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  1. rojomx01
    rojomx01
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    V 4.0 - Full

    What's new:


    • Optimized the file with organization and more comments.
    • Removed changes that did not have a drastic effect from previous versions, added some new optional features such as TSR and TAA.
    • Made Sky Light Intensity optional.
    • Made Ray-traced shadows optional, and added options to make them less noisy (more expensive though). From a gaming standpoint the base game shadows work best, they do a good job even if they're not full ray-traced shadows.
    • Removed an artifact affecting mirrors floor and a strange light ("shadow?").


    Things to change:

    Close the game, install the file as mentioned on the description, make sure the file Engine.ini is not "read only" for now so you can edit it, then open Engine.ini with Notepad or Visual Studio Code (or any program like it), please read the information at the top as it has a lot of information for you. Some of the changes are personal choice, but you need to understand what you're modifying might require other settings to be enabled/disabled/changed.

    The documentation has a lot of information. But here are the basics:


    • You should change the value on "r.Streaming.PoolSize" to match your Graphics Card VRAM (half of your total VRAM is the rule of thumb)
    • On the "General Rendering & Visual Features" section on the file, you will find things to activate or deactivate, such as: Sky Light Intensity, Lens Flare, God Rays (Light Shafts), the quality of refractions and particle lights (fires etc.), chromatic aberration and the shader model to use (6 activated but some people might want to change this to 5 in some cases)
    • Decide if you want to use the base game shadows or fully ray-traced shadows (for gameplay purposes base game ones are better, for screenshots and such in some lighting conditions ray-traced ones look better)
    • Decide what kind of Anti-aliasing you want to use (default is TSR, but you can enable TAA).

    For more information about these, read the read me on the file.



    What this looks like in-game:


    



    What the game normally looks like:


    



    Some of the things this Engine.ini does:


    • Fixes how ray reconstruction works (with the DLL) making lights that were flickering to stop flickering (no more horror maps, sadly.) this fix is intended for NVIDIA RTX Graphic Cards.
    • Mirrors will be clearer, even though the black eyes/hair and the bright light most people have cannot be adjusted (as far as I've been able to test) through Engine.ini
    • Reflections in general will be clearer and more stable than the base game ones.
    • Shadows (in general, including ray-traced ones) will not be extremely "boiling" or "shimmering", the file stabilizes the shadows and lights a lot more, they're still there but not as apparent. However this fix will cause more ghosting (trade off quality of better shadows for more ghosting).
    • Provides options to change some features of the game, such as including god rays (they show mostly during storms), lens flare, and more.
    • Provides the ability to use fully ray-traced shadows (quality shadows will be expensive, but they will look better once they stabilize), by default this is disabled.
    • Allows you to change how the texture streaming system works to fit your VRAM.
    • Gives you more control on quality of different things, such as shadows, effects, lumen, reflections, etc.
    • Gives you full description and recommendations per setting, please read the descriptions before you change anything.


    Remember
    , always set the file as "READ ONLY" before you run the game, else the game will delete the file.
    1. rojomx01
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      Some Screenshots and Videos for comparison:


      Clear (yet not perfect) mirror reflections

      Base Game



      Better Engine.ini RTX V. 4.0




      No more black/bright shadow on mirrors

      Base Game



      Better Engine.ini RTX V. 4.0




      Boiling effect be gone! (almost)

      Base Game



      Better Engine.ini RTX V. 4.0




      Ray-traced shadows... or not?

      Base Game



      Better Engine.ini RTX V. 4.0 - Ray-traced Shadows with 4 Samples Per Pixel (expensive but not that much)



      Better Engine.ini RTX V. 4.0 - Ray-traced Shadows with 16 Samples Per Pixel (more expensive)



      
      Any questions? Let me know!

      I'm mostly available on the InZOI Discord, here's the link to the thread about this file.
  2. rojomx01
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    For people using DLSS, Realistic Shadows and Ray Tracing
    (regarding flickering lights)
    If this is you, you didn't download the optional DLL, right?... right? ok if you downloaded it without having this issue on base game feel free to remove the DLL (nvngx_dlssd.dll) from the folder, you don't need it for now (or at all in some cases). And even if your lights were flickering before installing Engine.ini, I'd advise to wait before you add it as you might not even need it too.

    First, you need to edit the file to adjust some settings.

    After you have changed the basic settings as the file mentions, including r.Streaming.PoolSize, you will want to test if the settings as they are work for you, however ONLY if your game starts having flickering lights like shown on the video above (base game), after installing Engine.ini Full or Lite, try this.

