CONFIGURE FOR YOURSELF Check the DOCS tab for documentation. It's crucial to tailor the parameters to your system and preferences.
ANY PLANS FOR THE FUTURE? New discoveries will be implemented into the mod as they arise. When Kingdom Come: Deliverance II is released, it will hopefully be optimized. Given that Warhorse Studios is using the CryEngine, this mod could potentially carry over, with adjustments, to the sequel.
KNOWN ISSUES
Spoiler:
Show
Engine Issues
NPCs and Lights may fade in and out randomly due to the handling of occlusion volumes
Shadows may exhibit jagged edges at the edges of the player's field of view
Small objects (such as buckets and trader display items) may dissolve or fade when nearby due to e_ViewDistMin
Mod Issues
Different system configurations may yield varying results when r_BatchType is set to CPU or GPU
Ground decals may appear blurry if cl_fov = 90 is reduced
Interiors may experience severe performance drops due to e_ShadowsPoolSize = 16384, which increases the number of rendered shadows.
Linux users if you experience lighting artifacts/issues remove e_svoTI_SSDepthTrace = 2 from the user.cfg
Stability and performance may be unstable if sys_job_system_max_worker is not set to the correct value.
LATEST NEWS 01/16/2025
Spoiler:
Show
The latest version of the mod is designed to push the limits of graphical fidelity while maintaining a stable 60 FPS performance. There may still be occasional dips in highly dense NPC traffic areas, but this is due to the game's inherent optimization limitations. Further optimizations, particularly regarding NPCs, would likely reduce quality and introduce undesirable pop-ins for both NPCs and objects.
If you’ve noticed performance degrading in recent versions, it may be due to adjustments made to balance visuals and performance. In a benchmark using the default Ultra High preset, walking through Rattay yielded an average framerate of 67 FPS. With the OUGC Config version 2.9, the same walk averaged 89 FPS. In 1440p.
The DOCS tab is available to help users tweak the mod and tailor it to their specific needs. If you don’t mind pop-ins, you can reduce certain variables to improve performance. The mod has been tested on a specific system, as emphasized on the Description Page, but your system may require some adjustments.
Feel free to ask any questions, whether they’re related to the game or general user.cfg tweaking, and I'll do my best to assist.
Just an observation I recently made regarding sys_job_system_max_worker:
I have a Ryzen 9 5900X with 12 cores - as described in the docs the correct value should be the amount of CPU cores (in my case 12). However I got better performance with the default value of this config =6.
This could be an AMD specific thing - but if anyone still has problems it might be worth trying different values.
That’s an interesting discovery. Since I only test on one system, I wouldn’t have known this otherwise. A telltale sign of having the wrong parameter set is noticeable when task-switching (Alt + Tab)—framerates will dip, then stabilize, but upon switching back, they remain lower than before.
By default, Warhorse Studios set it to 8 for everyone, which seems odd. When I changed it to 6 to match my cores, I actually gained performance.
Does anyone know what causes dark shadow to look like this? Hopefully you can see it.
Spoiler:
Show
Its like crushed blacks, but with the lack of lighting and being in shadow shouldn't it be totally black? You can see some of the texture highlights and if I wave Henry's hand across the shadow, it smears it. Is this just KCD's lighting or a misconfiguration on my part? Using levels.fx in ReShade and setting black levels to '1' eliminates the issue. Still curious on why this happens though.
Also is there maybe an option to do with rim lighting that would make the player character's lighting match the surroundings, e.g Henry's arm and hand in the screenshots are way too bright for the lack of light in the scene.
This happened to me, I posted about the issue here, quoting:
Btw, I saw in a few posts you recommending
r_TexturesStreamPoolSize e_ShadowsPoolSize
to reflect the GPU's Vram size but having e_ShadowsPoolSize at 22GB (22528) it makes shadows behave like a black blanket. Reverting it to the default 16384 fixes it. Just for people that are seeing insane dark shadows
I saw your comment but my e_ShadowsPoolSize has always been set to 16384, so I didn't think your issue was related. I have 24GB of VRAM so that shouldn't be an issue
Yeah, well. To be honest, I just wasted a couple of hours testing this back and forth and decided to go with a much simpler config. I've been pulling my hair with this one, changing values, removing, adding. At the end of the day, to my eyes it just looks worse than a much simpler one I grabbed from Steam https://steamcommunity.com/sharedfiles/filedetails/?id=1304694967 , added a few more vars etc.
