About this mod
Not a ReShade preset, so you can still use ReShade to further customise the game visuals. This is a collection of files that let you customise your visual settings a bit more than vanilla ELDEN RING lets you.
- Requirements
- Permissions and credits
- Changelogs
- Donations
All the info you need for what a file does can be found in the short descriptions found in the Files tab. Install using Mod Engine 2 (put the file contents in your mods folder, or however you may have it setup). Uninstall by removing the files from your mods folder.
General Info
These files have only been tested with Patch 1.15 and Patch 1.16, if they don't work on previous versions, you're out of luck.
Report a bug in the event one happens and you're sure it is a file from this page causing it.
Notes:
- You cannot use any of these while online without the risk of being banned. I do not take responsibility for your actions if you get banned for trying to use these files in online mode.
- Not all files available are noted on this page due to page length concerns. If there's something you're after, take a look in the Files tab and I may have a file covering a specific niche already.
- These files likely won't work on Steam Deck as systemparam.parambnd.dcx files seem to not work there in my experience. However, other mods do work! I recommend this video by Whitehawkx, if you want to learn how mod ELDEN RING on your Steam Deck:
- Just like the unmodded game, modded ray tracing files here can still cause a significant framerate decrease, intense stuttering and/or crashing if paired with a model mod that isn't configured correctly to support ray tracing (i.e. most model mods on Nexus, some work however). I cannot fix this problem.
- I will not provide support for cracked/pirated copies of ELDEN RING.
Mods Used and Additional Credits:
- FSR Frame Generation and Temporal Super Resolution (ERSS-FG) by huutaiii (DLAA is used in some of the screenshots)
- Force Dynamic Shadows Reborn (FDSR) by silentverge (specifically file version 0.9.8.1, as it's the most visually consistent and stable version, in my opinion)
- Finger Robe - High Priest Robe edit by AhkrinTC (specifically, Finger Robed (Edited) - works with Ray Tracing enabled)
- ELDEN RING photomode mod by Otis_Inf (note: you have to pay for this mod)
Main File 1: Ray Traced Shadows Only
Changes the Ray Tracing option in-game to only enable Ray Traced Shadows for all quality levels.
Framerates should be improved over the vanilla game ray tracing, due to the lack of ray traced ambient occlusion, however this will only improve framerates by a small amount, as ray traced shadows are the more demanding ray tracing setting.
Main File 2: Ray Traced Ambient Occlusion Only
Changes the Ray Tracing option in-game to only enable Ray Traced Ambient Occlusion for all quality levels.
Framerates will be improved over the vanilla game ray tracing, due to the lack of the performance heavy ray traced shadows and is a good choice if you desire some form of ray tracing but can't take the hit of both ray tracing options at once.
Main File 3: Soft Rasterised Shadows Only
Applies a blur filter to most non-raytraced shadows in ELDEN RING for all shadow quality levels, for those that prefer soft shadows over hard shadows. There are 4 blur levels to choose from, with level 1 being the least amount of blur and level 4 being the most amount of blur, so try them all and see what you like the most.
Distant shadows may look a little odd in some cases due to how the blur affects cascaded shadows, but you typically have to actively look for oddities to notice it.
Main File 4: Improved Volumetric Quality Only
Allows volumetric effects in ELDEN RING to render at a much higher quality when Volumetric Quality is set to "Maximum", while leaving every other setting untouched from the vanilla game.
This may lower your framerate significantly over the vanilla game, as there are lots of volumetric effects used almost everywhere throughout ELDEN RING.
Highlighted Optional File: Beyond Maximum (work in progress/experimental, some changes may not work!)
Most settings have been adjusted at their highest selectable setting in favour of visual fidelity over performance. "High" is adjusted to be the same as vanilla/unmodded maximum settings and "Medium" is adjusted to be the same as vanilla/unmodded "High" settings, so you can swap on the fly - reducing the need to enable/disable the mod when you want to get back to normal and higher framerate gameplay.
It is highly recommended to use the FSR Frame Generation and Temporal Super Resolution (ERSS-FG) mod to improve framerates and potentially image quality at the same time as even with a very high end system these changes will drastically lower your framerate.
