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58 comments

  1. Paleblood45
    Paleblood45
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    sounds like another mod that needs more time in the oven to cook properly, based on the comments I'm not sure I trust it yet tbqh
    1. robb213
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      I tried it the other night. With FG on, and the latest DLSS and Preset versions, ghosting is problematic especially in darker areas. My OLED screen may contribute to the visibility of ghosting.
    2. Daemondred
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      Doesn't look like this mod is still being supported. There are other HDR mods available that solve for this issue, including one I released. Don't mean to step on any toes but do want everyone to enjoy HDR! 

      If you are using this mod and having this issue you can also try using the console command below:
      r.Streamline.TagUIColorAlphaThreshold 1
      This will help the engine recognize the cursor as a static UI element. When it tries to render it as part of the generated frames DLSS FG can't predict where the cursor will be moving which results in what looks like ghosting but ahead of as well as behind the movement of the cursor. Best of luck. 
  2. sydney666
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    I want to add, that if you enable HDR you will experience crashes here and there and other compatibility issues.

    If you do use this mod, you will get MAJOR issues with frame generation such as ghosting and artifacts. You can simply test and see this if you enable mod, turn on frame gen and then move around and look at your cursor, it will seem like there are 3 cursors as you pan around. Turn this mod off and keep frame gen on and it won't happen. Turning motion blur off or on (or just off) doesn't fix the issue.

    It also causes the fps counter to do the same, and weapons when its foggy or looking up at moonlight/godrays.

    While it still does this to some degree with HDR off, it becomes way way worse with HDR enabled. This is probably why Bethesda took it out of the settings. During testing, HDR was in the games graphics settings.

    Also it's not the fault of this mod, it's just what happens! lol

    Maybe there is a setting that could fix this, I dunno.
    1. OSemRival
      OSemRival
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      Works fine in my game...I updated DLSS and FSR with dlss swapper
    2. sydney666
      sydney666
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      You have Frame Gen on or off? Cause I did the same and still ghosting around the reticle, weapon with fog and even fps counter. 
    3. HidekinX
      HidekinX
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      Can confirm on my end; HDR immediately makes ghosting incredibly problematic, with the most up to date Frame Gen and DLSS 4-K enabled and verified through the debug UI.
    4. Moonly
      Moonly
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      I have no problem when enabling HDR with DLSS4 and framegen, but I updated the .dll using DLSS Swapper, maybe that's the cause?
      The game doesn't crash more than before, which is not often thanks to the optimized Engine.ini file shared on Nexus (one of the most endorsed mod, I forgot the name, I think it's Ultimate Engine Tweaks).
  3. Lowie1771
    Lowie1771
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    Anyone have a good config for LG CX, particularly with the Lumen Remastered mod? (darker shadows)
    1. Lowie1771
      Lowie1771
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      There are a lot of AI-nonsense parameters in previous posts that either don't do anything or have wrong explanations. I tweaked the settings manually and found these to give the best low black levels / high white levels and good midtones on my LG CX:

      [SystemSettings]
      r.AllowHDR=1
      r.HDR.EnableHDROutput=1
      Altar.GraphicsOptions.HDR=1
      r.HDR.Display.MaxLuminance=700
      r.HDR.Display.MidLuminance=40 
      r.HDR.Display.MinLuminanceLog10=-10  
      r.HDR.UI.Luminance=200  
      r.HDR.Display.OutputDevice=5  
      r.HDR.Display.ColorGamut=2 
      r.HDR.SceneColorMultiplier=1 ; this is essential to get correct brightness levels, engine defaults to 1.5 for some reason.
    2. Elenear
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      Thanks for verifying! I was away at holidays and didn't really spend anymore time on this. 
    3. Visentinel
      Visentinel
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      these settings look great on my lg ultragear GR27 95QE - B
    4. Rimbooo
      Rimbooo
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      Thanks for sharing. Those are my settings adapted to the LG OLED65C97LA

      [SystemSettings]
      r.AllowHDR=1
      r.HDR.EnableHDROutput=1
      Altar.GraphicsOptions.HDR=1
      r.HDR.Display.MaxLuminance=550
      r.HDR.Display.MidLuminance=30 
      r.HDR.Display.MinLuminanceLog10=-10  
      r.HDR.UI.Luminance=300  
      r.HDR.Display.OutputDevice=5  
      r.HDR.Display.ColorGamut=2 
      r.HDR.SceneColorMultiplier=1
    5. Moonly
      Moonly
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      Thanks a lot for sharing!
      I adapted the settings to my Alienware AW3425DW (this game looks amazing on this monitor!):

      [SystemSettings]
      r.AllowHDR=1
      r.HDR.EnableHDROutput=1
      Altar.GraphicsOptions.HDR=1
      r.HDR.Display.MaxLuminance=1000
      r.HDR.Display.MidLuminance=57 
      r.HDR.Display.MinLuminanceLog10=-10
      r.HDR.UI.Luminance=200  
      r.HDR.Display.OutputDevice=5  
      r.HDR.Display.ColorGamut=2 
      r.HDR.SceneColorMultiplier=1
  4. UniqueEgoist
    UniqueEgoist
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    I just gotta say - this mod alongside the one to remove the poop brown volumetric fog and the green grass turned this game into almost mirrors edge tier colorful and faithful to the original game.

