions to work completely with Ultra+ Control (which means settings for "other versions" will now be found in all versions, to make switching modes as consistent as possible)
Disabled particle colour in path tracing by default due to the few bugs around caused by it, you will need to enable this if you want it
Reduced path tracing disocclusion noise for PT20 and RT+PT, especially around legs, limbs, and smaller objects
Version 2.0.2
Fixed RT+PT not working due to NRD being disabled
Consistency fixes for RT and RT+PT
Consistency fixes to PT20 and PT21
Prepared both versions to work correctly with Ultra+ Control
Version 2.0.1
Removed RIS line until the dust settles...
Improved quality of Fast. Shoudln't affect FPS
Version 2.0-rtm
Made hair slightly more shiny
Disabled RIS to support GITS reLIGHT
Slightly sharpened sun shadows
Increased DLSS samples as you go up through Fast to Insane
Version 2.0
Fixed GPU ini naming so they take priority
Reduced Oodle (texture streamer) worker threads - CDPR appear to have increased the worker threads internally in oo2ext_7_win64.dll again
Set Editor/RTXDI/SpatialNumSamples = 0. RTXDI isn't actually using spatial samples (but they ARE being sampled). Disabling this saves 2-3 real FPS (4-6 FG FPS) on my PC with no visual change
Increased RTXDI initial samples and disabled envmap sampling and disocclusion sampling (they aren't used, only initial samples are)
Increases rain map batch size to try and fix wet to dry issue in a performance-friendly way
Dramatically increased realism of hair in path tracing, in full sun, partial shadow, and in dark or single light source areas. This will need feedback with different LUTs / hair mods / photo lighting mods etc.
Removed redundant settings and general tidy-up
Consolidated PT20 and PT21 to the same mod download
Hopefully fixed camera mode eyelash issues for all versions
Renamed "Full" to "Normal"
Included CET fix with mod
Version 1.9.9.2
Added 4GB GPU file (experimental!)
Disable NRD denoiser mistakenly left enabled in several ini files
Brought RT+PT into parity with new PT versions (changed RTXDI denoiser bias to 1)
Fixed opacity micromaps working in reverse (LODs "above" e.g. 2 likely means 1 and 0)
Fixed several inconsistencies across files
Disabled rim enhancement in RT and RT+PT
Fixed mod file name error (started with !!! instead of ~)
Version 1.9.9.1
Moved performance-related items to GPU ini files
Re-enabled forcing MIP bias for 16GB and 25GB ini files and Insane ini files
Reintroduced insane ini for PT21 which disables importance sampling for higher quality PT (ty to BabaBooey88)
Fixed some shadows disappearing as you move in v1.9.9
Fixed issue with Fast / Full / High being different brightnesses (treating light differently) ty to BabaBooey88
Removed FIXES ONLY.ini for now because the improvement is so significant in both PT20 and PT21, I really want you to try it
Version 1.9.9
Hopefully mostly fixed streaming issues of vanilla CP 2.1. I finally realised the engine is unloading every asset as soon as you turn around. I've completely disabled this
Further improved disocclusion noise by changing RTXDI BiasCorrectionMode method from 2 (default) to 1
Added particle FX (steam, fire, smoke, explosions, etc.) into the path tracing frustum so they look better integrated with the scene
Version 1.9.1
Added 6GB GPU ini
Adjusted all GPU inis to target ~2GB lower vram, beause i believe CP 2.1 is going over the vram allocation, this may help avoid vram out of memory (ty to Motys!)
