About this mod
Ultra+ is a series of mods designed for all PCs, fixing bugs and performance, with the best possible visuals.
- Requirements
- Permissions and credits
- Changelogs
Support and Supporting

Join The Ultra Place Discord For 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.
What it Does
- Fixes texture sharpening. Bend used the UE command 'MipGenSettings' to sharpen textures however all their sharpening (TMGS_Sharpen5) has a typo (it should be TMGS_Sharpen_5 with an underscore). 5 is too sharp anyway so I've sharpened textures to level 1 which looks really nice
- Increases mesh resolutions. Bend is using their own custom mesh definitions (StaticMeshLODConfig.json) as well as the regular UE ones, but some are very low-res (rocks and buildings are 30-40% resolution) so I've increased these to full resolution.
Note: if you have a lower-end PC especially please let me know in Posts if this causes any problems (pop-ins or stutters) so I can adjust settings for lower-end PCs - Enables anisotropic filtering which was between 0 and 8 depending on in-game graphics settings. This is now set to 16 regardless of graphics settings
- (Also enabled anisotropic filtering on Bend's custom texture group definitions, these likely defaulted to [tri]linear)
- Increases vegetation draw distance by 2x using r.Bend.Foliage.LodScale. In a lot of scenes this mostly improves mesh and LOD detail, I will play with this until I'm happy then move it to the graphics menu (e.g. view distance / foliage quality)
- Reduces hitches, mostly by changing s.PriorityAsyncLoadingExtraTime from 20.0ms to 0.0ms, enabling preshadows, and increasing working memory
- Slightly increased subsurface scattering on skin just based on my personal preference aiming for realism
- Enabled tonemapper sharpening to finish the overall effect
- Increased LOD fade-in time from 0.25 to 2.0 seconds to reduce a bit of pop-in
- Increased volumetric cloud resolution from 1024 to 2048. Clouds are rendered to an internal buffer in semi-real-time in what looks like a ray marching method. I've just increased the resolution to enable a bit more detail (there was no measurable performance cost)
Installing
- Choose a pak file based on your VRAM size
- Drag it to ...\BendGame\Content\Paks\
- Delete previous version pak
- Enjoy!
Performance
Ultra+ does respect the in-game graphics menu settings, it doesn't just overwrite them like Engine.ini mods do.
I know many people playing this game don't have super powerful PCs. I've respected performance, and where necessary I'm changing how the in-game graphics menu works.
This means if you select Low, Medium, or High quality in the game, those settings now contain my changes, and should all work well (if not better than before 😊).
But as always if you notice anything not working perfectly please let me know in Posts 😊. My goal is that everyone can play their favourite games to their full potential.
Compatibility
- Not compatible with Not a RESHADE (NAR)
- Compatible with the Days Gone Enhanced Visuals pak file only (don't use the Engine.ini if you want to use Ultra+)
How it Works
For those interested, I'll upload the source files in a separate download so you can build your own and see what I changed.
Technical Analysis
When Bend Studio made this game in Unreal Engine 4.11, Unreal didn't yet support many features we've become used to in the past few years. They have pretty significantly extended the engine, especially for fog, shadows, lighting, volumetric clouds, light shafts, ambient occlusion, and parts of the streaming system and post processing.
Their fog and light shaft implementation is absolutely beautiful and masterfully done. From what I can tell, they aren't using any UE fog, which was in its infancy in UE 4.11. And unlike the latest UE 4.27.2, Bend's fog and atmospherics has a blurring effect, like we see in real life (objects behind the fog appear "blurred").
Their shadows and ambient occlusion are well done and performant, and their changes to UE's RHI avoid some stalling/hitching problems that UE is known for. Their post-process tonemap changes look nicer than UE 4.11's new filmic tonemapper (imo), which isn't used in this game at all. Similarly, UE 4.11 didn't have volumetric clouds at all, Bend has added their own, and they look great and are also performant.
Lastly Bend's level design is very clever and enables smooth asset streaming. I have to say, I'm very impressed with what they've done. While there were a few problems in the game's config files, the changes I've had to make are very minor, and are absolutely a "last stage" quality step that I'm sure Bend would have done were they given the time. Bravi!
Other Ultra+ Games
All Ultra+ Games
- Ultra+ Mod Manager (UMM)
Silent Hill 2 (2024 remake)
Hogwarts Legacy
Robocop: Rogue City
Cyberpunk 2077
Star Wars: Jedi Survivor
Star Wars: Jedi Fallen Order
Avowed
The Elder Scrolls IV: Oblivion Remastered
Ghostrunner II
RuneScape: Dragonwilds