Final Fantasy VII Remake Intergrade - PCGamingWiki PCGW - bugs, fixes, crashes, mods, guides and improvements for every PC game Heavy FPS drops • Link[edit] The game can drop fps from 120 to below 30 fps when texture settings are set to high on a GPU with 8GB of VRAM or less. This may be caused by poor VRAM management, as the issue is resolved by altering between low and high settings. This appears to force a VRAM-flush.There is no word from the developers about the issue at the time of this edit.Bad frame-pacing and data-stream-issues • Link[edit] When using the in game fps limiter the game can present bad frame-pacing. It also presents data-stream-issues that can be easily reproduced.[3]There is no word from the developers about the issue at the time of this edit.
The frame-pacing issue can be greatly alleviated by using any VRR technology (such as HDMI VRR, G-Sync, or Freesync). This won't help with data-stream-issues however
Disable Nvidia Ansel Overlay, shadowplay, OBS, all overlays until full driver support for depth buffer.
* Nvidia Control Panel under your game profile Final Fantasy VII Remake.exe set Power Management to Max, FPS limiter Allow LOD Bias Texture Filter Ansiotropic / Trilinear Filter Optimization set @ High Performance can improve stability at the cost of visuals. *
For higher resolutions 1620p, 1800p, 4k, Textures & post processing settings Texture Pool size/ streaming pool size should be lowered with less then 10gb VRAM For low end GPUs Example 6GB vram higher then 1440 r.Streaming.PoolSize= -1 r.Streaming.HLODStrategy=1 : 0 is default will use less vram for streaming roughly 1 gb r.ReflectionCaptureResolution = 256
set to default = 0 r.MipMapLODBias=-1 r.SkeletalMeshLODBias=-1 r.LandscapeLODBias=-1
High end GPU 8GB vram + Max 1800 - 4k r.Streaming.HLODStrategy=1 ;This controls the loading strategy for hierarchical LOD textures : 0 : Allow streaming of all mips 1 : Only stream the last mip. The other mips are always loaded. 2 : Don't stream any mips. All mips are always loaded.
r.Streaming.FullyLoadUsedTextures=0 ;This will stream all used textures to their max available resolution and keep them in memory for as long as the application is opened. This should be used as an alternative to disabling texture streaming completely, which would load textures that are never used and ultimately, requiring more memory usage.
r.Streaming.PoolSize=0 ;*CAUTION* 6GB vram < 2500, The pool size in MB available for textures in the engine. This pool contains UI textures, NeverStream textures, cubemaps and streaming textures. On some platforms, this pool can also hold non texture resouces like GPU particle buffers and vertex buffers. When set to 0, the pool size will be unlimited. Default 4000.
r.Streaming.MaxTempMemoryAllowed=256 ;The amount of temporary memory in MB allowed for updating the textures. This should be big enough to avoid starving the texture streamer while being small enough to prevent wasting (unused) memory. Default 300 " *
INSTRUCTIONS Copy and Paste to \My Games\FINAL FANTASY VII REMAKE\Saved\Config\WindowsNoEditor\Engine.ini Tonemapper Gamma and Color Mid tone should be adjusted to your preference Shadows, reflections, SSR, SSS, ambient occulsion, Emitter particles, Details, Bloom, MipMapLODBias will be they most taxing * Lower Values Accordingly Adjust Accordingly for your hardware available resources & Resolution.
Not sure if I am doing something wrong, but my game looks exactly the same (other than dof and motion blur), with the engine.ini and without. I have a strong enough PC to run this game maxed out, and I have no stuttering issues. So I mostly wanted to get this for the better quality, but it looks no different to me. Am I doing something wrong? Is there a way to check if this loaded properly?
Hey, this mod is working great so far! But there seem to be some issues with the skin shading on characters. There is this weird grid-like pattern on arms and legs. Any fixes? I'm using the Epic Cinematic Quality preset btw
Thanks for your feedback. would have todo with LOD 0 is default 1 will lower quality negative value will increase quality. I may of set multiplier to high try: r.SkeletalMeshLODBias=-0.5 ;0 default LOD bias for skeletal meshes (does not affect animation editor viewports). CharaLODMultiplier = 1 ;1 default
Curious in your GPU *Control Panel - did you set High Texture Quality and *Allow Negative - LOD Bias, DISABLE trilinear ansio filter optimizations will all conflict with this.
Hi, thanks for this config preset. I'm using "Epic Cinematic Quality" and I notice a lot of shimmering, especially on Tifa's shirt. Playing on 1440p with an RX6800. Any tips for changes? I don't know much about UE4 and there are quite a lot of settings.