Increased ambient lighting influence on skin skin (but trying to prevent the "boiling light on skin" that happens in some dark scenes)
Adjusted sector load/unload timing to allow more time to unload previous sector
Slightly increased maximum blas cache
Increased maximum RT proxy instances updated per frame depending on Fast / Full / High to prevent hitching
Increased emissive texture range
Version 1.9
Fixed an stall where vanilla game runs out of RT acceleration structures
Fixed crazy skin on some NPCs
Disabled negative mip bias because I believe CDPR are doing this in-engine already in CP 2.1
Re-enabled underwater screenspace rendering
Fixed a stall streaming in new sectors when driving at high speed
Tweaked brightness of vehicles, skin, foliage, weapons
Enabled path tracing for hair so hair no longer has to rely on environment probes for its lighting
Adjusted streaming threads
Adjusted RTXDI / ReSTIRGI samples to better balance performance and quality for Fast / Full / High
Slightly reduced PT edge (disocclusion) noise in most scenarios by adjusting sampling radii and variable rate shading
Reduced SHARC frame blend bias for Fast to account for lower FPS and to reduce smearing
Fixed some non-breaking typos
Disabled character rim enhancement. Everything looks better without it
Reduced bloom clamping to fit better with Ultra Fog
Version 1.8.1
Renamed all files to start with '~' instead of '!!!_' to ensure Ultra+ overrides other mods
Fixed crazy reflections in RT-PT
Possible fix for crazy cascade shadow overlaps in a few locations
Added missing FIXES-ONLY.ini to RT and RT-PT version
Fixed minor inconsistencies
Fixed vanilla missing/double shadows in specific circumstances in photo mode and with some body mesh mods
Disabled hair changes until I can spend more time on it
Version 1.8
Changed RT-PT from ReBLUR to ReLAX for AMD compatibility
Updated PT21 for Cyberpunk 2.1's new path tracing method (ReSTIRGI + RTXDI with SHARC)
Adjusted streaming for Fast, Full, High - High will have the least pop-ins, unfortunately CP2.1 is a balance between performance and pop-in until CDPR fix the streaming
Tweaked lighting, skin, hair on all versions with special attention to too-shiny hair
Made reflective surfaces more reflective (half way between old Ultra+ and vanilla)
Reduced all VRAM allowances for single GPUs
Fixed incorrect VRAM in 10GB GPU ini
Brought all versions into parity
Restored 'Fixes Only' inis (the same fixes are present in every 1.8 download)
Version 1.7.1
Hopefully fixed messy path tracing by disabling SHARC and increasing atrous iterations to 8
Hopefully fix for streaming pop-in while driving at high speed
Version 1.7
Increased blas cache memory reservation from 150MB to 500MB (!!) ... i don't see how 150MB can be enough
Further cleaned up PT noise by enabling SHARC for RTXDI
Sped up SHARC from CP2.1 by reducing bounces from 4 to 2 (4 bounces is just unnecessary for indirect lighting)
Increased all Oodle texture worker threads from 2 to 8
Halved streaming frametime from 6ms to 3ms
Halved sector streaming from 2ms to 1ms
Increased streaming node unloading / detaching to enable slow assets to stream out in time for new ones to stream in
Fixed skin tone colour (again)
Reduced brightness of cars and other in-game objects
Reduced brightness of people
Version 1.6.1
I forgot to actually update the normal ray tracing version! Fixed! Sorry about that
Version 1.6
Enabled SHARC for additional RTXDI denoising of path tracing and a nice performance boost and hopefully help with AMD denoising
Hopefully fixed performance issues for 8 and 10GB cards by reducing the max streamed assets (nodes) per frame
Re-introduced GPU ini files to help with performance for all GPUs
Further tuned skin colouring, tested with PREEM, GITS Fuji, Nova, and vanilla, please let me know any weirdness
Tested with Ultra Fog https://www.nexusmods.com/cyberpunk2077/mods/11811
Increased distant cascade shadows from 300m to 1km for 'High'
Lots of other little fixes and tweaks
Enabled DLSS and FSR halton noise pattern
Enabled RTXDI rejitter to add back some detail to the RTPT image
Fixed disappearing shadows, thank you to Capey216 and Forgium for finding this
Version 1.5
Fixed colours for HDR. Please let me know how you go
Further reduced noise with volumetric fog
Reduced bloom
Further reduced PT edge noise
Overrode rainmap batch size from sosuine's mod as I believe it's causing performance issues in 2.1
Fixed shadow pop-in in most areas
Enabled probabilistic sampling for higher ray numbers because probabilistic seems to be working correctly now
Fixed a number of performance issues
Fixed skin tones
Version 1.3
