FYI: Ray Reconstruction does work, but the implementation is very buggy. You have to disable and then enable the setting in the graphics menu EVERY TIME you start the game, die or reload a save.
On my setup (4070, 5800x3d, 32gb 3600mhz) it als costs about 10-15 fps. I don't think it is worth it unless you got a 4080 or 4090 and desperately want to squeeze out more visual fidelity.
There are Engine.ini tweaks that significantly improve the look of the base lumen reflection, which has much less of an impact on fps.
Hiya, I'm not well-versed in modding, so forgive me if this is a dumb question. When copy-pasting these tweaks you posted into the Engine.ini, does it matter where under [Engine.RendererSettings] it goes? Can I just stick it at the start? Or near other lighting-related things? Or should it go at the end?
Also, if my Engine.ini doesn't have the [SystemSettings] category yet, does it matter which order/where I put that?
Replacer.Lumen.DiffuseIndirect.Allow=1with r.Lumen.TranslucencyReflections.FrontLayer.Allow=1 Otherwise things like scopes on weapons will not function.
You can renable RR with the console( if You have it installed) a little bit faster then having to go to the menu each time.
r.NGX.DLSS.denoisermode 1
console does not like having a = in the arguments and will return not recognized so make sure to use r.NGX.DLSS.denoisermode 1 and not r.NGX.DLSS.denoisermode=1 in the console. that seems to only work when loading from ini.
What do you mean with scopes wont work? I tweaked my engine.ini file and my reflections in puddles etc. now look really really good. Only problem I have and I cant solve is the thing, that the reflections in my sope are extremely bad. They just look like minecraftblocks. I already tried it with the command you recommended, but the problem still persist.
Do you happen to know if there is a command for making reflections in scopes more detailed? Or is the problem probably caused by a command I use? Unfortunately, I don't know much about the subject... :D
2/16/2025 this engine tweak still works very well ESPECIALLY for flickering grass when using dlss. Thanks brother. Will test it out for a bit to make sure its stable
I have same setup as you - RTX 4070 , 5800X3D - your settings are brilliant and Im currently at SIRCAA and the reflections and clarity is SO much better. Is there a setting I can adjust to make the reflection slightly softer? Thanks for the tip
can you make a mod that DELETES reflections from the game in 100%??? i dont want them on low i want them gone. its unnecesary grafical feature thet isnt that nice at all but it drains a lot of resources and lowers performance, im completly fine with blank water or window i dont need reflections at all
Options for you. As it's an unreal engine 5 game, it's very easy to alter them.
Spoiler:
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"0 - None. Reflections can come from placed Reflection Captures, Planar Reflections and Skylight but no global reflection method will be used.\n1 - Lumen. Use Lumen Reflections, which supports Screen / Software / Hardware Ray Tracing together and integrates with Lumen Global Illumination for rough reflections and Global Illumination seen in reflections.\n2 - SSR. Standalone Screen Space Reflections. Low cost, but limited by screen space information.\n3 - RT Reflections. Ray Traced Reflections technique. Deprecated, use Lumen Reflections instead."
r.ReflectionMethod=0 or 2 1 lumen, 2 is screenspace
If you want even more performance and don't care how the game looks, you can tweak this. This also alters the reflection method, and works the same way in terms of values. r.DynamicGlobalIlluminationMethod=
If you want to keep the software lumen without hardware raytracing, you can use. r.RayTracing=0
Also use [ConsoleVariables] instead of anything else at the top in engine.ini, for any custom console commands, no need to make it read only, if some command gets deleted, then that wasn't recognized by the engine anyway.
You can also try these out. r.AmbientOcclusion.Compute=2 r.Bloom.AsyncCompute=1 r.D3D12.AllowAsyncCompute=1 r.DFShadowAsyncCompute=1 r.EnableAsyncComputeTranslucencyLightingVolumeClear=1 r.Lumen.AsyncCompute=1 r.Lumen.DiffuseIndirect.AsyncCompute=1 r.Lumen.Reflections.AsyncCompute=1 r.LumenScene.Lighting.AsyncCompute=1 r.Nanite.Streaming.AsyncCompute=1 r.SceneDepthHZBAsyncCompute=1 r.SkyAtmosphereASyncCompute=1 r.SparseVolumeTexture.Streaming.AsyncCompute=1 r.TSR.AsyncCompute=3 r.VolumetricRenderTarget.PreferAsyncCompute=1
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On my setup (4070, 5800x3d, 32gb 3600mhz) it als costs about 10-15 fps. I don't think it is worth it unless you got a 4080 or 4090 and desperately want to squeeze out more visual fidelity.