    Thank you!

    Also, your max lumen should be your monitors max lumens, min lumen should be basically zero, and midpoint should be set as low as you can get away with before you're like "this is too dark bro". 
    1. Morphumax
      Morphumax
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      What's the name of the mod to get rid of the fog? 
  5. hfd2
    hfd2
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    I've been playing around with this and I've started noticing some ugly artifacting that I've pinned down to DLSS framegen + HDR. Even basic settings like:

    [SystemSettings]
    r.AllowHDR=1
    r.HDR.EnableHDROutput=1

    in combination with framegen on results in flickering and ghosting around HUD UI elements when I spin around in place. I don't understand how these things would interact with each other, but either switching off framegen or removing the HDR settings from engine.ini makes it go away.

    Would rather not do either, though. :(
    1. TacoStache
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      Try toggling motion blur on and then back off, I noticed motion blur combined with certain settings causes a lot of ghosting. Additionally, though, you may consider trying disabling frame generation and just using a preset tuned a little more toward performance. I've had pretty good luck with xess myself, but I suppose you'd have to try and see if it works for you.
    2. TacoStache
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      You could also try turning off frame generation in the game level and only turning it on in the driver level through fluid motion frames or vice versa. 
  6. phipsi
    phipsi
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    Is this going to disable achievements? I am not using the console, only the ini tweak.
    1. TacoStache
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      I am unsure, but perhaps you could try loading a save and see if it flags it? Should put something like a broken trophy icon next to the save if it ends up disabling them. As far as I know, worst case it will only flag the save you load up if it does.

      Otherise, I've had pretty good luck with universal achievement enabler myself.
    2. phipsi
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      Thanks. It seems that it doesn't disable achievements since I recently unlocked the "Pit Dog, Arena" achievement with the ini tweak active and working. I'm sure it works because the AMD overlay at game start is much more bright and colorful.
    3. McBabe12329
      McBabe12329
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      There's several mods that prevent the console from disabling achievements
  7. 7heBUNGA
    7heBUNGA
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    I dont understand ? Do i need this mod if i have HDR on on my monitor ? 

    Do i need to turn on HDR on monitor for this to work ?
    1. DeVoutNumelran
      DeVoutNumelran
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      This mod makes your life easier by turning on HDR in game for you.

      If you dont use it, you have to put in a command in game to turn on HDR every time you start the game. There currently is no options to turn it on in the options menu.
  8. DeVoutNumelran
    DeVoutNumelran
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    Help. I dont know what happened, But for some reason the game is just NOT reading the engine.ini folder anymore. I double checked the engine.ini, redownloaded it, made sure its in the right place, but the HDR setting refuses to turn on, ignoring the engine setting.

    Folders are documents\my games\Oblivion Remastered\saved\config\windows\Engine.ini
    1. DeVoutNumelran
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      Gonna try to reinstall the game cause verifying file integrity isnt helping.
      Edit: did not fix. the HDR is just not  turning on in game.
    2. DeVoutNumelran
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      fixed the issue. there were two "My documents"
      The one the game generated in was in: This PC\Documents
      the real one with all the Ini files was under: C:Users\Username\Documents
      Which is odd because oblivion remastered is the ONLY game in the latter.
  9. spaget123
    spaget123
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    I tired adjusting my UI brightness using r.HDR.UI.Luminance because everything was a little too bright but now I cant change anything back. The entire game is now very bright. Any way to reset things back to normal?
    1. TacoStache
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      Try removing options for vibrance from your engine.ini file, and a lot of it should reset itself if you restart the game. Alternatively, you could try to manually adjust it using the methods listed in the description/ the linked guide by pasting in the commands for luminance if you haven't already.
    2. TacoStache
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      There's also the possibility that one of the other commands is what's actually making it all too bright, and the UI luminance isn't having as direct of an effect on it all as you think. For example, your mid-tones might be set too high or your minimum brightness might be set too high.
  10. Elenear
    Elenear
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    THANK YOU! for this mod :) Downloaded just so I can endorse it and mod of the month for me (Voted ha!)