Fixed several performance issues with streaming in 2.1 (ty to Anselm09) including the vanilla game slowing down due to a suspected framebuffer memory leak (OOM) in 2.1 after playing for some time
Greatly reduced ghosting and edge noise in most scenarios. The (deferred indirect - i.e. "extra bounces") path tracing Is now running at up to 3 bounces 8 rays (!!) and should have very little performance cost
The RT+PT version is brighter... i've gone from a gamma of 0.95 to 1.06 ... it definitely needs Vanilla Plus or a similar LUT. this is due to brightening the second (and third) bounces from path tracing. i haven't found a way to avoid this
Fixed eye ambient occlusion and brightness
Brightened foliage to match scene
Increased contrast between occluded / disoccluded spaces so the extra path traced shadows are more obvious
Weapons look better integrated with the scene
Skin is less red and more blue to fit better with the scene
Stopped overriding some of the Not So Good Draw Distance mod's settings which affect performance in some areas when using ray tracing or RT+PT (due to the above bug in 2.1, it's not due to sosuine's mod)
Version 1.2
Forces instant eye adaptation
Fixed performance problem with v1.1.2
Updated everything to use ReSTIR
Slightly improved ReSTIR visual quality for High version by not running at half-res
Enabled shadows on distant foliage in Full and High versions
Removed Insane version because it's not really relevant with ReSTIR
Re-added non-raytracing versions
Updated stutter-only version to just include the basic fixes for translucency, underwater, etc.
Added a fast normal RT version to give back some FPS
Version 1.1.2
Fixed typo that completely broke the mod (lowered quality of PT)
Possibly sped up game loading by reducing max nodes while loading from 999999 to 16
Included experimental non-ray reconstruction versions in their own folder.
Version 1.1-CET
Added a new PT21 Turbo mode that's about 20-30% faster than regular PT21
Version 1.1
Fixed crazy brightness underwater (vanilla bug)
Fixed NPCs not being animated in reflections
Fixed MC shadows displaying correctly with some body meshes
Introduced no-RT 'Full' and 'Insane' versions to help with performance
Introduced an INI for each GPU VRAM to better tune the resource streamer to your PC
Removed GITS reflection probe settings, because I can't work out what they do and don't want to be responsible for potential bugs
Overrode Not So Good Draw Distance mod's nodes per frame setting, `5000` appears to be causing problems on multiple systems
Overrode Not So Good Draw Distance mod's draw distance, based on performance level you choose, since draw distance has a different impact on performance with PT enabled especially
Hopefully fixed the slowness entering or leaving the menu/maps
Version 1.0-rc2
Enabled compatibility with Not So Good Draw Distance Mod by sosuine - added to recommendations
Capped envmap samples to 32 in case of performance problems
Override GITS reflection settings for path tracing
Reverted hair specular changes for non-path tracing version
Reverted high reflection distance for Full
Decreased decompression memory for Fast and Full to try and delay a suspected memory leak (vanilla game bug)
Fixed excessive noise during rain due to half resolution diffuse pathtracing (except for in 'Fast' - awaiting feedback)
Added back the texture sharpening Reshade
Reworked vanilla skin subsurface scattering for normal RT so it looks more realistic
Adopted some skin settings in path tracing as well, awaiting feedback
Version 1.0-rc1
Now compatible with GITS (and I've adopted GITS fog exponent setting — it's set to 10.0 in GITS but the engine limits it to 5.0)
Enabled shadows on objects smaller than 10cm
Increased RTXGI samples (quality) and reduced noise
Fixed some noise in v0.8 (reverted accumulation settings to v0.7)
Fixed issue where Insane was having a lot of shadow ghosting in low light - this is due to VisibilityFrustumOffset being stretched across the map at high settings.Shadow ghosting is also caused by -qualityLevel=Cinematic etc. due to this setting being maxed
Enabled farther reflections (10km)
Adjusted importance sampling to reduce edge noise with low ray samples
Version 0.8-test1
Fixed broken lighting on vetetation (too bright)
Increased RTXDI samples, especially for Insane - RTXDI samples is the _other_ quality setting, it's not just RayNumber and BounceNumber. The vanilla default is 1, which is too low. This does have a small (10~15% FPS cost), which I've tried to make up for elsewhere
TEST - Reduced "Full" to 1 ray (but increased RTXDI samples from 1 to 4, and other adjustments, to try and compensate) - please let me know what you think!
