The .ini file is working great on my hardware (RTX 4090). I only noticed one area with problems - Bruma has a lot of flickering shadows if you want ideas of places to look into for tweaks.
There is indeed some visuals glitch, I have flickering shadows on cities (RTX 5080), if you figure out how to make it more stable it will be one of the best mod for people who can use it ! thanks for your work (and to make it easy to understand in the .ini file to tweak it by ourself).
EDIT: for now I deleted all the lines refering to r.Shadow exept r.Shadow.MaxResolution=8192 r.Shadow.CSM.MaxCascades=10 r.Shadow.FilterMethod=1 And it fixed it. I didnt take the time to test every line to figure out witch one cause the glitch.
Try changing r.Shadow.Virtual.ResolutionLodBiasLocal from -2.0 to -1.0 in both [/Script/Engine.RendererSettings] and [ConsoleVariables] or Change r.Shadow.Virtual.ContactShadowLength from 0.2 to 0.1
I used the values above for r.Shadow.Virtual.ResolutionLodBiasLocal and r.Shadow.Virtual.ContactShadowLength, and the flickering is still happening, especially in the doorway to the Imperial city (Talos plaza), doorway getting into Skingrad, and in that grove where you get the wood for the staff.
Having flickering shadows in cities? Try this edit. Creators suggestions but it was buried in comments.
Try changing r.Shadow.Virtual.ResolutionLodBiasLocal from -2.0 to -1.0 in both [/Script/Engine.RendererSettings] and [ConsoleVariables] or Change r.Shadow.Virtual.ContactShadowLength from 0.2 to 0.1
The first edit (lod bias to -1.0) sorted me. Rtx 4090, 13900k, ssd, 4k oled tele, dlss quality, frame gen.
I'm confused about your suggested folder location for the Engine.ini. I don't have such a folder at all! And generally it is suggested to place any custom Engine.ini stuff in the ..\Documents\My Games\Oblivion Remastered\Saved\Config\Windows folder.
Do you have any idea what could cause weird shading/shadows/ on the back of my characters head not rendering properly whilst in motion? Like the textures are moving as well. Twitching
Please provide some Before/After screenshots, this would be greatly appreciated.
Also, I am not sure if modifying graphical settings like resolution in Oblivion.ini does anything in the Remaster, since the render pipeline is handled by Unreal Engine 5 which does not use the Oblivion ini I think.
"It's a hybrid engine. It works." No it doesn't. Most people doesn't understand it right. The only game engine of the remaster is Unreal Engine. The engine used in orginal Oblivion named Gamebryo is not here anymore. The old game files used by the remaster are just databases for characters stats, items stats, spells data, scripts, etc. and they are translated into Unreal Engine C++/blueprint but anything else is just Unreal Engine. Everything about the game looks is assets in the 110Gb UE5 paks and UE cvars that you can tweak using the console command and/or engine.ini
Wow, the lighting in pic no 2 is insane, almost lifelike. I'm saving this somewhere for when I get my 5090 and 9950X3D, which is this summer. In the meantime, can you post Vanilla VS modded pics ? That would be great. Thanks !
may I ask like what overall changes were made with the oblivion ini? Is it still responsible for anything graphics related, I kinda assumed it was just powering the NPCs and UI systems but would love to know what you can do to the old files that'll affect the new graphics.
Native 4K Resolution Ready: Pre-configured for 3840x2160 resolution, a massive upgrade from Vanilla's tiny default (iSize W/H 640x480 in File 1). Easily adjustable if needed.
Massively Increased Draw Distances & Detail: Say goodbye to aggressive pop-in! Utilizes much higher uGridsToLoad (9 vs Vanilla's 5), increased distant object counts (uGridDistant...), and significantly boosted Level of Detail (LOD) distances/multipliers for actors, objects, and trees (Vanilla File 1 LOD settings are extremely conservative).
High-Quality Water Overhaul: Transforms the basic Vanilla water. Features increased water surface texture resolution (2048 vs Vanilla's 1024), detailed water animations (32 frames vs Vanilla's ~32), full reflections (including trees - Vanilla defaults vary but are often lower), and disables water LOD for consistent high quality (Vanilla File 1 disabled LOD, but this config uses higher base settings).
Dense, Far-Reaching & Shader-Based Grass: Vastly improves on Vanilla's sparse, short-distance grass. Features significantly denser rendering (iMinGrassSize=45 vs Vanilla's 50+), enables higher quality shader-based rendering (bDrawShaderGrass=1, File 1 used this but with low distances), receives point lighting (bGrassPointLighting=1), and renders out to a huge distance (fGrassEndDistance=12000 vs Vanilla's ~3000-8000 in File 1's case)
Shadows Enabled & Enhanced: Activates and configures detailed shadows largely absent or minimal in Vanilla (File 1 had bDrawShadows=0). Includes actor self-shadowing, higher actor shadow counts, and configures high-resolution shadow maps (4096).