    Be careful with this file as it WILL be deleted by the game if it's not "read only", and any changes you did will be lost if you forget to change it to "read only" and won't be able to recover it. No, it won't be in the recycle bin, it will be just... gone.


    1. First you should test the Engine.ini file as it is, without modifying the DLSS section as mentioned below. If your game lights start flickering then continue with 2 and 3. If the problem persists, then yes, you need the DLL.

    2. Attempt first with commenting by adding a ; on all 3 lines of the settings in this category:

    ;r.NGX.DLSS.Preset=11
    ;r.NGX.DLSS.DenoiserMode=1
    ;r.Shadow.Denoiser=0

    Save, set the file as read only and try.

    3. If that doesn’t work, then do the following (comment first 2 lines and change the value of last line to 1):

    ;r.NGX.DLSS.Preset=11
    ;r.NGX.DLSS.DenoiserMode=1
    r.Shadow.Denoiser=1

    This section of the file is basically telling the game to use a different Denoiser to the engine (yes, this is the culprit of the horror-like cities with flickering lights, it's funny such as simple setting causing so much headache...), with the DLL, it needs to use the NGX.DLSS one. Without the DLL, some times the settings as they are work, but some times you might have a different driver or DLSS version installed on your graphics card and it could mess it up. So you need to fine-tune the file to you.


    For people using the Lite Version:
    The Lite version is basically a tuned-down version of the FULL version file, it lowers the quality of the full version (which needs better hardware, and by better I mean RTX 4070+ able to run Ultra settings and stuff). I tested the Lite version on my LAPTOP with an RTX 3060 which has 6GB VRAM and 16 GB RAM.

    It contains the same fixes the Full version has, but lowers the resolution of shadows from 4096 to 2048, it also doesn't push to cinematic quality some of the options the full version has, and keeps them on low-medium some times high.

    If you never turned Ray Tracing on now is the time to turn that ON in-game, just know that it does have an effect on your FPS.

    One of those things is r.RayTracing.SkyLight, off by default, you might notice your rooms are brighter at night, that's the setting that controls that. It is expensive to run with it (10-15 FPS), thinking you'll need to push Reflection Quality to ULTRA in-game if you want the crystal clear reflections, else they'll still be blurry and there's no point of doing this other than just stabilizing the shadows and the other fixes.

    Just know that you can change the settings, to begin with your adjustments, I'd follow the recommended in-game settings on the read me section of the Engine.ini file you just downloaded. And then, if your game feels smooth enough, start increasing the quality of the in-game options until you're satisfied with the results. If you managed to turn everything on (ray tracing wise) and your mirrors are on Ultra and your game is not struggling to the point of watching a PowerPoint presentation kind of FPS on High settings on the other options, then you might want to play with the Engine.ini file a bit, increasing some values little by little and testing what works for you.

    There's no one-fits-all when it comes to settings, I can give you the template and you have to adjust. I've added as much information as possible to the file so that you know what you're modifying. Say if you want smoother shadows, maybe increase the Max Resolution to 4096 and see how that feels, maybe even enable r.RayTracing.SkyLight if you want, or not. Up to you! :)

    Be mindful though, making all your lights at home to cast shadows DOES impact your game performance, make sure they're not all set up to cast shadows, also be mindful of the amount of mirrors you put in your house, as that will also impact performance, add 2-3 but not 10+... or you're gonna be playing on PowerPoint presentation FPS.

    Happy gaming!
  3. kopytko009
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    hi :) this mod improved my game significantly, the lights and shadows outside look amazing! however i'm struggling with shadows indoors. during daytime the objects around the house as well as zois don't cast shadows unless there is a direct light on them. i tried to tweak the settings, toggled between TSR and TAA (in the file as well of course) but no luck. is there a way to improve it in my game? i use the lite version.

    screen shots:
    https://imgur.com/40cWP3P
    https://imgur.com/BDfw85a
    1. rojomx01
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      Hello!

      Which version of Engine.ini are you using? And could you post screenshots of your in-game settings?

      As far as I can tell it might be that realistic shadows setting might be off. I’d need to test as I’ve never turned my indoor lights off even during day time but on my videos the shadows are affected by incoming light too so that’d be my guess.

      Let me know I’ll try to help :)

      Also, for indoor lights in case you’re not using that functionality, you can select lamps to cast shadows on build mode.

      https://imgur.com/a/nb1Fqrv

      For this to work though you do need to activate the cast shadows on the game settings too.
    2. kopytko009
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      hi :) i'm using lite 4.0 version. i also have all lights set to casting shadows and i did not turn them off during daytime. additionally i noticed that the flickering light is still there. most of the time it happens in the evening when i switch between zois in my household.

      for some reason i can't post pictures so here's the link
      https://imgur.com/a/3mFDdfA
    3. rojomx01
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      Thanks for the screenshots, I see what you are talking about now, and yes I've noticed the same thing (even with base-game / no tweaks).