Corrected lighting angle on hair
Further improved edge noise on skin and hair, especially for Insane
Removed Fresnel completely on clothing and skini.
Manually verified all vanilla defaults - CET cannot output all the correct INI defaults for path tracing because the engine is modifying them after it starts (ty to danyal6870)
Version 0.7
Finally fixed crazy white transparencies in default path tracing by changing TransparentReflectionEnvironmentBlendFactor from 1.0 (vanilla) to 0.05
Enabled RIS sharpening (ty to Carlosironman). RIS is better/newer sharpening quality than DLSS. it looks like it's enabled for NRD, but it appears to enable the debug option enabled to work correctly (i.e. it appears disabled by default)
Increased raytracing proxy updates per frame from 192 to 384 (Full) and 768 (Insane). I can't test Insane, so please let me know if you get any stutters from RT if it's overloading tensor cores
Enable farther snapping of meshes (to 20km) which is likely actually a performance optimisation and seems very fast (algorithmically), so should be used everywhere
Reduced shadow fade fraction from 10cm to 5cm
Re-enabled SSR fallback. After further testing, SSR is used to fill in "some" reflections that path tracing doesn't, for example reflecting fog/steam in puddles. They are not quite physically based, but after a lot of testing in "most" places they are more physically accurate than not having them. It can make a few areas (e.g. Afterlife ceiling) unrealistically brighter. If you are purist PT, you might want to disable this.
Reduced RT blur radius resolution of Insane to 50%, which should reduce PT noise
Slightly increased several quality radii settings for Insane
Increased ForceAutoHideDistanceMax from 2000.0 to 16384.0 for Insane (ty to PuffyQuail)
Forced LOD1 shadows to always be used for Insane (ty to PuffyQuail)
Increased BounceNumber to 3 for screenshots (Insane only). In all my testing I have never seen 4 bounces make any difference, but 3 does in rare situations
Fixed issue where skin subsurface scattering was too little when looking in mirrors and inventory screens (PT is not used here)
Increased PT reflections to 7km for a few locations for Insane (Judy's lake)
Version 0.6
Fixed weird animation issues (ty sosuine)
Miscellaneous stability fixes
Version 0.5-test2
Fixed bright trees (thank you Knochey and danyal6870)
Added two "Full" experimental versions I'm playing with
Fixed "rough" reflections missing (also thank you Knochey and danyal6870!)
Added optional sharpening Reshade
Small performance tweaks
Fixed shiny skin
Fixed vertical lines in dark reflections
Version 0.5-test1
Full and Fast should be a bit faster
Added script to fetch Oodle v1.63 for you
Enabled player shadows in photo mode
Increased rays and bounces for photo mode
Fixed occasional fog weirdness
Added normal RT and no-RT versions
Version 0.4-CET
Changed global shadow culling to TRUE (this shouldn't be disabled)
Changed disable particle colour in path tracing to TRUE. While it looks great, there are downsides such as rain and certain areas that people are not happy with
Changed mode/ini detection to look for AllowRayTracedReferenceRejitter instead of AllowRTXDIRejitter
Version 0.4
Fixed errors in ini file (removed extra `Rendering/Shadows`)
Reduced FloodMinNonLoadingThreads to 2
Commented out unspecified commands in case they are causing problems reading the rest of the file
Removed the ''vX.X' version from the ini files to prevent an unknown engine state if someone forgets to remove a previous version of Ultra+
Version 0.3-CET
Clarified control descriptions
Added an option to switch between ReBLUR and ReLAX for RT+PT
Fixed bug preventing RT+PT from working correctly
Version 0.3
Less aggressive LOD bias (changed -2.0 to -1.0
Commented out main character reflections (feel free to uncomment, but the head is still missing)
Slowed down LOD ticking
Recuced fog intensity so it's more appropriate with path tracing (especially with weather mods)
Adjusted skin subsurface scattering to look more appropriate with path tracing. I've done general adjustments, however there will be some variation depending on what skin mods you
Adjusted skin fresnel to be more appropriate for path tracing (fresnel is way too high)
Adjusted hair specular so it's more stable and realistic with path tracing. Intended to be used with https://www.nexusmods.com/cyberpunk2077/mods/9381
Adjusted fresnel on other objects (plants, weapons, "common") to be more appropriate for path tracing
ReBLUR version is now new experimental 'Fast' version. Insane uses 3 rays 2 bounces, Full uses 2 rays 1 bounce
Version 0.2
Added experimental version
Version 0.1
Initial release
Only download Ultra+ mods from Nexus or Ultra Place Discord. We do not upload anywhere else.