- Motion Blur: changed "High" setting, to disable forceScaleVelocityBuffer (when enabled, decreases the resolution of the velocity buffer), increased sampleCountBias parameter value from "0" to "2", and increased recurrenceCountBias parameter value from "0" to "1", potentially improving motion blur quality.
- Shadow Quality: [DOES NOT AFFECT RAY TRACED SHADOWS] Rasterised shadow resolution has been quadrupled for all settings, except Maximum which has been pushed to 8x with the scalar value pushed to 4 instead of 2. Any further and you may as well just use ray traced shadows as even this setting is a bit silly and doesn't even fix existing problems like shadow aliasing/striping, etc.
- Lighting Quality: "Maximum" setting now renders lights at 4x the distance of the vanilla Maximum setting, "High" setting now renders lights at 2x the vanilla Maximum setting distance and the "Medium" setting now renders at the vanilla Maximum setting distance. Visual bugs may occur in some areas at Maximum, try lowering the setting if this occurs.
- Effects Quality: "Maximum" setting values are all quadrupled over the vanilla Maximum setting. "High" setting now renders at doubled distance over the vanilla Maximum setting. "Medium" setting now uses vanilla Maximum setting values. "Low" is unchanged.
- Volumetric Quality: "Maximum" setting will now render volumetric lights at much higher quality with a heavy performance cost, "High" now uses settings that are in between vanilla Maximum and the new highest possible quality at a seemingly minimal performance cost, and "Medium" now uses vanilla Maximum settings.
- Reflection Quality: "Maximum" setting resolutionDivider parameter set to "1" instead of "2", hopefully allowing SSR to render at max resolution. "High" quality is now using the same settings as the vanilla "Maximum" setting. Set SSR DIsplay Mip Scale to "0" instead of "1" in order to increase SSR reflection clarity on most reflective surfaces (experimental change). I highly recommend enabling DLAA via the FSR Frame Generation and Temporal Super Resolution (ERSS-FG) mod to further smooth out SSR, if you can spare the performance, at least for screenshots. This does NOT fix the mostly white outlines/sometimes black outlines with reflections - that appears to be an issue with the cubemaps not matching well with environments, rather than just a technical limitation of SSR.
- Shader Quality: changed "High" setting, which is the highest option in-game, to enable the highPrecisionNormalEnabled parameter, potentially improving shader quality.
- Ray Tracing: "Maximum" has been pushed to unreasonable limits with extremely diminishing returns over vanilla. You can look at some shadows at "High" then switch to "Maximum" and you'll probably see the improvement but this comes at an extreme performance cost not even an RTX 4080/4090 can handle well even with an upscaling mod, so use this for screenshots only. "High" now uses vanilla Maximum settings, Medium now uses vanilla High settings and Low now uses vanilla Medium settings.
Known Issues & Workarounds
Issue 1: Rennala, Queen of the Full Moon Cutscene Crash w/ "Beyond Maximum" File
I found the "Beyond Maximum" optional file is guaranteed to cause ELDEN RING to crash upon loading the initial Rennala, Queen of the Full Moon boss fight cutscene. I did not experience crashes during any other cutscenes, including those in the Shadow of the Erdtree DLC.
I am unsure if this affects other files and I'm reasonably confident that the issue is either an engine issue or a specific bug when settings outside of the expected parameters for the initial scene are used. Either way, just temporarily remove/uninstall the systemparam.parambnd.dcx file from your mods folder until Rennala is defeated to workaround the issue, you won't need to do it again.
Issue 2: Global Illumination Flickering Issue
ELDEN RING has an issue seemingly caused by recent NVIDIA drivers that can occasionally cause global illumination flickering on both unmodded and modded setups with any settings. Certain mods will exacerbate the problem and thus it will appear more frequently, but they are not the root cause of the issue. Some files here contain changes that are likely exacerbate the issue, though this isn't guaranteed. It's up to you to find out if it affects you or not.
If you're noticing the global illumination flickering problem, with or without the files here, try this mod: FSR Frame Generation and Temporal Super Resolution (ERSS-FG) as it has a workaround built-in and offers other potential solutions.