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Changelogs
Version 4.3.0
Added a new autoexposure setting - "on_plus" - this changes the autoexposure behavior a bit to help improve balance of lighting and low light conditions, it should also result in a faster autoexposure changes - if you had issues with the game being too dark then use this
Reworked lighting quality settings - performance/standard/high/high_less_leakage/epic/insane/reallyinsane high_less_leakage through reallyinsane have enabled an additional lumen setting to improve light leakage indoors (this setting costs a few fps so the quality settings have been rebalanced in terms of performance) - epic costs less VRAM than before due to the trade
Improved contrast, brightness, and issues with some textures in advanced lighting mode
Tuned general performance and lighting
NightVision compatibility fixed
Version 4.2.1
Fix shadow issue on meshes like hay and spider webs (costs a couple FPS)
Version 4.2.0
Reduced number of changes made by U+ and tuned mod overall. Significantly improved performance especially with higher settings. Visuals should be roughly the same, but FPS should increase notably. Resolved issue where CPU bottlenecks would occur in some places that would impact FPS dramatically. Most of the problems were a result of foliage, nanite, and shadows. Changed lighting mode "low" to "performance" and tuned for more performance though it may sacrifice lighting quality a bit more. Improved general compatibility.
Version 4.1.9
Compatibility with Night Vision mod - no longer overrides Night Vision Post Processing Volume settings (when loaded through UE4SS)
Version 4.1.8
Added new setting - DLSSAutoExposure. If using temporal denoiser having this enabled may cause issues on DLSS4, particularly with flashlights. On DLSS3, enabling this setting resolves a significant noise problem.
Reenabled lumen frontlayer translucency reflections, they are better to have on even if some reflections are weird. This fixes the issue with scopes not reflecting.
Version 4.1.6
Added new setting - VSync. This allows enabling in engine vsync with frame generation which seems to significantly reduce latency and improve stuttering issues. It is recommended to use this over driver level vsync.
Increased virtual shadow page size at high and epic to hopefully resolve flickering some users have had in specific locations.
Turned off lumen frontlayer translucency reflections as geometric shapes were being traced reducing the quality instead of increasing the quality
Version 4.1.4
Sorry, 4.1.3 was a bad release that was missing a file. Corrected now
Version 4.1.3
Revert a setting intended to reduce larger stutters that adversely impacted fog on the horizon and led to some fog indoors.
Version 4.1.2
Fix compatibility with Night Vision mod - thank you sqparadox.
Possibly fix FSR cutscene FG.
I would probably consider standard_fix_foliage to be deprecated in favor of advanced mode, the fix_foliage mode attempts to do what advanced does but kind of does it poorly at times.
Version 4.1.1
Added new setting FixSkylightInReflections - this will dynamically adjust alongside the scene brightness setting too so you can increase the scene brightness without increasing the intensity in reflections. If you have ever been frustrated by how bright reflections on water are at night, this setting will fix it!
Add hybrid denoiser mode that uses both RR and temporal with fewer temporal frames.
Reduce noise in reflections
Version 4.0.5
Reduce interior light leakage
Version 4.0.3
Reworked advanced lighting mode so that it is a higher quality and different enough option than other modes. This mode should finally have very high quality foliage without causing black spots. It is a bit more expensive to run due to the changes required between engine variables and post process volumes in order to fix overly dark areas on foliage.
Version 4.0.2
Fix possible crashes when using lighting setting keybinds.
Reduce lumen foliage ambient occlusion in non-standard lighting modes.
Minor updates for patch 1.2.0.
Added new setting called LightingUpdateSpeed to increase the rate at which the lighting gathers and the scene updates.
Version 4.0.0
Please see the main page for v4.0.0 changes
Version 3.4.3
Added FGCutscene option: on_spammy. This mode will try to enable FG for many more actions like the PDA. It also forcibly reenables FG for 3 minutes any time the detection is triggered. This should resolve it not triggering in some cutscenes.
Fix some shadow qualities having blocky flashlight shadows.