The way it's being spouted in this thread that just add your vram value etc is just blatantly false, it makes no sense, it just breaks the game. Pools don't necessarily mean ram.
Here's a couple of comparisons between this config and the steam (modified by me) one:
First one is always this config, second is the steam one. Notice how the contrast between light and dark is insane, there's no nuance, shadows are super sharp, near bushes / trees it just looks really bad and confusing, you can't see anything on the ground properly.
Definitely better. I had issues on certain buildings like the first trader next to the coal seller, the one that has a big tree in front of it. Big fps drop there, completely gone now
Great mod! I mostly get 60 FPS with this optimized config. However, during the quest "Nest of Vipers," my FPS drops significantly. I'm getting only 20–25 FPS in Pribyslavitz.
Hey great mod. What values do I have to change for max graphics? I'm on a overclocked 4090 24gb and a 9800x3D with 64gb RAM. So I want the maximum there is, I read a different comment you made to a guy with a 4090 and I copied the values there. But I still see some weird bush pop-ins.
I’ll create an optional file tailored for NVIDIA RTX 4090+ users. While there are too many variables to list here, the primary changes will focus on subtle yet extreme adjustments to SVOTI resolution and draw distance. I’ll push my NVIDIA RTX 3080 to its limits to ensure this configuration meets your expectations.
I've tested this cfg, I have the same specs. I just changed sys_MaxFPS to 117 (to stay under the vrr ceiling on my TV) and even though it runs really well, cutscenes run abysmally, like 20-30 fps. I can see when showing FPS that it goes from 110-117 slowly down to 30 and maxes out there when a cutscene kicks in.
Shouldn't having the sys_maxFPS set as I have unlock cutscene fps??
Cutscenes are capped at 30FPS by the developers. While you can input sys_MaxFPS = 117 into the console during a cutscene to change it in real time, this must be done for every new cutscene. I believe there are mods on NexusMods that address this limitation, but I’ve personally accepted the 30FPS cutscenes as their intended "cinematic" experience.
Thanks! Yeah I've since discovered that issue. Thank you!
Also, quick question. I'm getting very aggressive debris pop-in. Like the pebbles on the ground for example, at the start of the game in town. They literally popin 3-5 meters from me. Where a lot of other far away objects don't.
Any idea? I have a 7800x3d + 4090 and trying to get this to as high as I can get it.
You can add and adjust e_ViewDistMin to a value that suits your preference. This variable controls the feature you’re requesting. However, based on my testing, it can be highly performance-intensive in certain scenarios.
I've already tried that and it's the exact same behaviour. I even tried full vanilla, game reinstalled, all on ultra, same issue. It's like there's a radius around the player of like 5 meters or so.
I will investigate this issue further. If you’d like to explore variables yourself, open the in-game console (~) and type a question mark (?) before a variable. This allows you to search for variables with partial spelling. Here are some examples:
I had similar problem with some props in Sasau monastery, basically vases etc on tables would pop in very close and obviously. It might be because my RTX 3070 ran out of umph compared to the 3090 on the other computer.. It'd be nice if the cloud save didn't carry settings as well from one computer to another..
I changed e_ViewDistMin from 5 (default) to 10, which at least keeps things on tables from disappearing in the same room.
Hi thx a lot for your work on the docs. I encountered something I don't see anyone mentions before. Once the game start at the main menu my console works fine. I could set variables or check ?View as normal. However once i enter a save and start playing, every time I open the console there is a line of sys_MaxFPS command keeps popping out multiple times per second. No matter what command I put in it automaticly gets washed away by many lines of sys_MaxFPS=144. Is this because of a setting or some mod?
I am little confuse about this step : Set the Launch Options to: +exec user.cfg -devmode. Do I need to add this inside the user.cfg file? I would really appreciate the help.
