Unleash the true visual potential of Oblivion Remastered! This configuration is an uncompromising pursuit of graphical fidelity, designed for enthusiasts with high-end hardware who crave the most stunning visuals possible from the Unreal Engine.
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Changelogs
Version 2
I. Core Rendering & Fidelity:
Global Illumination & Reflections (Lumen):
r.Lumen.DiffuseIndirect.Allow=1 (Enabled)
r.Lumen.Reflections.Allow=1 (Enabled)
r.Lumen.GlobalIllumination.Quality=6 (Set to maximum)
r.Lumen.Reflections.Quality=6 (Set to maximum)
r.Lumen.HardwareRayTracing=1 (Enabled for highest quality Lumen tracing using RT cores)
r.Lumen.TraceMeshSDFs.Allow=1 (Ensured for Lumen accuracy)
r.Lumen.ScreenProbeGather.RadianceProbeResolution=16 (High resolution for radiance probes)
r.Lumen.ScreenProbeGather.IrradianceProbeResolution=8 (High resolution for irradiance probes)
r.Lumen.ScreenProbeGather.ScreenTraces=1 (Enabled for screen-space detail)
r.Lumen.ScreenProbeGather.TraceMeshSDFs.ScreenTraces=1 (Enabled for SDF screen traces)
r.Lumen.Reflections.MaxRoughnessToTrace=0.8 (Trace Lumen reflections on rougher surfaces)
r.Lumen.DiffuseIndirect.AsyncCompute=1, r.Lumen.Scene.Lighting.AsyncCompute=1, r.Lumen.ScreenProbeGather.AsyncCompute=1 (Enabled async compute for Lumen components)
Note: Dedicated r.RayTracing.GlobalIllumination and r.RayTracing.Reflections.Enable are set to 0 as Lumen now manages these aspects.
Shadows (Virtual Shadow Maps):
r.Shadow.Virtual.Enable=1 (VSM explicitly enabled as the primary shadow method)
r.Shadow.Virtual.ResolutionLodBiasLocal=-1.5 (Significantly increased VSM sharpness for maximum detail at a distance; was -2.0, toned down slightly for stability but still very aggressive)
r.Shadow.Virtual.SMRT.SamplesPerPixel=16 (Increased samples for smoother VSM penumbra edges)
r.Nanite.ViewMeshLODBias=-1 (Forces higher Nanite LODs further out)
II. Performance & System Optimization (DX12 Focus):
Async Compute:
r.AsyncCompute=1 (Enabled) and related settings like r.AsyncCompute.AdaptiveBuffer=1, r.AsyncCompute.ParallelDispatch=1, r.EnableAsyncComputeVolumetricFog=1, r.RDG.AsyncCompute=1 are enabled to leverage GPU concurrency.
Various GPU crash debugging, telemetry, and verbose logging options disabled for performance (e.g., r.D3D12.GPUCrashDebuggingMode=0, bEnableTelemetry=0, Global=none in [Core.Log]).
III. Upscaling & Frame Generation:
AutoExposure flags for DLSS and FSR (r.NGX.DLSS.EnableAutoExposure=1, r.FidelityFX.FSR2.AutoExposure=1, r.FidelityFX.FSR3.AutoExposure=1) are present, though upscaler choice itself would be managed by game UI or other CVar sections not shown here.
r.BasePassForceOutputsVelocity=1 (Ensured for temporal upscalers)
IV. Platform Specific (DX12):
Removed D3D11 specific settings to focus on DX12 for this high-end configuration.
D3D12.MaximumFrameLatency=3 (Standard setting)
V. Input Settings:
bEnableMouseSmoothing=0, bViewAccelerationEnabled=0, RawMouseInputEnabled=1 (Ensured for precise mouse input).
VI. User Requested Maximums (Audio, Physics, Movement):
Maximum Audio Fidelity:
Comprehensive au.* settings for binaural/spatial audio enabled.
au.dsp.bufferframecount=1024
au.MaxChannels=128
Maximum Physics:
p.MaxPhysicsDeltaTime=0.033333
p.SubstepThreshold=0.016666
p.Chaos.SolverIterations=8
p.Chaos.CollisionIterations=4
Maximum Movement (NPC Animation):
a.NPCMaxUpdateBudgetMs=5
a.ParallelAnimUpdate=1
a.ParallelAnimEvaluation=1
FX.AllowAsyncTick=1
VII. Miscellaneous:
r.Reflex.Mode=2 added to [ConsoleVariables] for Nvidia Reflex Low Latency + Boost (GPU dependent).
t.MaxFPS=0 for unlocked framerate.