There are Engine.ini tweaks that significantly improve the look of the base lumen reflection, which has much less of an impact on fps.
[SystemSettings]
r.LumenScene.Lighting.AsyncCompute=1
r.Lumen.DiffuseIndirect.AsyncCompute=1
r.Lumen.Reflections.Temporal=0
r.Lumen.Reflections.DownsampleFactor=0
r.Lumen.Reflections.SmoothBias=1
r.Lumen.Reflections.MaxRoughnessToTrace=0.27
r.Lumen.Reflections.AsyncCompute=1
[Engine.RendererSettings]
r.Lumen.DiffuseIndirect.Allow=1
r.Lumen.ScreenProbeGather.DownsampleFactor=10
Also, if my Engine.ini doesn't have the [SystemSettings] category yet, does it matter which order/where I put that?
copy and paste these lines into your Engine.ini no matter where.
r.Lumen.DiffuseIndirect.Allow=1
withr.Lumen.TranslucencyReflections.FrontLayer.Allow=1
Otherwise things like scopes on weapons will not function.r.NGX.DLSS.denoisermode 1
console does not like having a = in the arguments and will return not recognized so make sure to use r.NGX.DLSS.denoisermode 1 and not r.NGX.DLSS.denoisermode=1 in the console. that seems to only work when loading from ini.
I tweaked my engine.ini file and my reflections in puddles etc. now look really really good. Only problem I have and I cant solve is the thing, that the reflections in my sope are extremely bad. They just look like minecraftblocks.
I already tried it with the command you recommended, but the problem still persist.
Do you happen to know if there is a command for making reflections in scopes more detailed? Or is the problem probably caused by a command I use?
Unfortunately, I don't know much about the subject... :D
I appreciate every help :)
Thanks for the tip
As it's an unreal engine 5 game, it's very easy to alter them.
"0 - None. Reflections can come from placed Reflection Captures, Planar Reflections and Skylight but no global reflection method will be used.\n1 - Lumen. Use Lumen Reflections, which supports Screen / Software / Hardware Ray Tracing together and integrates with Lumen Global Illumination for rough reflections and Global Illumination seen in reflections.\n2 - SSR. Standalone Screen Space Reflections. Low cost, but limited by screen space information.\n3 - RT Reflections. Ray Traced Reflections technique. Deprecated, use Lumen Reflections instead."
r.ReflectionMethod=0 or 2
1 lumen, 2 is screenspace
If you want even more performance and don't care how the game looks, you can tweak this. This also alters the reflection method, and works the same way in terms of values.
r.DynamicGlobalIlluminationMethod=
If you want to keep the software lumen without hardware raytracing, you can use.
r.RayTracing=0
Also use [ConsoleVariables] instead of anything else at the top in engine.ini, for any custom console commands, no need to make it read only, if some command gets deleted, then that wasn't recognized by the engine anyway.
You can also try these out.
r.AmbientOcclusion.Compute=2
r.Bloom.AsyncCompute=1
r.D3D12.AllowAsyncCompute=1
r.DFShadowAsyncCompute=1
r.EnableAsyncComputeTranslucencyLightingVolumeClear=1
r.Lumen.AsyncCompute=1
r.Lumen.DiffuseIndirect.AsyncCompute=1
r.Lumen.Reflections.AsyncCompute=1
r.LumenScene.Lighting.AsyncCompute=1
r.Nanite.Streaming.AsyncCompute=1
r.SceneDepthHZBAsyncCompute=1
r.SkyAtmosphereASyncCompute=1
r.SparseVolumeTexture.Streaming.AsyncCompute=1
r.TSR.AsyncCompute=3
r.VolumetricRenderTarget.PreferAsyncCompute=1
its hud is bugged and currently need to do this every launch or death.
Don't see this in any of the options for graphics/display.