Hi. After installing the latest version on 1.1, I noticed severe ghosting when Frame generation is enabled with NVIDIA. Is that a known issue with the latest update of the game?
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.
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 !
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
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Is that a known issue with the latest update of the game?
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.
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