      It is indeed weird that there's no shadows being cast even with lights on during day time, the global illumination light affects indoors even if there are no windows around to allow exterior light to come in, which is not how light behaves IRL and I've been playing around with Engine.ini to solve this problem but no success so far. As far as I've been able to test, it seems it's a problem with the geometry (walls mostly), they don't block light correctly (I've already sent a ticket about this issue before).

      Possible problems to this issue:

      • As the walls are modular (can be placed with build mode) they could probably not be connected correctly (watertight), which could be the cause of light leaking (which in turn allows illumination to leak in, killing shadows with how bright rooms get during the day and since interior light illumination is being killed by this exterior illumination, their shadows are being fadeed).
      • Walls could be not thick enough, so even if the walls are perfectly watertight, if they're not thick enough (10 to 20 centimeters) that could be causing light leaking.
      • Walls could have inverted normals which would conflict with Lumen making it not detect the wall properly for the rendering.
      • The material settings for the walls, if they unintentionally used anything other than opaque materials, making them just slightly translucent that could be affecting the Lumen system, knowing that we can change how walls appear (making them glass, or hiding them with the different x-ray wall settings during gameplay) this could be one of the causes. I don't think this is the actual issue but it's one of the reasons people have found this issue in other games.

      Personally I believe it's something related to either gaps (due to how modular walls work) and probably thickness of the walls. If you notice, when using lights that cast shadows, your lights will leak through wall corners and stuff, and not only that, shadows will also clip through the walls, same thing is happening with the sky light and when you have a roof casting a shadow on top of your house but there's brightness/light inside leaking, makes the interiors bright enough to kill the shadows casted by the interior lights.

      Shadow leaking:


      Light leaking:
      

      As far as I've been able to investigate, the walls (and roof) are not set up correctly to block all exterior light, as you can see on this video, before recording this I deleted all windows and doors that would allow light in, but the interior light would still be affected:


      On the following test, I removed the roof, with no roof the sky light is not blocked, allowing the sun light to cast the shadows, but when there's a roof and that's casting a shadow it kills the shadows of the furniture / zoi inside when there's enough light leaking in.



      Mind that these screenshots / videos are recorded on ultra settings, so yeah it's not a settings thing and more of a geometry thing as far as I can tell.

      Sadly, there's no fix for it we can do for now :( but just wanted to explain the reasoning as of why it could be happening, again it has been reported to the devs with videos and screenshots already (discord build mode feedback is also full of these reports of light / shadows leaking), hopefully we'll see a fix soon.


      Noticed you mentioned that you're still getting lights flickering, I'd recommend the following:

      If your lights were flickering before installing the Engine.ini (and you didn't download the DLL), try these settings first:
      r.NGX.DLSS.Preset=11 ;
      r.NGX.DLSS.DenoiserMode=1 ;
      r.Shadow.Denoiser=0 ;

      If your lights still flicker, try these settings (without the DLL):
      ;r.NGX.DLSS.Preset=11 ;
      ;r.NGX.DLSS.DenoiserMode=1 ;
      r.Shadow.Denoiser=1 ;

      If this still is making your lights flicker, download the DLL and place it where the description of the mod mentions, and go back to the initial settings:
      r.NGX.DLSS.Preset=11 ;
      r.NGX.DLSS.DenoiserMode=1 ;
      r.Shadow.Denoiser=0 ;

      Make sure to save and put the file as read-only before running the game.


      Hope this helps! :)
    4. kopytko009
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      i just messed around with the settings because i remembered that before installing the mod the shadows indoors were there. i managed to restore them with the settings on the screen shots. they are a bit grainy but it might be my weak processor. would it be possible to use engine.ini so that it targets only the flickering? should i comment some of the settings in the file?

      https://imgur.com/a/9xSVV83

      when it comes to light leaking through walls i think they improved it in the latest update. also another thing they need to work on is different light when you slightly zoom out compared to when you zoom into the room. 
    5. rojomx01
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      Yes, you can basically delete everything on the Engine.ini part and can keep the DLSS Ray Reconstruction part of it to just keep the flickering fix.

      The other changes the file has are mostly for:
      - Stabilizing shadows so they don’t have the bright lights on global illumination High/Ultra (as you play on medium you’re not being affected by this).

