About this mod
Not a ReShade preset, you can still use ReShade to further customise the game visuals if you wish. 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 essential info you need for what a file does can be found in the short descriptions found in the Files tab. There's options for most niches, give it a look. Install using Mod Engine 2 (extract zip file contents to your mods folder). Uninstall by removing the files from your mods folder.
If you want more info, you'll have to read below.
General Info
These files have only been tested with Patch 1.15 and Patch 1.16. I cannot provide support for anything but the latest version.
Report a bug in the event one happens and you're sure it is a file from this page causing it.
Mods Used In Screenshots 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 the latest version with just the sfx files installed and other files ignored, for the most stable and consistent experience)
- 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 "High" or "Maximum" over the vanilla settings. "Medium" is now the same as the vanilla "Maximum" quality and "Low" disables volumetric effects entirely to cover niche situations. Still images don't do this justice, the improvement is much easier to notice when you play for yourself.
Note: "Maximum" will drastically lower your framerate in many areas and is intended for screenshotting at 4K and above. If you can run the vanilla "Maximum" setting smoothly, the "High" setting should still be playable in regular gameplay while still improving quality.
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, pushing things as far as possible before crashes occur. This will likely humble even very high-end systems at 4K or higher, even while using an upscaling/frame generation mod.
"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.
- Level of Detail (LODs): All parameter values from the significantly better LOD restored 1.16 mod have been imported via CSV tables available. This drastically improves level of detail across the game and even increases the distance at which non-RT shadows are rendered. This has a heavy performance cost but makes screenshots look fantastic.
- Motion Blur: changed "High" setting to use hidden Ultra value parameters (disables forceScaleVelocityBuffer, which 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"). I am unsure if this actually does anything.
- Shadow Quality: all quality settings have had a blur filter applied for soft shadows, reducing aliasing and is closer to how ray traced shadows appear generally, "textureMinSize" has been increased from "128" to "4096", "textureMaxSize" has been increased to "65536" for rasterised shadows (non-raytraced shadows). This is the highest quality I could set before the game crashed upon loading a save - don't expect 65K resolution shadows everywhere but they will be much higher quality overall. "High" quality is the same as vanilla "Maximum", "Medium" is unchanged and "Low" has had its quality reduced even further than vanilla's setting for the fun of it.
- Lighting Quality: "Maximum" setting has been changed to render lights several times further than vanilla. "High" setting now renders lights at 2x the vanilla Maximum setting distance and the "Medium" setting now renders at the vanilla Maximum setting distance. I'm not sure if this even works anymore - if it doesn't now, it used to at one point and is why I made any changes at all... Let me know!
- 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. Unsure if this does anything, difficult to test - let me know.
- 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. This is experimental at the moment and is hard to notice on water but is much more obvious on other reflective surfaces (e.g. the Volcano Manor invasion room floor) if you don't like the changes, remove the "drawparam" folder.
- Shader Quality: changed "High" setting, which is the highest option in-game, to enable the highPrecisionNormalEnabled parameter. Unsure if this does anything, difficult to test.
- Ray Tracing: "Maximum" has been pushed to unreasonable limits with extremely diminishing returns over vanilla, primarily addressing very niche cases of spots in the game that have artifacts with RT enabled (the values I've selected for Maximum are the lowest possible before no further improvement happens - I tested this extensively). You can look probably 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
Note: I can't reasonably play through the entirety of ELDEN RING and the Shadow of the Erdtree DLC on repeat for each and every file to test every scenario, so other issues may occur - report them if they show up and you're sure it's a file from here!
Issue 1: Potential Crashes
I believe I have fixed any known crashes in the latest update for the main Beyond Maximum file and I'm unaware of crashes applying to any other file available here outside of the unsupported RTAO ver. of the Beyond Maximum file.
Do let me know if any still show up though, particularly during the first Rennala boss fight cutscene or in the Carian Study Hall once it's inverted.
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. Certain mods will exacerbate the problem and thus it will appear more frequently and as such some files here contain changes that may exacerbate the issue, though this isn't guaranteed and isn't the root cause of the issue. 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.