Change weather transitions to invalidate lighting cache every 15 seconds instead of every second. Each time this happens it causes a stutter
Version 3.4.1
Need a little light in your life? Added a new setting called SceneBrightness with a wide range. This will primarily affect more shadowed areas outdoors. Some of the lighting modes can cause some scenes to be overly dark. This setting allows compensating for your preference.
Added a new setting called LightingAO that sets the ambient occlusion method for lighting modes off, on, on_high, on_epic, and on_insane. You can choose from default (controlled by lighting mode), lumen (lumen may cause flickering foliage depending on your other settings), ssao (the current default), and gtao.
Version 3.4.0
Add quality levels for regular lighting overhaul modes, now it is: on, on_high, on_epic, on_insane (the differences are not very dramatic but help indoors). Default to using SSAO for regular lighting overhaul modes. Decrease the amount of SSAO. Improve lighting quality in regular lighting overhaul modes.
Added alternate RR lighting modes - added on_rr_low_alt, on_rr_medium_alt, on_rr_high_alt, on_rr_epic_alt - these all try to get as close as possible to on_rr_epic for a reduced performance cost - in my opinion these are the best RR modes to use.
Reverted increase of shadow quality due to users on different setups experiencing shadow flickering at certain resolutions.
Version 3.3.4
Provide a new regular lighting mode called on_ssao that improves noise if you are having foliage noise issues. This will resolve the foliage shimmering. This mode swaps from lumen AO to SSAO.
Increased virtual shadow resolution for high and epic shadow qualities.
Version 3.3.3
Fix epic RR black spots
Version 3.3.2
Tuned general performance and reduced some things that were oversized. Reduced stuttering from crossing boundaries and loading distance fields.
Reworked lighting overhaul RR modes - they are now separated into on_rr_low, on_rr_medium, on_rr_high, on_rr_epic - all RR modes should perform significantly better than before. Low and medium should provide options to those unable to use high or epic.
Added contact shadows to weapons. Slightly improved shadows at all scalability levels.
Added "reallyhigh" and "alltheblur" options to motionblur setting.
Attempt to fix black screen bug relating to FG reported by a user with a 5000 series GPU
Version 3.3.0
Introduce a new version of v2rayreconstruction lighting overhaul mode called v2literayreconstruction - this mode looks almost as good as regular v2 but should perform a lot better making it more accessible to users.
Version 3.2.5
Reflex setting no longer enables reflex + boost - this was causing performance problems instead of improving latency like it used to
Version 3.2.4
Significantly improved ray reconstruction lighting overhaul modes. v2 ray reconstruction mode should be about as good as the game is going to look now, though it is also the most expensive mode.
Resolved majority of cases where there was a lot of noise. Improved noise in some reflections. Improved noise on NPC skin in RR modes.
Other minor tuning.
Version 3.2.2
Fix a crash affecting some users when fast traveling
Version 3.2.1
Increased a separate distance scale effecting some foliage across foliage high, epic, extreme, and ihatepopin - extreme and ihatepopin have the maximum possible view distance for trees
Version 3.2.0
Introduced a new setting called CustomAutoExposure that greatly improves the stability of how the games eye adaptation/autoexposure works. Enabling this is recommended for a more consistent image.
Added a setting called ReflectionDistanceScale that changes increases lumens trace distance mostly for distant reflections, the effect of this is generally minor but you can get some better reflections increasing it.
Reintroduced the bloom setting by setting it after the player has loaded into the game
Refined v2rayreconstructionmode a bit to decrease noise
Please see note above about rendering artifacts when the game has an uneven internal resolution
Version 3.1.4
Thank you to a user with a 12600k who helped with debugging a CPU performance issue. Performance should be improved.
Limited tree cull distance to 1.6 across all ExtendedFoliageQuality settings - any higher and distant groups of trees disappear.
Added second experimental lighting overhaul mode "v2rayreconstructionmode." It should be more diffuse and a bit more accurate overall but there can be a little leakage depending on location.
Fix a typo where a value effecting thin objects (like foliage) was off by an order of magnitude.
Fix/reduce noise in lighting overhaul modes, particularly non RR mode.