      - Increasing ray traced mirror quality and some fixes to reflections in general.

      - Changing how streaming of textures work (Streaming pool size to control VRAM usage better).

      but everything else is pretty much extra, if you clean up the file and just keep the 3 lines I mentioned above you’d basically be playing with base game settings but fixing the flickering :)
  4. xt0n1
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    Hello! Thank you very much for sharing such a great mod to improve the quality of the game overall. 

    I am however, having some issues with the reflection of the mirrors after "installing" the mod - making sure to follow all the steps the right way - the mirrors look weird now. See the example image below for reference. This is running the game at 4K resolution with all the graphic settings maxed out (Antialiasing set to TSR), DLSS in Quality, Frame Generation activated and obviously with the DLSS Ray Reconstruction file version 3.5 in the link provided as well.

    Also, I had to apply the fix as shown in the Sticky Post since the grainy effect was unbearable but I tried activating once again the RT Shadows and the issue persisted.

    Any help would be greatly appreciated. 

    Thanks in advance.

    1. rojomx01
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      Hey there!

      I'm wondering, didn't you have the same issue before installing the dll/ini files? I mean the reflection always looked like that (with the intense light) for me however it does change depending on the amount of natural light available, this is how the mirrors looked for me 3 weeks ago (without any Engine.ini modifications).



      Let me know :)


      Updates coming soon:
      I've been able to remove this black effect on mirrors.





      But the light, I've been testing different things to get rid of it, but nothing seems to work with the ini file, I've even tried detecting if any lights are attached to the character blueprint, but seems it's not possible (they're all instanced blueprints).

      As for the dark hair and eyes, I've been researching about it and seems it's the material they're using for them as described on this reddit post. We might be able to change them once the mod kit drops in May, but without access to the blueprints we can't do those changes :( sucks. Hopefully the devs update the materials because this is really annoying to see lol, but yeah it's a common issue with metahumans.
  5. kunkun2k11
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    Aside from shadow, do you notice the drawing distance in the game is kinda...hmmm short? The texture popped in from the distance (like 10 meters right in front of me, shadow too). I know it's early access and your mod fix the lighting and shadow to brilliant extent, I really hope they fix this in the final launch.

    Btw, love and endorse!
    1. rojomx01
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      Yeah! The draw distance is horrible lmao, a lot of pop-in, I'm testing different settings, I have tried draw distance and such but that does not affect things like placed props (like parking meters, chairs, stalls, etc.) I believe this has something to do with how the game is set up to load world partitions (which unfortunately cannot be changed through Engine.ini).

      I'll keep playing with it, hopefully it can be fixed with Engine.ini but so far no luck and if it is what I think it is, we'll probably need the mod kit to change it (if even). Maybe they will change that in the future.
  6. an0nym0uz
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    As already said in Discord - great mod idea and result!
    Endorsed & Kudos given!
    1. rojomx01
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      Thank you <3
  7. LootNMods
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    Can you in someway fix hair not being shaded right? For example, you cant be a blonde in the game because once you exit create a zoi and get into the world, the shadowing and color is off, making the hair look much darker.

    EDIT: I just wanted to say, what i noticed is that your mod makes the lighting in the creator much lighter. I just need that happening in game.
    1. rojomx01
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      I believe that's mostly because in CAZ the lighting is white and the in-game lighting is yellowish giving it a different tint. But I'll look into it :)

      As for the light change, that's something you can disable, it makes some sky light changes to make nights darker:
      r.SkylightIntensityMultiplier=0.3

      You can comment that line to disable this change, making the game light the same as before :) like this (this is an optional thing, i like it though):
      ;r.SkylightIntensityMultiplier=0.3
  8. Jeroyaltyy
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  9. rojomx01
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    I just noticed the noise on certain shadows during dawn/dusk, I'm working on a fix to keep the same base game shadows but without the ghosting :)

    Update:
    So the thing is with Shadow Ray Tracing, it seems the game does not use shadow ray tracing fully (sky, global illumination, shadows, lumen). So testing different settings to reduce the penumbra of the shadows (noise) is giving me a headache since it requires a lot of workarounds when this is just intended to improve the visuals just a bit. So my recommendation is this, if the noise is too annoying just comment the line r.RayTracing.Shadows=1

    Like so:


    Save the file, and make sure the file is "read only" after you saved it.

    This will disable shadow ray tracing while keeping everything else, shadows won't look as good but the flickering lights on shadows will still be mitigated (won't be as annoying as base game).

    Hope this helps! :)

    The result after doing this will look like this: