Those asking about performance im using a 8 core cpu with a 3080ti , ultra settings with DLAA turned on at 1440p. This depending on the area can hit me with 20-30fps drops usually 15-20 on average. I do not use the engine.ini file personally atm im using the console, so if you come across anything weird just post below especially if you have a fix for others.
Known Bugs/issues: -Hair/face will show shaded as if in shadow in some areas. -Grainy looking shadows on the hair , havent found a way to fix this. -What i would call "shadow blobs" basically the shadow cast from player character(the guy who follows you as you walk) is low resolution ive yet to find a way to alleviate this Working Commands:
Default Settings: r.Shadow.CSM.MaxCascades 10 r.Shadow.MaxNumFarShadowCascades 10 r.Shadow.PerObjectDirectionalDepthBias 10 r.Shadow.PerObjectDirectionalSlopeDepthBias 3 r.Shadow.PointLightDepthBias 0.02(suggested value 0.02/0.03) r.Shadow.PointLightSlopeScaleDepthBias 3 r.Shadow.RectLightDepthBias 0.025 (suggested value 0.03/0.02) r.DFFullResolution 0 (1 makes it full resolution fps hit if it functions) Not Working/useless Commands: r.SSGI.Enable // doesnt work if ssao/gtao are being used, my config uses gtao. It also causes terrible shadow stripping as of now.
Needs More Testing: // these will require knowing and finding lights that create these to test out to find if they truely effect the shadow vs outright hurt the overall look, these will effect shadow stripping that you will see caused by turning SSGI on. r.Shadow.PointLightDepthBias=0.15 r.Shadow.CSMDepthBias=0.15 r.Shadow.PerObjectDirectionalDepthBias=0.15 r.Shadow.SpotLightDepthBias=0.15 r.AOApplyToStaticIndirect=1 r.ForceAllCoresForShaderCompiling 1 // this is meant to force more shader compile workers for as many cores you have to render im not sure what effect this will have
- hair has msaa settings games set at 4 i bumped it to 8 i dont see any change or fps loss r.HairStrands.Visibility.MSAA.SamplePerPixel 8 -r.HairStrands.Visibility.MSAA.MeanSamplePerPixel 0.75
Have to say this tweak slaps, even on my potato 1060 laptop. Dare I say better than r.SSGI.enable since it halved the overall fps, while yours can even handle being run with ReShade.
As mentioned by another, quality scaling is 0 to 3 for low to ultra. Having it at 4 set it on low, so the changes were super subtle, but it's no sweat and I adjusted it to my go-to graphic settings accordingly.
Although my initial reason for checking this out was to look for a fix on the grainy shadows cast by transparent textures, most noticeably (like beyond distracting) on hair bangs. My bet is on some alpha dithering shenanigans, but I'm more familiar with conventional static render nothing photoreal, so idk.
Mind sharing your Engine.ini? (Or did you do it with the console as OP did?) By "adjusted", you just mean the ones that begin with sg., right? From 4 to 3? Or every setting that's a 4?
my engine.ini is all pasted from this mod, nothing added only adjusted. By adjusted, I meant to match the setting with my in-game setting. I play mostly on medium, with a few options at high and ultra(shader, shadows, and population).
The order is 0=low, 1=medium, 2=high, 3=ultra. when it was set to 4 - the sg ones yes, for scalability - the game defaults it to low. All I did was made sure it follows my setting in-game.
note: bc of some nexus shenanigans, the spaces before any numeric value should be the equal sign '=' [SystemSettings] sg.ShadingQuality 3 sg.TextureQuality 1 sg.ShadowQuality 2 r.AmbientOcclusion.Method 1 r.AmbientOcclusionLevels 1 r.SSR.Quality 2 r.AOQuality 2 r.EyeAdaptationQuality 3 r.GTAO.NumAngles 8 r.GBufferFormat 5 r.DepthOfFieldQuality 3 r.AOApplyToStaticIndirect 1 r.MotionBlurSeparable 1 r.Shadow.DistanceScale 4 r.Shadow.PointLightDepthBias 0.15 r.Shadow.CSMDepthBias 0.15 r.Shadow.PerObjectDirectionalDepthBias 0.15 r.Shadow.SpotLightDepthBias 0.15 r.MaxQualityMode 1 r.Shadow.SpotLightTransitionScale 2048 r.Shadow.TransitionScale 2048 r.VolumetricFog 1 r.VolumetricFog.InjectShadowedLightsSeparately 1 r.VolumetricFog.TemporalReprojection 1 r.VolumetricFog.Jitter 1 r.VolumetricFog.GridPixelSize 4 r.VolumetricFog.GridSizeZ 64 r.VolumetricFog.HistoryMissSupersampleCount 8 r.EyeAdaptation.ExponentialTransitionDistance 8 [ConsoleVariables] AllowAsyncRenderThreadUpdates 1 AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates 1 AllowAsyncRenderThreadUpdatesEditor 1 as you can see I edited some values to match my specs, basically lowering where I can, for whatever it's worth since my only goal is to not let the fps drop below 30 except for when it stutters.
If you're having trouble not seeing the changes, best to take screenshots at the character selection screen just like the mod author did.
Thank you! I'm not sure what I'm doing wrong, but just like you said, I just did a comparison with and without all the tweaks and it is doing absolutely NOTHING xD I suck at this stuff, cuz I can't explain it having zero effect. The performance tweaks all seem to be working in the Engine.ini, but any "graphics" improvements, I'm just not seeing.
I believe it would be hard to troubleshoot it remotely without direct access to the computer. Then again using the console is the surefire way to see whatever changes we made in real time. I don't use it since mine works but I can understand why some find it to be daunting.
Wow, shadows look good. Tracking for now. Is there a performance penalty? If so, CPU, GPU, both? Anything more taxing on the CPU is to be avoided in my book, at least until they patch the loading issues in the castle.
This sounds weird but actually changing my gpu shader cache to 10gb help some of the stuttering i was experiencing , and for some reason DLAA also removes a lot of it which is weird cause DLSS causes more stuttering for me.
I'll try manually specifying the shader cache size first, then test DLAA. DLAA gave lower frame rates obviously so I immediately went to DLSS. I capped my FPS from 117 to 90 to reduce the "feel" of the dips down into the 70's but if I can just use DLAA and get 90FPS and it eliminates the dips then that would be preferable. Thanks for the suggestions.
In before the potato PC comments: 4090 SUPRIM LC, 5800X3D on 360mm EK AIO, 32GB of DDR4-3600, X570 Dark Hero, NVMe Gen4 drives. Can't brute force these damn performance issues on all these console ports. :D
yea same cpu just not 3d version and a 3080-ti i keep between 50-120fps at 1440p with DLAA really just the stuttering feeling smoother is what confuses me cause dlss is terrible on my system and often times im getting lower fps then using DLAA i get lower fps using the base taa in game then dlaa
Unfortunately this did not help me. I cleared DirectX cache, Nivida cache, increased shader cache size in the drivers, tried DLSS, tried DLAA, tried native rendering, tried RT, turning off RT, nothing helps. Whether I'm getting 150FPS or cap it to 75FPS in game (or by using the drivers) I always get a 10% drop at predictable locations in the castle. It's just the game loading in assets. f***ing trash. Star Wars Jedi Fallen Order was the same way, predictable stutters at certain spots to load assets. f***ing ridiculous.
I know you state that you're using the console, but do you know how it would work if I wanted to get this same exact result you have by only using the Engine.ini? I can't handle learning a full console, but now that I've seen this lighting, I have to try it. I've tried inputting some of the lines in your Engine.ini, I've also tried using some of the suggestions here in the comments (putting the = signs where they belong and stuff) but it doesn't seem like I'm making any difference. That opening splash screen of the game stays looking like your vanilla picture no matter what I do.
Same here. Tried everything, but no matter how much I tweak my Engine.ini, it doesn't work. Is there any way to definitively know it's working, and we should see the enhanced lighting? The before / after is unreal, but everytime I start my game, my Room of Requirement looks straight DULL compared to the Modded one.
did you tweak these with rt, without rt? also, don't bother with "hairstrands" values, this game doesn't use hairstrands
I was trying to find out how to tweak those "screen space" looking, directional, soft ambient shadows that look really bad (have low sample count) do you know which specific variable controls those? looks like some in-house tech they developed, I couldn't find anything about it....