Support and Supporting
Join The Ultra Place DiscordFor the fastest support and releases. See you there!
If you'd like to support our efforts please endorse, share or support us on Patreon.
About Ultra+
Ultra+ is a series of mods designed for all PCs, fixing bugs and performance, with the best possible visuals.
Quick Start
There is a lot to read because there is a lot you might want to know.
Don't let that scare you though, I've worked hard to make Ultra+ easy to use. To get started quickly, scroll to How it Looks for a video overview and installation instructions, or scroll to How to Install.
What it Does
Auto-restores graphics settings on game launch. This is helpful if you use -qualityLevel=Cinematic_RTX — you no longer have to fix your graphics each time
You can now change most graphics menu settings in one click (High, Medium, Low, Potato). All presets are based off these benchmarks and are generally well thunk out
Has Raster optimizations. If there's any specific optimizations you want please let me know in Posts.
optionally enables PT16, the super-fast original path tracing from Cyberpunk 1.6x
Fixes black blocks on the left of the screen using DLSS in vanilla
Fixes some lights not loading and lights flickering on and off in certain situations (vanilla bug)
Fixes AMD path tracing smearing and issues (start with PT20 Fast or Balanced and let me know how you go in Posts)
Improves path tracing performance by 30-40% (PT20 Fast vs. vanilla 2.12a) v4.0-alpha may increase performance above this but is a WIP
Improves performance for PT21 by 15-30% (enable PT21 Turbo in Ultra Control)
Almost completely fixes edge-noise (disocclusion noise) especially on skin and hair (vanilla bug)
Enables ray tracing with path traced bounce lighting I've called RT+PT, which only costs around 6% FPS more than ray tracing (similar to Alan Wake 2 path tracing)
Enables an entirely new type of path tracing called PTNext in the mod. This is using ReGIRDI+ReGIRGI, which is an advancement over ReSTIRGI+RTXDI (it's in the game engine but not normally able to be enabled)
(Optional) Enables you to target a specific FPS, by auto-tuning visual quality in real-time perceptually. This means during fast scenes Ultra+ may drop the visual quality a small amount to try and keep up FPS, and does it in a way you're unlikely to notice
Automatically unsticks the weather if it gets stuck (vanilla bug)
Improves visual quality of path tracing significantly over vanilla
Improves object pop-in (streaming, vanilla bug)
Fixes crushed blacks by expanding bottom of histogram (vanilla bug)
Fixes stutters, FPS slow-downs, crashes, and out of vram problems with the vanilla game on ≤12GB cards
Fixes flickering steam (vanilla bug)
*New Gradually changes sun shadow sharpness depending on the time of day (physically-based). IRL sun shadows are 30–50% more diffuse at dawn and dusk than at midday
Enables colour integration of particles into path tracing, so smoke, steam, sparks, electricity, are influenced by the scene, and cast light on the PT scene
Increase LOD bias to improve the look of DLSS/FSR (set "Allow negative LODs" in your GPU control panel
Enables ambient occlusion on eyeballs 🤷♀️
Reworks hair in path tracing so it looks more realistic in full sun, indoor lit and unlit areas, etc.