Major Stability & Performance Optimizations: Implements significantly larger memory buffers (uInterior/Exterior Cell Buffer) compared to Vanilla's minimal values. Enables extensive Background Loading and Multi-Threading options (for FaceGen, Trees, Cells, Havok, Pathfinding) not present or utilized in Vanilla, aiming for smoother performance and reduced stuttering on multi-core systems.
Combat AI Performance Tuning: Includes settings (fLowPerf...Timer, fHiPerf...Timer, iMaxHiPerf...Count) absent in Vanilla (File 1 lacked these) designed to dynamically adjust AI processing during combat. This aims to maintain smoother performance during large battles by potentially reducing the processing load for less critical actors or under heavy system strain.
Refined HDR & Lighting: Includes tweaked light attenuation (using Quadratic+Linear mix for softer falloff than pure quadratic) and slightly adjusted HDR bloom parameters for a potentially more balanced visual compared to raw defaults. Flicker intensity slightly increased. (Includes the [BlurShader] enabled with slight tweaks).
Essential Engine Fixes Activated: Ensures necessary fixes like bFixFaceNormals=1 (often off in pure Vanilla File 1) are enabled for better visual fidelity, particularly with character mods.
"Utilizes much higher uGridsToLoad (9 vs Vanilla's 5), increased distant object counts (uGridDistant...)" You realize that there's no grid anymore right? It doesn't work like Oblivion with landscape made of cells but a whole big landscape like any modern open world
In my base game the unicorn and White horses have a white tail but a black mane. would this fix that? can it be included in any way? its driving me crazy.
is there a way to get just the depth of field features? i'm pretty happy with my setup otherwise but i really like the look of it. unfortunately, it seems just copy-pasting directly from your modified Engine.ini to mine does not work for the bokeh ):
no rush on responding, i see you have a lot of folk to help and this is a very small thing haha. much thanks
Installed this then got a strange bug where half the textures disappeared when looking at certain angles. I have enabled HDR and added the following code to your .ini
111 comments
I only noticed one area with problems - Bruma has a lot of flickering shadows if you want ideas of places to look into for tweaks.
thanks for your work (and to make it easy to understand in the .ini file to tweak it by ourself).
EDIT:
for now I deleted all the lines refering to r.Shadow exept
r.Shadow.MaxResolution=8192
r.Shadow.CSM.MaxCascades=10
r.Shadow.FilterMethod=1
And it fixed it. I didnt take the time to test every line to figure out witch one cause the glitch.
Rtx 4000/5000 series users.
UE 5 ini version is superior.
Having flickering shadows in cities?
Try this edit. Creators suggestions but it was buried in comments.
- Try changing r.Shadow.Virtual.ResolutionLodBiasLocal from -2.0 to -1.0 in both [/Script/Engine.RendererSettings] and [ConsoleVariables] or Change r.Shadow.Virtual.ContactShadowLength from 0.2 to 0.1
The first edit (lod bias to -1.0) sorted me.Rtx 4090, 13900k, ssd, 4k oled tele, dlss quality, frame gen.
Am I missing something here?
Also, I am not sure if modifying graphical settings like resolution in Oblivion.ini does anything in the Remaster, since the render pipeline is handled by Unreal Engine 5 which does not use the Oblivion ini I think.
I am certain your stettings improve graphics, just not to what extent without having a proper comparison.
No it doesn't. Most people doesn't understand it right. The only game engine of the remaster is Unreal Engine. The engine used in orginal Oblivion named Gamebryo is not here anymore. The old game files used by the remaster are just databases for characters stats, items stats, spells data, scripts, etc. and they are translated into Unreal Engine C++/blueprint but anything else is just Unreal Engine.
Everything about the game looks is assets in the 110Gb UE5 paks and UE cvars that you can tweak using the console command and/or engine.ini
no rush on responding, i see you have a lot of folk to help and this is a very small thing haha. much thanks
[SystemSettings]
r.AllowHDR=1 ; Enable HDR pipeline
r.HDR.EnableHDROutput=1 ; Force HDR swap-chain at startup
r.HDR.Display.OutputDevice=4 ; ACES 2000-nit ST-2084 (Dolby PQ) (HDR)
r.HDR.Display.ColorGamut=2 ; Rec.2020 wide gamut
r.HDR.UI.CompositeMode=1 ; Proper UI blending in HDR
r.HDR.UI.Level=1.0 ; Scale UI brightness (0–1)
r.HDR.UI.Luminance=200 ; HUD brightness in nits
r.HDR.Display.MidLuminance=20 ; “Paper white” mid-tone ≈10 nits
r.HDR.Display.MaxLuminance=2000 ; Your (TV/Monitor) peak luminance
r.HDR.Display.MinLuminanceLog10=-4.0 ; Black floor ≈0.0001 nits