Version 3.1.2
Apologies for the strange flickering issues. It was a very strange bug, but it should be resolved now. As it turns out, setting bloom from the extensions would randomly effect certain users games and permanently break the engine. Bloom has been removed from the extensions to resolve this issue. If you would like to change bloom, please put "r.BloomQuality=0" in your engine.ini. Valid values are 0-5, 5 being the strongest amount of bloom and 0 being off.
Fix default value of ExtendedFoliageQuality setting.
Improve brightness in RR lighting overhaul mode.
Add ultra to LODDistanceScale setting.
Version 3.1.0
Implemented a new setting called ExtendedFoliageQuality
Couple minor bug fixes
Version 3.0.4
Fix a strange edge case caused by the mod loading too early that would cause visual bugs like flickering for some users in some locations in the game
Add LODDistanceScale setting that improves the LODs of specific objects, namely a certain type of tree
The mod extensions will now load at the beginning of the first loading screen
Version 3.0.2
Fix flickering some users experienced
Improve indoors brightness and slightly improve illumination
Add FogLightShafts setting that will remove some of the large beams of light when indoors when turned off (ones that originate from outdoor fog)
Version 3.0.0
Introducing the next big release! Version 3.0.0 provides new Ultra+ settings to overhaul the lighting as well as other changes. The lighting overhaul - labeled as LightingOverhaul in the configuration provides a way to make the lighting system more accurate at a minor performance cost. It is roughly the same cost as epic global illumination. The LightingOverhaul changes the way that lumen works to provide more accurate lighting, fixes many cases of incorrect lighting, improves a lot of the issues with glowing often seen on foliage that is overly bright, improves shadows, and overall makes the game feel more gritty and darker when it should be. Thank you to our discord community for providing feedback. User feedback has been very positive and multiple users have said that this very much improves the overall vibe of the game and makes it feel more like a Stalker game.
A more experimental option has been provided for the LightingOverhaul called RayReconstructionOnlyMode. This changes the way lumen is working fairly drastically and can't be used with the standard lumen denoisers, particularly for indoor use. Only NVIDIA users will be able to use this option. It is performance intensive and may need the user to lower their DLSS quality one level.Brightness and contrast settings or RenoDX settings for HDR users may need to be adjusted to achieve preferred brightness and contrast levels.
Bloom is now a configuration option. This may need to be adjusted depending on the lighting mode you are using. In general, the bloom in this game is overwhelming especially when indoors. It also causes edge artifacts. Turning it off may lead to a better experience.
Performance adjustments have been made from the last release to ensure a more consistent experience for all users. Discord users with a range of hardware including laptops have reported that stuttering issues are improved.
Note for NVIDIA users: the new 572 drivers are causing performance and stuttering problems for all users when Frame Generation is enabled. It is recommended to use DDU (Display Driver Uninstaller) to downgrade to the 566 drivers and to use DLSS Swapper to upgrade your DLSS DLLs. We have also seen screen flickering related to the new drivers.
Version 2.5.5
Fixed another vanilla hair bug that would cause significant stutters on some NPCs
Improved lighting/image quality a bit - the player model is now included in the scene for illumination from the flashlight
Stuttering improvements - think we have exhausted pretty much all options and this is about as good as it will get without GSC improving
Slight performance increase
Version 2.5.2
Improve stuttering and frametime consistency
Increase foliage draw distances for epic and slightly increase for high
Version 2.5.0
Update for patch 1.1.4 - brought in shader changes and enabled shader compilation again
Improved reflections particularly on guns
Improved lighting slightly by including more surfaces which removes some of the white glow
Version 2.4.1
Fix crash for AMD GPUs
Fix brightness issue
Version 2.4.0
Fix major issues with popping textures and assets. This includes: trees, puddles, buildings, various types of props
Draw distances increased for buildings and other assets across the board
Reduced stuttering in towns due to less asset pop in/out
Improved reflections due to draw distances being increased
Increase motion blur quality at epic
Remove GameQualityPreset config options and automate setting using in game texture quality
Version 2.3.0
Fixes long standing NPC performance issues - NPCs will no longer cause FPS drops and constant stuttering in town, VRAM bug is fixed and VRAM usage is reduced
Reduced stuttering overall
If you are an AMD GPU user having crashes please help debug in discord. It would be greatly appreciated as we don't have any testers with AMD GPUs
Version 2.2.3
Improve performance ~5FPS
Fix fog ghosting
Fix noise in sky when fog and volumetric clouds are present
Version 2.2.1
Performance Improvements, reduced CPU usage overall
Version 2.2.0
Significant performance improvements, particularly at epic GI
Improved light leakage
Fixed weapon self shadows/reflections
Fixed slow lighting updates in cases such as using a flashlight on foliage when using DLSS - should fix other similar cases
Fixed black artifacts when turning quickly
Possibly fix noise/slow lighting updates on clouds in certain weather
Add a new setting: BetterReflectionSDFs - enhance objects outside of screenspace in reflections especially through translucent objects - opt in as it costs at least 1GB VRAM
Version 2.1.8
Fix possible crashes for some users (thank you fl1ppy for assistance)
Version 2.1.7
Include version file (for Ultra+ Mod Manager support)
Update extensions version
Version 2.1.6
Disable shader warmup by default - we have not seen disabling it cause any problems, shaders will still compile as needed in game. However, enabling it in the current game state has caused many people frustrating issues.