Adjusts skin for path tracing and ray tracing with (RT and RT+PT only)
Reduces Fresnel (reflections at an angle like on wet grass) on weapons, plants, skin for path tracing (RT and RT+PT only)
Fixes bright/white transparent materials (glasses/bottles/cabinets/windows) around the place with PT enabled
Increases shadow details everywhere for raytracing and non-raytracing
Community Comments
"This is seriously black magic, I just popped the ones I wanted in and now my game runs with no stutters and it has path tracing????"
— rowdyydave
"Insanely clean and beautiful visuals with a legit performance improvement!? This mod is pure magic. Thank you, sammilucia."
— WahWahWahh
"Umm... something happened to my game... It's actually looking like I expected the game to look when I bought it. 😄"
RT+PT uses regular ray tracing as direct lighting, and adds PT20 bounce lighting (global illumination). how much GI is PT vs. RT depends on the scene. it looks great in all but a few scenes, but isn't physically accurate for some parts of the image. it's almost as fast as regular ray tracing
PT16 is very fast, stable, and clean, (but significantly less accurate lighting details than PT20). this is also almost as fast as RT+PT
PT20 is fast, stable, and clean, and accurate. it (but gets slow at insane)
PT21 vanilla is "good". PT21 in Ultra+ is a little faster, far more stable, and lightly improved lighting quality (lighting is not as accurate in specific situations as PT20. check the garages in Badlands during the day to see the biggest differences)
PTNext is fast, stable, slightly less clean than PT20, and accurate (some edge instability, mostly on RR) occasional problems with blinkenlights
Which Quality to Choose
You can play around with these in-game in realtime:
Fast "As fast as possible while still looking good" — As I can make the game, while still targeting similar or better than vanilla visual quality. Often 30-40% faster than vanilla. Fast versions are a combination of changes and tweaks to the engine (in the case of CP, frame timing, memory, and modifications to PT and RT).
Medium "The full mod. The perfect balance between performance and visual quality" — Any performance gains I make, I usually put towards quality, so I target "about the same" performance as vanilla, but with significant visual improvements.
High "Give me more visuals, but respect FPS" — Generally targeted at 3080+ and 7800+ series cards. I push visuals as high as possible without hurting FPS unnecessarily. Great for people who have powerful GPUs and want the best visuals but still high FPS.
Insane "DO IT 😎" — Visual quality is number one. Targeted at people who are highly sensitive to PT noise, YouTubers, and people who like to go "oooh... aaaah...". Both NRD and RR look amazing. I still target 60-80 fps on a 4090, and almost all noise is gone. You can disable PT Turbo to get even higher visuals outdoors if need be.
How to Install
You can control everything via CET. To install:
Make sure you have CET installed
Use a mod manager, OR
Drag the bin folder to your Cyberpunk 2077 folder
(Optional) Delete CChromaEditorLibrary64.dll in bin\x64 if you don't have a Razer device, it doesn't do anything and can cause problems
If you have more than 16GB of vram you might want to launch the game with -qualityLevel=Cinematic_RTX, which forces the game into Cinematic mode (we believe CDPR used it for trailers). This is working again in 2.12a
Be sure to read thesticky Post. This includes details about DLSS, other performance hacks, and solutions to most Cyberpunk problems
NOTE: Be aware that mods like Adaptive Graphics Quality, More Graphics Options, Developer Tools, Developer Extras, and RTXDIY.ini force-override important settings and will break Ultra+.
If you have any problems, great wins, let me know in Posts. I don't check bugs nor DMs.
If you want to help, please find me in the RenoDX HDR Discord, or look for the Ultra Plus thread in the Cyberpunk 2077 Modding Discord 😊
Target FPS — How to Use
In the bottom right of the Ultra+ window you will see a checkbox with Target FPS. If you enable this, Ultra+ will attempt to maintain your FPS to that real FPS target.
You can see your actual real FPS in the top right of Ultra+, and if you're using frame gen, your real FPS is "about half" of your FG FPS. I use real FPS because that's why CET has access to—CET doesn't know about frame gen.