    I learned a great deal diving into this rabbit hole! HDR performance heavily depends on your hardware and if you've been using HDR screen, you know it sometimes just plain weird. It took me a good while to find the perfect spot. My monitor is ASUS PG329Q for reference. It has the reference luminance of 600. Hopefully the below will be helpful to someone :) 
    So for me after I set the MaxLuminance=600 and MidLuminance=10, which was recommended by AI, the interiors looked REALLY good, but the exteriors were WAY too dark and washed out. It took me a long while to get it right, but long story short I eventually came up with this code, tailored to my screen. It adds some technical information, like output device and color gamut, and then eye adaptation, which in my case boosted the brightness of sky and exteriors to acceptable levels, so everything is bright and vibrant. 
    Interiors are DARK and very atmospheric. 

    This can be surely tweaked to your specific monitor I guess, so feel free to try. Enjoy! :)

    [SystemSettings]
    ; ── master switches ───────────────────────────────────────────────
    r.AllowHDR=1                         ; create an HDR swap-chain at startup
    r.HDR.EnableHDROutput=1              ; force the renderer to run in HDR mode
    Altar.GraphicsOptions.HDR=1          ; game-specific flag Oblivion Remastered checks
    ; ── luminance mapping for PG329Q (600-nit peak) ───────────────────
    r.HDR.Display.MaxLuminance=600       ; tell Unreal your monitor’s absolute peak in nits
    r.HDR.Display.MidLuminance=12        ; set “paper-white” (≈ 2 % of peak) so mid-tones look natural
    r.HDR.Display.MinLuminanceLog10=-4   ; black floor (10⁻⁴ nits) to preserve shadow detail
    ; ── UI brightness ─────────────────────────────────────────────────
    r.HDR.UI.Luminance=75                ; draw HUD/menu elements at ~75 nits—bright but not glaring
    ; ── HDR signal format ─────────────────────────────────────────────
    r.HDR.Display.OutputDevice=5         ; scRGB 1 000-nit path—ideal for Windows HDR monitors
    r.HDR.Display.ColorGamut=2           ; assume Rec. 2020 primaries for widest colour space
    ; ── Eye-Adaptation (automatic exposure) ───────────────────────────
    r.EyeAdaptationQuality=3             ; enable full auto-exposure pipeline
    r.EyeAdaptation.Method=1             ; basic histogram method (fast, stable)
    r.EyeAdaptation.MinEV100=-3.0        ; darkest scene allowed (≈ 0.1 nits)
    r.EyeAdaptation.MaxEV100=4.0         ; brightest scene allowed (≈ 1 600 nits target)
    r.EyeAdaptation.AdaptationSpeedUp=2.0   ; speed when going from dark→bright (in seconds⁻¹)
    r.EyeAdaptation.AdaptationSpeedDown=1.0 ; speed when going bright→dark
    r.EyeAdaptation.ExposureCompensation=0.8 ; add +0.8 EV gain to lift outdoor scenes a bit
    1. TacoStache
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      Wow, I had no idea there were commands for eye adaptation! I will have to give your code a try for sure. Assuming it all works as intended, perhaps I will update the description with the extra parameters. Thanks for all the info!

      I appreciate the kind words! While this can hardly be called a mod as it uses basic console commands, my aim is to bring this information to as many people as possible so that we can all have the best experience possible.