Revert some audio changes that reportedly can cause frame loss over time for some players
Version 2.1.5
Updates for tooling support - no other changes
Version 2.1.4
Settings applied faster and more reliably
Added ability to set config to defaults with CTRL+F12
Added some functionality for custom settings (for power users)
Improved error handling
Version 2.1.3
Improved shadow quality for Low and Medium (ty to MrJacket)
Remove LightShafts setting - they can't actually be turned off without negatively impacting the games fog
Fix reflex + boost setting
Fix an issue when using keybind to change GameQualityPreset
Increase sky atmosphere quality
Reverted lens attenuation setting to stop the vanilla problem where brightness indoors can vary wildly
Version 2.1.0
Apply controller fixes from patch 1.1
Minor performance improvements
Refactored extensions into a new more user-friendly format. Please read the provided UltraPlusConfig.ini next to the executable.
Individual keybinds are disabled by default
NEW: press F12 to load the current configuration live in-game - make your edits in the file and load them while in game
Discovered that the games chromatic aberration implementation is not standard chromatic aberration. It is just applying a warp function to the image and causes blurring without any correction. It is now disabled by default. We recommend leaving it disabled for increased visual fidelity. A toggle is provided in the new configuration file.
All configuration options that can be game defaults now default to game controlled
Version 2.0.2
Fixed cloud screen disocclusion and dither noise
Enabled caching on vegetation shadows
Reduced blurriness of vegetation shadows in a performant way (cost is 1-2 real FPS but worth it)
Version 2.0.1
Fixed black blobs when turning the camera
Increased brightness
Re-enabled more physically accurate shadows from bent normals
Fixed dithering and lines on sky
Version 1.9.0-rc1
Reduce VRAM usage by 2 to 4GB depending on graphics quality settings including cut scenes
Hopefully fixes poor performance with DLSS FG
Fixes light rings around objects indoors
Fixes several incorrect lighting problems
Increases performance by a few fps for all qualities
Fixes light changing as you move indoors (light should always be stable now)
Hopefully fixes out of memory issues some players were experiencing near NPCs and in towns
Fixes mild brightening/outlining around vegetation
Significantly improved visuals at all graphics settings especially Low and Medium
Improves smearing and light fluctuations around particle FX
Improves streaking on moving objects
Fixed a crash on startup issue for AMD users
Version 1.8.3
Fixed crash on load for AMD GPUs
Reverted optimizations that may negatively impact some users
Optimized virtual textures
Version 1.8.1
Fixed rain effects being disabled in vanilla game
Increased resolution of Global Illumination Low and Medium settings to reduce downsampling artifacts (some artifacts may be present at low, and very minor artifacts may be present at medium)
Fixed performance conflicts with patch 1.1
Reduced severity of frame drops, less stuttering
Fixed clear-shader-cache in troubleshooting tools
Version 1.7.3
Fix issues with v1.7.2 (noise, too-dark interiors)
Reduce Lumen screen line noise when moving camera
Slightly reduce sharpening of world textures to match NPC sharpening
Slightly reduce skin subsurface scattering
Reduced lumen noise generally
Stabilised lighting changes when around indoors
Reminder you can now use F4 to adjust motion blur off/low/high
Version 1.7.1
Added F4 to control MotionBlur Off/Low/High since the game settings menu doesn't appear to work with the new motion blur configuration
Fixed a vanilla or UE5.11 issue where Lumen radiance grid size does not work as expected. Grid sizes of 48 or higher cause large discrepancy between light sources and light cast on surfaces (i.e. very inaccurate lighting) for certain local lights. Lighting is now much more accurate in these scenes, confirmed against reference mode
Fixed issue where mutants were purple on Low/Med/High graphics quality
Fixed issue where HDR, Vignette, and Reflex preferences might not be applied if EnableModGranularControl was disabled