The goal of Target FPS is for you not to notice what Ultra+ is doing. I.e. if your FPS drop, Ultra+ just magically increases it (at least that's the goal), and if you have FPS to spare, Ultra+ will increase the visual quality, too. It's a similar concept to perceptual audio and video compression (like MP3, H.264, etc.) in that if it's done well, you won't notice.
It's also common that FPS can drop in fight scenes, while driving, or while there is a lot happening for the engine. The idea is, "while there's a lot going on, you are less likely to notice small drops in quality". This is how Target FPS is designed.
So how does it work? Ultra+ looks at the Mode and Quality you're using, and taking that as a starting point:
If you're below your FPS target for a few seconds, Ultra+ will lower the least-noticeable settings to try and increase FPS
If you're above your FPS target, Ultra+ will increase quality to lower the FPS down to your FPS target
The easiest example is running PT20 at Medium quality, which is 1 ray, 2 bounces, and a target FPS of 30 real FPS, if your real FPS goes below 30, Ultra+ will lower quality somewhat towards Fast quality, and if your FPS goes above 30, your quality will increase towards Insane quality.
I say "somewhat" because we can't change every setting here, because you would notice. We're trying to be sneaky about this so you don't.
Target FPS also works for all modes and all qualities, to varying degrees of effectiveness, and using different settings specific to those modes/qualities.
This system also works best if you don't get greedy on FPS. For example, if you normally play at PT20 High, and get 50 frame gen FPS – about 25 real FPS – trying to set a Target FPS of "30" will only mean you end up lowering your overall visual quality closer to PT20 Low or Medium.
I would set a Target FPS of say, 23, which will give Ultra+ a good range to work with, and will generally keep you between 46 and 50 FG FPS, often at slightly higher visual quality than PT20 High.
Have fun and let me know how it works for you 😊
FAQ
Ray reconstruction is automatically being enabled/disabled
Spoiler:
Show
Ultra+ doesn't actually touch ray reconstruction — it's too unstable to modify via CET (unfortunately). This is Cyberpunk changing things! Please report this as a bug to CDPR.
My game is crashing or looks bad
Spoiler:
Show
Please see the sticky post in Posts. All the latest information is always here in all my mods.
Uninstalling
Delete the UltraPlus folder in Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\
Recommended Mods
Here are the quality and immersion mods I use. Thank you to all respective mod authors for their truly excellent work:
RenoDX — Fixes HDR, tonemapping, LUT processing, bloom, gamma, and gives great control over whichever LUT you're using
All of BabaBooey88's mods, including GITS reLIGHT — For Path tracing and RT+PT, even if you're not using GITS: 1) Download 00 FUJI ENV 2) Rename it to start with zz so it loads after other ENVs 3) Also copy ##reLIGHT.xl, ##reLIGHTdeFOG.xl, ##reLIGHTenvCLEANER.xl, ##reLIGHTheistCLEANER.xl, ##reLIGHTrePAVE.xl0. 4) Do not copy the RTXDIY ini file (Ultra+ does everything a. reFLASH — Better and brighter muzzle flashes b. reMEDIA — Higher quality adverts c. reGLASS — Fixes missing reflections inside car windows d. RT DEBRIS — Fixes shadows on small items (debris/clutter) e. METRO GLASS — Makes the metro glass nicer (but might be personal preference)
FSR3 for NVIDIA — recommended for 3000 series GPUs and earlier. I use the RedMod version
Ultra Fog — Either Lite or Full depending on your preference (see mod)
Be careful with LOD and 4k texture mods especially on ≤12GB cards. This is due to a bug in Cyberpunk for low-memory cards (please report problems to CDPR)
Ultra+ requires very specific settings to work properly and won't work with path tracing or ray tracing INI mods
This mod requires an insane amount of testing and feedback, there is simply no way I could do it alone. For this I thank the community, with special recognition to:
Huge thank you to KrushSG for testing and debugging on AMD
FireKahuna who worked out how to fully enable ReGIR