      Edit: After experimenting with the above code, it seems that as far as the eye adaptation commands go, only the first one is showing up as a valid command so it's hard to say if they do anything. Additionally, my device seems to be overriding the custom color gamut as well as the output device setting.
    2. Elenear
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      Interesting, thanks for checking the extra parameters. I admit I didn't really play with eye adaptation settings, just took them as is from the AI model. Sounds like I need to do more testing!
    3. TacoStache
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      I recommend using a reshade for eye adaptation, I believe Lumos reshade has one built in that would do what you're looking for.
    4. Elenear
      Elenear
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      I use my own bespoke preset made for Elite Dangerous, which has every lighting type possible and then a few more :) Pretty sure I've seen at least one eye adaptation shader on the list, I may give that a go and see how it compares to UE one. 
    5. kcl202
      kcl202
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      I tweaked it for my Odyssey G8 with 1000 nits as well as boosted fidelity and tweaked Lumen RT for stability. I am not experienced with this at all, but I am holding silky steady frames and it looks fantastic.
      [SystemSettings]
      ; ── master switches ───────────────────────────────────────────────
      r.AllowHDR=1                         ; create an HDR swap-chain at startup
      r.HDR.EnableHDROutput=1              ; force the renderer to run in HDR mode
      Altar.GraphicsOptions.HDR=1          ; game-specific flag Oblivion Remastered checks
      ; ── luminance mapping for Odyssey G8 (1000-nit peak) ───────────────────
      r.HDR.Display.MaxLuminance=1000       ; tell Unreal your monitor’s absolute peak in nits
      r.HDR.Display.MidLuminance=20        ; set “paper-white” (≈ 2 % of peak) so mid-tones look natural
      r.HDR.Display.MinLuminanceLog10=-4   ; black floor (10⁻⁴ nits) to preserve shadow detail
      ; ── UI brightness ─────────────────────────────────────────────────
      r.HDR.UI.Luminance=100                ; draw HUD/menu elements at ~100 nits—bright but not glaring
      ; ── HDR signal format ─────────────────────────────────────────────
      r.HDR.Display.OutputDevice=5         ; scRGB 1 000-nit path—ideal for Windows HDR monitors
      r.HDR.Display.ColorGamut=2           ; assume Rec. 2020 primaries for widest colour space
      ; ── Eye-Adaptation (automatic exposure) ───────────────────────────
      r.EyeAdaptationQuality=3             ; enable full auto-exposure pipeline
      r.EyeAdaptation.Method=1             ; basic histogram method (fast, stable)
      r.EyeAdaptation.MinEV100=-3.0        ; darkest scene allowed (≈ 0.1 nits)
      r.EyeAdaptation.MaxEV100=4.0         ; brightest scene allowed (≈ 1 600 nits target)
      r.EyeAdaptation.AdaptationSpeedUp=2.0   ; speed when going from dark→bright (in seconds⁻¹)
      r.EyeAdaptation.AdaptationSpeedDown=1.0 ; speed when going bright→dark
      r.EyeAdaptation.ExposureCompensation=0.6 ; add +0.6 EV gain to lift outdoor scenes a bit

      ; ── Optional Visual Enhancements ────────────────────────────────
      r.Tonemapper.Quality=5                     ; Full HDR tone mapping precision
      r.SceneColorFormat=5                       ; Use FP16 render target (10-bit+ HDR color fidelity)
      r.BloomQuality=5                           ; Enable full-resolution HDR bloom
      r.Bloom.Cross=1                            ; Adds starburst effects on bright highlights
      r.SSR.Quality=4                            ; High-quality screen-space reflections
      r.SSR.Temporal=1                           ; Enable temporal filtering for cleaner SSR
      r.SSR.HalfResSceneColor=0                 ; Use full-res color buffer for better SSR accuracy
      r.TonemapperFilm=1                        ; Enables more filmic tonemapping
      r.TonemapperGamma=2.2                     ; Manual gamma control (default is usually fine)
      r.Tonemapper.ExpandGamut=1                ; Allows brighter-than-white output (good for HDR)

      ; ── Lumen performance optimization ───────────────────────────────
      r.Lumen.Reflections.HierarchicalTracing=1       ; Faster tracing method (slightly lower quality)
      r.Lumen.Reflections.HighQuality=0               ; Disable expensive high-quality mode
      r.Lumen.Reflections.MaxRayDistance=4000         ; Reduce max trace distance from default (6000+) for better FPS
      r.Lumen.Reflections.ScreenTraces=1              ; Fallback to SSR when possible (faster)
      r.Lumen.Reflections.SSR.Replacement=1           ; Blend SSR with Lumen for surface details
      r.Lumen.Reflections.HWRT=1
      r.Lumen.Reflections.HWRT.RayCount=2             ; Default is 4 — reduce rays per pixel
      r.Lumen.Reflections.HWRT.SpatialFilter=1        ; Denoise faster with spatial filters
      r.Lumen.Reflections.HWRT.RayAngleThreshold=0.3  ; Reduces noisy ray bounces
      r.Lumen.Reflections.HWRT.MaxTranslucencyRoughness=0.3  ; Avoid wasteful rays through frosted glass
      r.Lumen.Reflections.SpatialResolve=1            ; Enable screen-space merging for stability
      r.Lumen.Reflections.FallbackToSurfaceCache=1
      r.Lumen.DiffuseIndirect.Allow=1                 ; (Keep on for bounce lighting)
      r.Lumen.DiffuseIndirect.SampleSceneColor=0      ; Skip sampling scene color—minor quality loss, good perf gain
      r.Lumen.ScreenProbeGather.RadianceCache=1       ; Cache indirect lighting probes
      r.Lumen.ScreenProbeGather.RadianceCache.ScreenTraces=1  ; Use screen traces where possible (faster)
      r.Lumen.ScreenProbeGather.RadianceCache.MissTolerance=0.25 ; Acceptable light error before retrying expensive trace