Like every "engine.ini mod", most of the settings are already set by default or can be set using ingame settings menu or are overided by other settings
Every sg.******Quality console variable is a preset for a set of various parameters. There's no "4" value, only 0,1,2,3 sg.TextureQuality=3 is "texture quality = ultra" in game settings
pay attention to how to light reacts with the furniture, coat, window, etc. vanilla has kinda fake lighting vs how light would really react to those objects from the angle it's coming from like in the mod screenshot
i see your point but it doesnt look greyed hued looking in game , as noxide pointed out the ao method is different how occlusion is worked out causes the shading from the ao to place differently im really not sure why my screenshots keep coming out looking like this. Its got some other tweaks to attempt to alter how shadows are casted and the overall quality settings of some of the shaders. Depending on where you test at to can drastically alter the looks even in base game honestly i think its almost best to wait for a couple patches as some of these settings may be adjusted or stop working im also using the console to apply these not sure if that changes anything. If you happen to play around with these please post up some pictures id like to see if this is showing weird for someone else thats the whole point of this mod page ;P
some of the values are missing the = sign in between the setting and the # value next to it
also would you be willing to separate the lines that are specifically for the shadows only? since some are presumably leftover from other fps fix type mods you're using
27 comments
Console code:
r.VolumetricFog=1 | r.VolumetricFog.InjectShadowedLightsSeparately 1 | r.VolumetricFog.TemporalReprojection 1 | r.VolumetricFog.Jitter 1 | r.VolumetricFog.GridPixelSize=4 | r.VolumetricFog.GridSizeZ=128 | r.VolumetricFog.HistoryMissSupersampleCount=16 | r.EyeAdaptation.ExponentialTransitionDistance=8 | r.AmbientOcclusion.Method 1 | r.AmbientOcclusionLevels 1 | r.SSR.Quality 4 | r.AOQuality 2 | r.EyeAdaptationQuality 3 | r.GTAO.NumAngles 16 | r.GBufferFormat 5 | r.DepthOfFieldQuality 4 | r.AOApplyToStaticIndirect 1 | r.MotionBlurSeparable 1 | r.Shadow.DistanceScale 4 | r.Shadow.PointLightDepthBias 0.15 | r.Shadow.CSMDepthBias 0.15 | r.Shadow.PerObjectDirectionalDepthBias 0.15 | r.Shadow.SpotLightDepthBias 0.15 | r.MaxQualityMode 1 | r.Shadow.SpotLightTransitionScale 4096 | r.Shadow.TransitionScale 4096
Known Bugs/issues:
-Hair/face will show shaded as if in shadow in some areas.
-Grainy looking shadows on the hair , havent found a way to fix this.
-What i would call "shadow blobs" basically the shadow cast from player character(the guy who follows you as you walk) is low resolution ive yet to find a way to alleviate this
Working Commands:
Default Settings:
r.Shadow.CSM.MaxCascades 10
r.Shadow.MaxNumFarShadowCascades 10
r.Shadow.PerObjectDirectionalDepthBias 10
r.Shadow.PerObjectDirectionalSlopeDepthBias 3
r.Shadow.PointLightDepthBias 0.02(suggested value 0.02/0.03)
r.Shadow.PointLightSlopeScaleDepthBias 3
r.Shadow.RectLightDepthBias 0.025 (suggested value 0.03/0.02)
r.DFFullResolution 0 (1 makes it full resolution fps hit if it functions)
Not Working/useless Commands:
r.SSGI.Enable // doesnt work if ssao/gtao are being used, my config uses gtao. It also causes terrible shadow stripping as of now.
Needs More Testing:
// these will require knowing and finding lights that create these to test out to find if they truely effect the shadow vs outright hurt the overall look, these will effect shadow stripping that you will see caused by turning SSGI on.
r.Shadow.PointLightDepthBias=0.15
r.Shadow.CSMDepthBias=0.15
r.Shadow.PerObjectDirectionalDepthBias=0.15
r.Shadow.SpotLightDepthBias=0.15
r.AOApplyToStaticIndirect=1
r.ForceAllCoresForShaderCompiling 1 // this is meant to force more shader compile workers for as many cores you have to render im not sure what effect this will have
- hair has msaa settings games set at 4 i bumped it to 8 i dont see any change or fps loss r.HairStrands.Visibility.MSAA.SamplePerPixel 8
-r.HairStrands.Visibility.MSAA.MeanSamplePerPixel 0.75
As mentioned by another, quality scaling is 0 to 3 for low to ultra. Having it at 4 set it on low, so the changes were super subtle, but it's no sweat and I adjusted it to my go-to graphic settings accordingly.