These engines work but don't expect a 100% miracle. Through trial and error, here's what I learned: - You can set the texture and shadows to low but you'll still encounter stutters. - Lowering the FPS helps but you would need to use Riva Tuner to set the FPS to your desired number while keeping the in-game FPS to 120. - 60-80 FPS got me a smooth experience mostly. - Setting character count to 0 does help with stutter cause it doesn't load things from a far distance. - Expect stutter when going into towns or loading into a new area. If you keep that in mind, you'll have a good time playing IMO.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- LowLevelFatalError [File:d:\j\workspace\B\b_BuW64MSt\cw\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 2089] Failed to find shader map for default material WorldGridMaterial(/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial)! Please make sure cooking was successful (Contains inline shaders, has GTSM) -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
For those getting the above error upon launching the game for the first time after copy-pasting to the Engine.ini file (and before any other changes are made to the default values given), removing / commenting out "r.SupportLowQualityLightmaps = 1" might be the fix. When I commented it out of the Engine.ini file, the game successfully launched
I'm no modder though, and I've literally just done it, so unfortunately I can't guarantee if no other errors will be caused by this
267 comments
Final Fantasy VII Remake Intergrade - PCGamingWiki PCGW - bugs, fixes, crashes, mods, guides and improvements for every PC game
Heavy FPS drops • Link[edit]
The game can drop fps from 120 to below 30 fps when texture settings are set to high on a GPU with 8GB of VRAM or less. This may be caused by poor VRAM management, as the issue is resolved by altering between low and high settings. This appears to force a VRAM-flush.There is no word from the developers about the issue at the time of this edit.Bad frame-pacing and data-stream-issues • Link[edit]
When using the in game fps limiter the game can present bad frame-pacing. It also presents data-stream-issues that can be easily reproduced.[3]There is no word from the developers about the issue at the time of this edit.
The frame-pacing issue can be greatly alleviated by using any VRR technology (such as HDMI VRR, G-Sync, or Freesync). This won't help with data-stream-issues however
Disable Nvidia Ansel Overlay, shadowplay, OBS, all overlays until full driver support for depth buffer.
*
Nvidia Control Panel under your game profile Final Fantasy VII Remake.exe set Power Management to Max, FPS limiter Allow LOD Bias
Texture Filter Ansiotropic / Trilinear Filter Optimization set @ High Performance can improve stability at the cost of visuals.
*
For higher resolutions 1620p, 1800p, 4k, Textures & post processing settings Texture Pool size/ streaming pool size should be lowered with less then 10gb VRAM
For low end GPUs
Example 6GB vram higher then 1440
r.Streaming.PoolSize= -1
r.Streaming.HLODStrategy=1 : 0 is default will use less vram for streaming roughly 1 gb
r.ReflectionCaptureResolution = 256
values 2, 4, 6
r.MSAA.CompositingSampleCount = 4
r.MSAACount = 4
set to default = 0
r.MipMapLODBias=-1
r.SkeletalMeshLODBias=-1
r.LandscapeLODBias=-1
High end GPU
8GB vram + Max 1800 - 4k
r.Streaming.HLODStrategy=1 ;This controls the loading strategy for hierarchical LOD textures : 0 : Allow streaming of all mips 1 : Only stream the last mip. The other mips are always loaded. 2 : Don't stream any mips. All mips are always loaded.
r.Streaming.FullyLoadUsedTextures=0 ;This will stream all used textures to their max available resolution and keep them in memory for as long as the application is opened. This should be used as an alternative to disabling texture streaming completely, which would load textures that are never used and ultimately, requiring more memory usage.
r.Streaming.PoolSize=0 ;*CAUTION* 6GB vram < 2500, The pool size in MB available for textures in the engine. This pool contains UI textures, NeverStream textures, cubemaps and streaming textures. On some platforms, this pool can also hold non texture resouces like GPU particle buffers and vertex buffers. When set to 0, the pool size will be unlimited. Default 4000.
r.Streaming.MaxTempMemoryAllowed=256 ;The amount of temporary memory in MB allowed for updating the textures. This should be big enough to avoid starving the texture streamer while being small enough to prevent wasting (unused) memory. Default 300
"
*
INSTRUCTIONS
Copy and Paste to \My Games\FINAL FANTASY VII REMAKE\Saved\Config\WindowsNoEditor\Engine.ini
Tonemapper Gamma and Color Mid tone should be adjusted to your preference
Shadows, reflections, SSR, SSS, ambient occulsion, Emitter particles, Details, Bloom, MipMapLODBias will be they most taxing * Lower Values Accordingly
Adjust Accordingly for your hardware available resources & Resolution.
Will you make this available for Rebirth if applicable?
would have todo with LOD 0 is default 1 will lower quality negative value will increase quality.
I may of set multiplier to high try:
r.SkeletalMeshLODBias=-0.5 ;0 default LOD bias for skeletal meshes (does not affect animation editor viewports).
CharaLODMultiplier = 1 ;1 default
DISABLE trilinear ansio filter optimizations will all conflict with this.
r.Shadow.SpotLightTransitionScale
This worked for me when testing in chapter 3, during the cutscene with the guy complaining about the Avalanche posters.
Changing the value of "r.MipMapLodBias=-2" to "0" fixed the issue for me.
- You can set the texture and shadows to low but you'll still encounter stutters.
- Lowering the FPS helps but you would need to use Riva Tuner to set the FPS to your desired number while keeping the in-game FPS to 120.
- 60-80 FPS got me a smooth experience mostly.
- Setting character count to 0 does help with stutter cause it doesn't load things from a far distance.
- Expect stutter when going into towns or loading into a new area. If you keep that in mind, you'll have a good time playing IMO.
LowLevelFatalError [File:d:\j\workspace\B\b_BuW64MSt\cw\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 2089]
Failed to find shader map for default material WorldGridMaterial(/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial)! Please make sure cooking was successful (Contains inline shaders, has GTSM)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
For those getting the above error upon launching the game for the first time after copy-pasting to the Engine.ini file (and before any other changes are made to the default values given), removing / commenting out "r.SupportLowQualityLightmaps = 1" might be the fix. When I commented it out of the Engine.ini file, the game successfully launched
I'm no modder though, and I've literally just done it, so unfortunately I can't guarantee if no other errors will be caused by this