Unfortunately even if one can sustain a decent framerate with DLSS, with RT, the stuttering is abysmal. Is it possible to just play with RT AO for example?
I noticed some discrepancies across what is listed as the optimal settings on the GitHub, TL;DR, and description.
The TL;DR lists Medium or subjective as the optimal anti-aliasing, though the other sources list it entirely as subjective. The GitHub specifies that Best is optimal for FSR 0% sharpness or DLSS 100% sharpness.
The TL;DR does a similar thing for post-processing.
The GitHub lists the optimal effect quality as Medium while the other sources list it as High.
The TL;DR list the optimal reflection quality as Medium, while the description page lists the optimal quality is Low, and the GitHub lists it as high. Personally speaking, I prefer Low as most reflections disappear when you change it to anything else in places like Hotel Krat.
A lot of these "downgrades" are actually optimizations for the game to run on lower-end hardware. It just sucks that the higher graphics settings don't allow us to scale up to what was advertised. A lot of these effects are extremely expensive to run in real-time, unless you have a 4090, or in today's timeline, a 5090.
Hey, great work on the mod, your settings seem much better optimized than the stock settings for better performance. I do have 2 questions:
Where am I supposed to customize the individual engine settings? My game doesn't expose WindowsScalability.ini and WindowsEngine.ini in Local\LiesofP\Saved\Config\WinGDK, even with your mod installed. The only file there is GameUserSettings.ini.
I couldn't get your optional ray tracing mod to work. I added pakchunk99-EnableRT.pak to Content/~mods and edited GameUserSettings.ini to enable some of the RT settings, but as soon as I start the game they just revert back to False (as if the mod was not installed).
Other than that, the preset settings do seem to be working as expected (I can see them take effect and the framerate/GPU usage is very different with the main mod than without it).
I'm on the Game Pass version of the game with the latest patch (1.5). Could this be a compatibility issue?
Hi, unfortunately I don't have access to the Gamepass version of the game. I can try to release a Gamepass compatible version of Engine and Scalability edits by analyzing the files of previous mods here on Nexus that provide a WinGDK version and apply my edits on top of those. However, I don't think I can make an EnableRT zip specific for WinGDK because it most likely handles the DeviceProfiles.ini file very differently.
Below is how WindowsDeviceProfiles.ini looks: [Windows DeviceProfile] DeviceType=Windows BaseProfileName=
That is all that's needed to allow RT to be enabled through GameUserSettings.ini. But I don't know how to toggle that CVar in the Gamepass version without having access to the files itself. Sorry.
Hey, I tried your test version for GamePass but sadly it doesn't seem to work (no new ini files are written and no ray tracing). Thanks for taking the time to try this though!
Btw, I tested this with the Unreal Engine Unlocker, and I see that the mod successfully changes r.RayTracing to 1. Without the mod, that CVar is 0. However, something is reverting the shadow and reflections settings to False as soon as the game starts. Setting RT Shadows to 1 during runtime does nothing and r.RayTracing.Reflections says command not recognized :(
Interesting, I can only surmise that upon runtime, they force the disable the ability to toggle the effects. I just hope that the announced DLC will provide a better native implementation of RT.
Glad to know! I just updated the mod to fully support a NoAA (FXAA) experience by optimizing the noise outputted by a lot of the effects. I highly recommend adding in SMAA thru Reshade, or just use FXAA in-game to remove geometric aliasing. Unfortunately, a lot of specular aliasing still remain which can only be fixed by temporal solutions, but I find that using TAA to blur the whole image is often not worth it.
It changes how each setting in the graphics menu act. The engine file is there to adjust settings that are "non-scalable." I have no scalable control over some of these variables as they need to be exposed within the source code first, which can only be done by the developers.
There is no Ray Tracing, not even adding -dx12 in the launcher and the line r.RayTracing=1 in GameUserSetting.ini. The game does not implement ray tracing, moreover your mod is fake, it does not implement any ray tracing. Unlike Stray and Ghostrunner 2 which have ray tracing to enable.
Is there any way to do different versions of RT (like lowered res RT) as a RTX 4060TI is imposible to me to run the game above 60fps, and in some places it goes below 60 like the one where the clown is. Games with RT usually come with DLSSFG.
Hello! I myself have a 3070, but I personally don't use RT because I end up running out of VRAM after playing for a while. The most expensive setting is definitely RT Reflections, and even running it at 50% Resolution (which makes it look worse than SSR, imo), it's still quite expensive for my target FPS (75).
As for AO and Shadows, there really isn't a way to modify the resolution of either.
The game looks awesome with RT. Thanks for your response and your hard work, it is a shame not being able to play with RT, hope someone find the way to inject dlss3FG in this game someday.
46 comments
- Where am I supposed to customize the individual engine settings? My game doesn't expose WindowsScalability.ini and WindowsEngine.ini in Local\LiesofP\Saved\Config\WinGDK, even with your mod installed. The only file there is GameUserSettings.ini.
- I couldn't get your optional ray tracing mod to work. I added pakchunk99-EnableRT.pak to Content/~mods and edited GameUserSettings.ini to enable some of the RT settings, but as soon as I start the game they just revert back to False (as if the mod was not installed).
Other than that, the preset settings do seem to be working as expected (I can see them take effect and the framerate/GPU usage is very different with the main mod than without it).I'm on the Game Pass version of the game with the latest patch (1.5). Could this be a compatibility issue?
Thanks
Below is how WindowsDeviceProfiles.ini looks:
[Windows DeviceProfile]
DeviceType=Windows
BaseProfileName=
[WindowsNoEditor DeviceProfile]
DeviceType=Windows
BaseProfileName=Windows
+CVars=r.SkinCache.Mode=0
+CVars=r.RayTracing=True
+CVars=r.UploadShadowGPUScene=0
Notice the +CVars=r.RayTracing=True
That is all that's needed to allow RT to be enabled through GameUserSettings.ini. But I don't know how to toggle that CVar in the Gamepass version without having access to the files itself. Sorry.
Thanks for taking the time to try this though!
Also, if you're still invested in improving this mod, and up to accepting donations, I'd be happy to donate!
Thanks.
Unlike Stray and Ghostrunner 2 which have ray tracing to enable.
Games with RT usually come with DLSSFG.
As for AO and Shadows, there really isn't a way to modify the resolution of either.
Thanks for your response and your hard work, it is a shame not being able to play with RT, hope someone find the way to inject dlss3FG in this game someday.