Although my initial reason for checking this out was to look for a fix on the grainy shadows cast by transparent textures, most noticeably (like beyond distracting) on hair bangs. My bet is on some alpha dithering shenanigans, but I'm more familiar with conventional static render nothing photoreal, so idk.
By "adjusted", you just mean the ones that begin with sg., right? From 4 to 3? Or every setting that's a 4?
The order is 0=low, 1=medium, 2=high, 3=ultra. when it was set to 4 - the sg ones yes, for scalability - the game defaults it to low. All I did was made sure it follows my setting in-game.
note: bc of some nexus shenanigans, the spaces before any numeric value should be the equal sign '='
[SystemSettings]
as you can see I edited some values to match my specs, basically lowering where I can, for whatever it's worth since my only goal is to not let the fps drop below 30 except for when it stutters.sg.ShadingQuality 3
sg.TextureQuality 1
sg.ShadowQuality 2
r.AmbientOcclusion.Method 1
r.AmbientOcclusionLevels 1
r.SSR.Quality 2
r.AOQuality 2
r.EyeAdaptationQuality 3
r.GTAO.NumAngles 8
r.GBufferFormat 5
r.DepthOfFieldQuality 3
r.AOApplyToStaticIndirect 1
r.MotionBlurSeparable 1
r.Shadow.DistanceScale 4
r.Shadow.PointLightDepthBias 0.15
r.Shadow.CSMDepthBias 0.15
r.Shadow.PerObjectDirectionalDepthBias 0.15
r.Shadow.SpotLightDepthBias 0.15
r.MaxQualityMode 1
r.Shadow.SpotLightTransitionScale 2048
r.Shadow.TransitionScale 2048
r.VolumetricFog 1
r.VolumetricFog.InjectShadowedLightsSeparately 1
r.VolumetricFog.TemporalReprojection 1
r.VolumetricFog.Jitter 1
r.VolumetricFog.GridPixelSize 4
r.VolumetricFog.GridSizeZ 64
r.VolumetricFog.HistoryMissSupersampleCount 8
r.EyeAdaptation.ExponentialTransitionDistance 8
[ConsoleVariables]
AllowAsyncRenderThreadUpdates 1
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates 1
AllowAsyncRenderThreadUpdatesEditor 1
If you're having trouble not seeing the changes, best to take screenshots at the character selection screen just like the mod author did.
In before the potato PC comments: 4090 SUPRIM LC, 5800X3D on 360mm EK AIO, 32GB of DDR4-3600, X570 Dark Hero, NVMe Gen4 drives. Can't brute force these damn performance issues on all these console ports. :D
Appreciate the suggestions though. Thanks again.
also, don't bother with "hairstrands" values, this game doesn't use hairstrands
I was trying to find out how to tweak those "screen space" looking, directional, soft ambient shadows that look really bad (have low sample count)
do you know which specific variable controls those?
looks like some in-house tech they developed, I couldn't find anything about it....
Every sg.******Quality console variable is a preset for a set of various parameters.
There's no "4" value, only 0,1,2,3
sg.TextureQuality=3 is "texture quality = ultra" in game settings
Sg.ShadowQuality is already setting :
r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=4
r.Shadow.MaxResolution=1024
r.Shadow.RadiusThreshold=0.03
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.TransitionScale=1.0
https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/Scalability/ScalabilityReference/
also would you be willing to separate the lines that are specifically for the shadows only? since some are presumably leftover from other fps fix type mods you're using
r.Shadow.TransitionScale 4096
r.Shadow.DistanceScale=4
r.Shadow.PointLightDepthBias=0.15
r.Shadow.CSMDepthBias=0.15
r.Shadow.PerObjectDirectionalDepthBias=0.15
r.Shadow.SpotLightDepthBias=0.15
r.AOApplyToStaticIndirect=1
r.GTAO.NumAngles=16
r.GBufferFormat=5
r.AOQuality=2
sg.ShadowQuality=4
r.AmbientOcclusion.Method=1
r.AmbientOcclusionLevels=1
these are specifically just for shadows, some of these i need to do more testing on and dive into fixing lighting on the hair.