Create a shortcut of the exe then in properties you can add it on the end of the field called target under the shortcut tab. example: "C:\KingdomComeDeliverance\Bin\Win64\KingdomCome.exe" +exec user.cfg -devmode
Any idea how to fix this? It's fully fixed by changing the e_ShadowsPoolSize to >20000 (I have a 4090) but then shadows become essentially a blanket in some areas like the image below the video....
I'm pulling my hair because I really want to play the game but it's FULL of these types of bugs... I don't get it....
Changing to e_ShadowsPoolSize 16384 fixes the blanket shadow but then it TANKS performance in some buildings like in the video above. Only 8192 is usable... I don't get it..?
e_ShadowsPoolSize isn't related to VRAM but acts as a pool for e_ShadowsMaxTexRes, determining how many shadows can be rendered. A larger pool allows more shadows, with 16384 being the engine's limit. I set it to 16384 to ensure all shadows render in interiors for better visual quality. Lowering the value reduces the number of shadows, improving performance but potentially causing missing shadows. While this setting can severely impact performance in certain interiors, I prioritized visual fidelity over performance, as interiors are typically brief encounters.
The user.cfg is fully customizable—you can add, remove, or adjust variables to suit your preferences. I apologize if there was any misunderstanding regarding e_ShadowsPoolSize, but it is not listed as a VRAM-related variable in the DOCS tab. Only r_TexturesStreamPoolSize is listed as a VRAM-related variable so far.
Btw, the flickering / insane light leaking in the video was fixed by changing Lightning from Ultra High to Very High. Can't believe this is the default with Ultra High settings :S
Insane find, I always assumed the light leaking in interiors was just an engine issue, but this gives me something new to investigate. I’ll look into it further and see what compromises can be made.
Yeah, it's mental. I tested in Vanilla and it was the exact same situation. Lightning at Ultra High just leaks light in select indoors. That trader's house in prologue is the worst I've seen. There's other instances, but this one just destroys everything so I resigned to playing with Very High for Lightning, everything else on Ultra.
Also, quick question. Why do you recommend using -devmode? Doesn't that potentially expose things that could break the game potentially? Like UI elements or even scripting that isn't meant for normal gameplay?
I’m working on a new version to address several issues, including solving the lighting problem on Ultra High. Work has me swamped a little, but with Kingdom Come: Deliverance II just a few days away, there's something to look forward to, lol.
The -devmode launch argument enables restricted variables that wouldn’t normally execute. From what I’ve seen, it doesn’t affect the game in any way.
As far as I know, your issue is tied to the engine and likely can't be fixed using CVars. The current user.cfg doesn't modify any effects related to candles or the sun. The only variables that might have an impact are r_Beams, r_ssdoHalfRes, e_ParticlesShadows, or e_ShadowsCastViewDistRatioMulInvis.
But this is just my assumption. Sometimes I get flustered with issues like the one you described and remind myself that this game was developed from a Kickstarter by a relatively small studio. I've been playing Kingdom Come: Deliverance II and have noticed that most, if not all, of the issues have been resolved.
Appreciate the hell out of the doc and well organized spread. Makes it super simple to add anything else I was using, like the improved combat reticle settings. Cheers!
I created a PTF version of the mod (3.0) for my own use. You can just drop it into mods folder, add it to the mod_order.txt if used and it'll work without interfering with other mods as long as they're not changing the same variables.
229 comments
Check the DOCS tab for documentation. It's crucial to tailor the parameters to your system and preferences.
ANY PLANS FOR THE FUTURE?
New discoveries will be implemented into the mod as they arise. When Kingdom Come: Deliverance II is released, it will hopefully be optimized. Given that Warhorse Studios is using the CryEngine, this mod could potentially carry over, with adjustments, to the sequel.
KNOWN ISSUES
- NPCs and Lights may fade in and out randomly due to the handling of occlusion volumes
- Shadows may exhibit jagged edges at the edges of the player's field of view
- Small objects (such as buckets and trader display items) may dissolve or fade when nearby due to e_ViewDistMin
Mod IssuesLATEST NEWS
01/16/2025
If you’ve noticed performance degrading in recent versions, it may be due to adjustments made to balance visuals and performance. In a benchmark using the default Ultra High preset, walking through Rattay yielded an average framerate of 67 FPS. With the OUGC Config version 2.9, the same walk averaged 89 FPS. In 1440p.
