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marcValdez

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marcValdez

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63 comments

  1. Reinert
    Reinert
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    There's no motion blur with your mod installed, is this intentional?

    Otherwise, looks excellent!
    1. marcValdez
      marcValdez
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      There's an in-game toggle to motion blur. I only force disable it with the Low post processing option, otherwise it should be available.
  2. oMeybi
    oMeybi
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    is this mod modular in the sense that it makes no PERMANENT changes to source code, graphics settings, ect?

    Can I install it test it out, then uninstall it without any settings being left behind?
    1. marcValdez
      marcValdez
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      It doesn't change any source code, however changes to graphics can retain. So I recommend setting everything back to Low (then re-applying your settings) upon install/uninstall of the mod.
  3. PunishedNimbo
    PunishedNimbo
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    This mod is SO unoptimized.
    1. marcValdez
      marcValdez
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      Sorry about that. My changes are focused on fixing visual anomalies caused by shortcutted graphical methods (TAA is mostly to blame). This also means that performance would be the main tradeoff.

      In the most recent update, I've removed SSGI from the in-game options (it can still be activated by a command however). This setting is the most expensive, suprisingly even more so than RT. Hopefully this helps.
  4. zazuma137
    zazuma137
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    Overture looking swanky AF with both of the mods, thx a ton! Getting around 120-130fps /w 5060ti 16gb R5 9600X, no frame gen obviously, and everything expect shadows on best.
    1. kaiba121321
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      With what resolution cause you sure aren't doing that at 4k XD this mod yields an impressively garbage 40fps with even just RT reflections on at 4k, on a higher end system.
    2. marcValdez
      marcValdez
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      kaiba121321 I'm curious what GPU you're running the game on. Also, I've updated the mod to support the Overture DLC. I do agree with your sentiment that RT is VERY HEAVY, and for me personally, it's still not worth cutting my FPS in half.
  5. jus512
    jus512
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    for the the RT part of the description page:


    • r.RayTracing.SkyLight=True, game crashes when toggled on.
    • r.RayTracing.GlobalIllumination=False, game runs like ASS when toggled on, plus there's no visual differences.
    • r.RayTracing.Translucency=False, breaks Niagara effects (e.g. flying butterflies around Stargazers).

    Are these crossed out because the work well now or because we shouldn't use these?
    1. marcValdez
      marcValdez
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      They are crossed out because they break the game (or even crash it) when enabled.
  6. M209KG209H4
    M209KG209H4
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    1. marcValdez
      marcValdez
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      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.
    2. kaiba121321
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      Is there any posssible way to restore the DARKNESS of the world... One thing that drives me absolutely nuts looking at the dif is how bright everything is now... It looks like daytime but all the street lights are on, it's absolutely bizarre.
    3. Riadon
      Riadon
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      r.SkylightIntensityMultiplier will make the flat blue lighting covering everything less ridiculously bright, I use 0.25 but you could use even lower (default is 1.0)
  7. vohiho6808
    vohiho6808
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    Small Question

    When I enable RT and AO in the ray tracing settings - does that mean the "regular" setting for Reflections, Shading and AO become irrelevant ?
    1. kaiba121321
      kaiba121321
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      This is something I'd like to know, the description does not specify properly how the settings interact with the NEW features. Like does one of the settings now change the RT reflection quality for example? Or should reflection quality be set to low when using RT cause it doesn't use that??? Why does changing things in the in game menus seem to do absolutely nothing too? Only changing things outside of the game then booting it back up seems to do anything.
    2. marcValdez
      marcValdez
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      When RT is enabled, it completely replaces the rasterized pipeline meaning none of the traditional setting adjustments affects the quality of the RT effects (i.e., changing the reflection quality doesn't affect RT reflections whatsoever).
  8. Spitballzz
    Spitballzz
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    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?
    1. ArcherMix
      ArcherMix
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      yes in ''GameUserSettings'' but for me the stutter is the same
  9. MaidOfMystery
    MaidOfMystery
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    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.
    1. marcValdez
      marcValdez
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      Thanks for pointing those out! I have rectified the discrepancies.
  10. Smash15
    Smash15
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    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?

    Thanks
    1. marcValdez
      marcValdez
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      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=

      [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.
    2. Smash15
      Smash15
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      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!
    3. andress6
      andress6
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      Hey @marcValdez, would you be up to making this work with the Windows Xbox version if I subside one month of Game Pass Ultimate for you? 

      Also, if you're still invested in improving this mod, and up to accepting donations, I'd be happy to donate!

      Thanks.
    4. andress6
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      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 :(
    5. marcValdez
      marcValdez
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      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.