Removed r.FidelityFX.FSR4.AutoExposure=1 as FSR 4 is not a current standard UE plugin feature.
Accessibility hotkeys disabled in [WindowsApplication.Accessibility].
Maximum Fidelity Project (UE4SS Edition)
Welcome to the Maximum Fidelity Project!
This project transforms your game's visuals by leveraging the most advanced features of Unreal Engine 5. It's not a simple INI tweak; it's a comprehensive UE4SS Lua script that unlocks the full graphical potential of the engine, designed for high-end hardware.This project offers two distinct versions, each targeting maximum graphical fidelity through different rendering pipelines. Choose the version that best matches your hardware and desired visual style.Two Versions Included - Choose ONE
Version 1: Lumen + VSM (Recommended for most high-end systems)
Approach: Utilizes UE5's powerful Lumen system for dynamic Global Illumination and Reflections, accelerated by Hardware Ray Tracing. Shadows are handled by highly detailed Virtual Shadow Maps (VSM). This version offers a fantastic blend of modern dynamic lighting and performance for most RT-capable systems.
Performance: Visually intensive and more demanding than default settings. Final performance will depend heavily on your hardware, resolution, and use of upscaling (DLSS/FSR/XeSS).
Version 2: Full Hardware Ray Tracing (For enthusiast-grade hardware)
Approach: Replaces Lumen and VSM entirely with the Full Hardware Ray Tracing pipeline, activating RT Global Illumination, RT Reflections, RT Shadows, and RT Ambient Occlusion. This aims for the highest level of technical accuracy in lighting and shadows.
Target Hardware: Very High-End RT Capable GPU (e.g., RTX 3080 Ti / RX 6900 XT minimum, RTX 4080 / 7900 XTX or better is strongly recommended). 16GB+ VRAM is essential. DX12 Mandatory.
Performance: Significantly more demanding than the Lumen version due to the full RT pipeline. Best suited for top-tier systems where maximum RT effects are prioritized over frame rate.
Common Features (Included in BOTH Versions):
Ultra-Clear Textures: Aggressively streams high-resolution textures with sharpness enhancements and a large VRAM pool. Tuned for maximum detail.
Enhanced Anti-Aliasing: High-sample Temporal AA (TAA) for a cleaner, more stable image.
Expansive Vistas: Increased draw distances for objects, foliage, and decals, dramatically reducing pop-in.
Maximized Effects: The highest quality settings for Ambient Occlusion, Depth of Field (Bokeh), Bloom, Lens Flares, Volumetrics, and Subsurface Scattering.
Optimized Core: Retains crucial engine optimizations for multithreading, asynchronous compute, and efficient data streaming to prevent stuttering.
Responsive Input: Disables mouse smoothing and acceleration for pure, raw mouse input.
Installation (UE4SS Required)CRITICAL: This mod requires UE4SS (Unreal Engine 4/5 Scripting System). It will NOT work without it.
Install UE4SS: If you haven't already, download the latest version of UE4SSand install it into your game's root directory (.../Win64/ folder).
Download This Mod: Download one version
Navigate to : The Elder Scrolls IV - Oblivion Remastered\OblivionRemastered\Binaries\Win64\ue4ss\Mods
Unzipped the downloaded folder and place the contents in the Mods folder
Enable the Mod: Open the mods.txt file (located in your /Mods/ folder). Add a new line at the bottom that says: MaximumFidelityProject : 1
Launch the Game: The script will automatically apply all settings when the game loads.
!! Important Warnings & Notes !!
Hardware Demands: These presets are intended for high-end systems and will significantly increase the load on your CPU and especially your GPU.
High VRAM Usage: Both versions require significant VRAM (12GB+, ideally 16GB+ recommended). Exceeding your VRAM can cause stuttering, crashes, or blurry textures.
Resolution & Upscaling: Your final performance (FPS) will depend heavily on your display resolution and whether you use DLSS, FSR, or XeSS. Higher resolutions without upscaling are extremely demanding.