The DOCS tab is available to help users tweak the mod and tailor it to their specific needs. If you don’t mind pop-ins, you can reduce certain variables to improve performance. The mod has been tested on a specific system, as emphasized on the Description Page, but your system may require some adjustments.
Feel free to ask any questions, whether they’re related to the game or general user.cfg tweaking, and I'll do my best to assist.
I have a Ryzen 9 5900X with 12 cores - as described in the docs the correct value should be the amount of CPU cores (in my case 12).
However I got better performance with the default value of this config =6.
This could be an AMD specific thing - but if anyone still has problems it might be worth trying different values.
By default, Warhorse Studios set it to 8 for everyone, which seems odd. When I changed it to 6 to match my cores, I actually gained performance.
Warhorse's default is 8?
Its like crushed blacks, but with the lack of lighting and being in shadow shouldn't it be totally black? You can see some of the texture highlights and if I wave Henry's hand across the shadow, it smears it. Is this just KCD's lighting or a misconfiguration on my part? Using levels.fx in ReShade and setting black levels to '1' eliminates the issue. Still curious on why this happens though.
Also is there maybe an option to do with rim lighting that would make the player character's lighting match the surroundings, e.g Henry's arm and hand in the screenshots are way too bright for the lack of light in the scene.
Second Image = 8192 and/or 16384 (same result)
I also have an issue with the torch itself. Its casting a big square shadow in my view.
Both these issues are resolved by having e_ShadowsPoolSize at 16384.
My e_ShadowsMaxTexRes is at 2048.
The way it's being spouted in this thread that just add your vram value etc is just blatantly false, it makes no sense, it just breaks the game. Pools don't necessarily mean ram.
Here's a couple of comparisons between this config and the steam (modified by me) one:
First one is always this config, second is the steam one. Notice how the contrast between light and dark is insane, there's no nuance, shadows are super sharp, near bushes / trees it just looks really bad and confusing, you can't see anything on the ground properly.
Does anyone have a solution?
Here’s my setup:
- CPU: 7800X3D
- RAM: 2×32GB DDR5 CL30 (EXPO @ 6000 MHz)
- GPU: XFX RX 7900XT
- Storage: 1TB NVMe SSD
Thanks!Shouldn't having the sys_maxFPS set as I have unlock cutscene fps??
Also, quick question. I'm getting very aggressive debris pop-in. Like the pebbles on the ground for example, at the start of the game in town. They literally popin 3-5 meters from me. Where a lot of other far away objects don't.
Any idea? I have a 7800x3d + 4090 and trying to get this to as high as I can get it.
?e_View
?View
?Dist
?e_Vie
?Occlu
Look at the pebbles on the right. This is just me moving 1 meter.
I changed e_ViewDistMin from 5 (default) to 10, which at least keeps things on tables from disappearing in the same room.
example:
"C:\KingdomComeDeliverance\Bin\Win64\KingdomCome.exe" +exec user.cfg -devmode
I'm pulling my hair because I really want to play the game but it's FULL of these types of bugs... I don't get it....
Changing to e_ShadowsPoolSize 16384 fixes the blanket shadow but then it TANKS performance in some buildings like in the video above. Only 8192 is usable... I don't get it..?
The user.cfg is fully customizable—you can add, remove, or adjust variables to suit your preferences. I apologize if there was any misunderstanding regarding e_ShadowsPoolSize, but it is not listed as a VRAM-related variable in the DOCS tab. Only r_TexturesStreamPoolSize is listed as a VRAM-related variable so far.
Thanks!
Also, quick question. Why do you recommend using -devmode? Doesn't that potentially expose things that could break the game potentially? Like UI elements or even scripting that isn't meant for normal gameplay?
The -devmode launch argument enables restricted variables that wouldn’t normally execute. From what I’ve seen, it doesn’t affect the game in any way.
But this is just my assumption. Sometimes I get flustered with issues like the one you described and remind myself that this game was developed from a Kickstarter by a relatively small studio. I've been playing Kingdom Come: Deliverance II and have noticed that most, if not all, of the issues have been resolved.
i have to say great word and send my regards,thanks!