Significant attempts to tidy up Lumen dark/light lines from slow updates while moving the camera around indoors
Increased translucency 'smoke' and 'haze' effects from vanilla, to where I believe the artists intended (for indoor smoke, and outdoor haze)
Version 1.7.0
Improved shadow accuracy and sharpness for Epic
Improved reflection accuracy, especially of rough reflections
Improved lighting accuracy for Epic and High
Slightly reduced skin subsurface scattering
Various visual consistency tweaks
Version 1.6.5
Improve FPS of Epic
Improve streaming throughput of Epic/High/Med
Further reduce FPS reductions due to NPCs while still keeping NPC quality higher than vanilla - please let me know how this goes for you especially on lower cards
Reconfigured Nanite to use less memory
Optimised texture LODs
Adjusted lighting slightly to make image/shadows/lighting slightly more coherent in various conditions
Slightly sharpen NPC textures and clothes
Reduced motion blur. Note: I am aware motion blur cannot be disabled from the menu, we will look at this soon
Fixed a problem where weapon textures might flash in and out
Re-enabled r.OneFrameThreadLag, thank you for your feedback
Reverted motion full-res input for Epic. While it does make motion blur slightly clearer, it's contributing to the input lag this game has so we reverted
Reconfigured non-Nanite meshes to have their own streaming vram pool
Version 1.6.3
Fixed vanilla bug where hair/head shadows seem to clip at NPC's neck
Actually increased the CPU thread width that should have been introduced in 1.6.1. This should result in less FPS drops approaching towns or groups of monsters/NPCs (and fixed the packaging problem to help prevent future mistakes in releases)
Fixed more hair/head shadow flickering due to Ultra+ optimisations
Restored NPC mesh resolution to 100%. Vanilla unintentionally halves NPC meshe resolution due to Epic's default UE settings
FSR3 FI no longer updates `stat fps` (so UE's fps will show real FPS, not frame gen FPS)
Changed Vignette key from F5 to F3, so it no longer conflicts with quick save
Version 1.6.1
Fixes flashing hair on an NPC at Garbage
Adds more (CPU) threads to the taskgraph as it seems to reduce FPS drops
Version 1.6.0
Note: We recommend running Stalker 2 with DLSS + FSR3 frame gen for the best game experience and highest FPS. Please see the README.md included in the FSR3-FG download for optimal setup
Force-enables FSR3 frame gen in game. Please use the optional download to enable it
Added Ultra+ Quality Presets. These can be enabled/disabled in UltraPlusConfig.ini by changing EnableModGranularControl (see inside UltraPlusConfig.ini for instructions)
Dramatically improved visual quality in all graphics levels by adding directional occlusion (contact shadows) to Lumen (no performance cost)
Fixed FPS drops in towns due to vanilla hair voxel resolution being too high (voxels are responsible for hair shadows)
Enabled the in-game console by default (use tilde '~' to open it)
Included an UltraPlusConfig.example.ini (we don't want to overwrite your existing ini). Ultra+ will create this file (or upgrade your existing file) the first time you press a hotkey
Fixed quality settings not applying correctly at game startup by Ultra+ Extensions (reflection quality, reflection bias)
Reduced frame time spikes by slowing down physics rebuilds, this should cause no difference in-game
Disabled BluePrints ticking unless explicitly opted in, this should cause no difference in game
Disabled changing Lumen screen percentage as it's not working as expected in this game (it's adjusting DLSS upscaling)
Improved game responsiveness by disabling r.OneFrameThreadLag. This should never normally be disabled, but due to what we believe are RHI changes by GSC, the game thread seems more responsive running in sync with the RHI
Reduced building pop-in in areas like the Sphere
Reduced decal pop-in in areas like the Sphere
Fine-tuned vegetation draw distance in all known areas. There should no longer be any pop-in at Epic quality. At lower qualities there is still some pop-in unfortunately, this could possibly be addressed with higher quality tree billboards (if anyone wants to create a mod?)
