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Versionv5.5.5
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This page was last updated on 03 February 2025, 11:45PM
- Changelogs
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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+
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Version v5.5.5 RC2
- Fix a few more scenes with minor boiling for PTNext
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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)
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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)
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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
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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
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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
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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
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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)
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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
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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
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Version 5.3.6
- setmode.lua - remove redundant code from pt16
- setmode.lua fixed code tidy up
- vram.lua completely reworked
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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
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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
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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
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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
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Version 5.2.9
- Moved definition of Config helpers back to Config.lua
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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
- Fixed inconsistent PTNext SceneScale for 'High' causing marginally lower visual quality
- 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
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Version 5.2.5
- Fixed a tyepo
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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!
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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)
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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)
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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
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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
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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
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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
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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
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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
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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
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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)
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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
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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)
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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
- Disabled global light (i can't fix it)
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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
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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
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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
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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
- Many other quality improvements and fixes
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Version 4.0-alpha08
- Fixed modes / samples / quality / streaming not always applying properly
- 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
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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
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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)
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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)
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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)
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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
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Version 3.3.2
- Fixed buttons not working
- Clarified buttons - Ty to KrushSG
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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)
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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
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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
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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
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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)
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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
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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)
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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)
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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
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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
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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
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Version 2.0.1
- Removed RIS line until the dust settles...
- Improved quality of Fast. Shoudln't affect FPS
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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
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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
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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 ~)
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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
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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
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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
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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
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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
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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)
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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
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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
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Version 1.6.1
- I forgot to actually update the normal ray tracing version! Fixed! Sorry about that
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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
- Slightly reduced hair shininess
- Re-enabled screenspace reflections underwater (but either option looks pretty awful imo)
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Version 1.5.1
- Fixed disappearing shadows, thank you to Capey216 and Forgium for finding this
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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
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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)
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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
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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.
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Version 1.1-CET
- Added a new PT21 Turbo mode that's about 20-30% faster than regular PT21
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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
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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
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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
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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)
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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)
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Version 0.6
- Fixed weird animation issues (ty sosuine)
- Miscellaneous stability fixes
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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
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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
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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
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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+
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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
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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
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Version 0.2
- Added experimental version
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Version 0.1
- Initial release
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- Author's activity
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February 2025
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03 Feb 2025, 11:46PM | Action by: ScorpioRGc1
Attribute change
'File \'Cyberpunk UltraPlus v5.5.5\' changed to \'Cyberpunk UltraPlus v5.5.5 RTM\'.'
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03 Feb 2025, 11:45PM | Action by: ScorpioRGc1
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03 Feb 2025, 11:44PM | Action by: ScorpioRGc1
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03 Feb 2025, 11:43PM | Action by: ScorpioRGc1
Changelog added
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01 Feb 2025, 10:46AM | Action by: sammilucia
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31 Jan 2025, 7:43PM | Action by: ScorpioRGc1
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31 Jan 2025, 2:48PM | Action by: sammilucia
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File \'Cyberpunk Ultra Plus v1.1.2\' category changed to Old versions.'
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29 Jan 2025, 7:30AM | Action by: sammilucia
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29 Jan 2025, 4:45AM | Action by: sammilucia
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'Description changed.'
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27 Jan 2025, 12:02PM | Action by: sammilucia
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27 Jan 2025, 12:01PM | Action by: sammilucia
Changelog added
'Change log added for version 5.4.5'
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- Mod page activity
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