Ultra+ Extensions now enforces several scalability (graphics menu) settings that cannot be changed by pak nor ini, stored in config\ScalabilitySettings.ini
Ultra+ Extensions now enforces several other game settings that cannot be set by pak nor ini, stored in config\RuntimeSettings.ini
Slightly reduced maximum vanilla game brightness, which was clipping
Reordered UltraPlusConfig.ini comments so they make more sense
Enables frame gen in cut scenes. You can disable this by changing EnableFGCutscenes in UltraPlusConfig.ini. Note there is a quick flash when entering/exiting cut scenes as FG is forced
Disabled motion blur resolution downsampling for Epic and cut-scenes. This results in clearer motion blur (at a small cost). Reduce motion blur to High if you don't want this
Possible known issue: 12GB and 8GB cards may still have issues, please let us know
Removed Lumen settings from optional Engine.ini as they're now in the main mod
Updated UE4SS to the latest experimental branch (thanks Narknon!)
Version 1.5.0beta
Removed 30 FPS cap on cut-scenes. Note there is a hitch as the game disables frame gen starting a cut scene, we are trying to find a workaround
Version 1.4.0
Ultra+ Extensions now enforces several scalability and other settings that UE doesn't read from the graphics menu/pak/ini (a big welcome to Ultra+'s new developer Lazorr), for example 'how much vegetation drawn per frame at Epic/High/Med/Low' is now able to be controlled
Moved bent normals in Lumen AO to the Optional Engine.ini (as it costs 10% GPU, but worth it if you can afford it)
Increased light draw distance for Epic and High (no measurable cost)
Increased foliage quality (no measurable cost)
Improved Lumen lighting (again) for Epic and High by reducing minimum Lumen card size (no measurable cost)
Doubled translucency volume resolution (light effects like light shafts) for Epic (1-2% FPS cost)
Significantly improved cut-scene lighting
Version 1.3.0
Tuned lighting and reflections further
Possibly slight FPS increase
Version 1.2.1
Fixed player and NPC character shadows
Fixed surging of FPS
Fixed improved bloom not working
New vegetation draw distances weren't included in 1.2.0 - fixed
Version 1.2.0
Enabled Reflex with Boost+ toggling with with CTRL + F6 (only works with DLSS). This significantly reduces latency
Moved HDR to CTRL + F8, so it no longer conflicts with quick-load
Added slight UE screen sharpening so we don't have to rely on DLSS/FSR sharpening so much Re-enabled DLSS auto-exposure (sorry GSC I disagree with you :) )
Slightly increased bloom quality and amount
Increased draw distance for trees/bushes at Epic to prevent some minor pop-in. High now uses the previous Epic settings if you want the more performant version
Added some settings to Extensions which were are being read correctly UE from a pak/ini Decreased decompression workers from 4 to 3
Version 1.1.3
Fixed problem where compiled shaders were corrupted with game version 1.0.2
Fixed a problem where textures were loading slowly due to leftover code
Improved fog stability, and reduced disocclusion (ghosting) noise
Sped up resolving of Lumen lighting when entering a new area (leaving/entering buildings)
Disabled using full frame time for async work (even if there is none) to improve GPU usage, though something else is going on with this game
Moved HDR toggle to use CTRL+F8
Fixed clear-shaders script
HDR no longer forces ACEScg, to ensure Ultra+ is compatible with the upcoming RenoDX HDR mod
Enabled DLSS preset G if you're using DLL 3.8+ (enable it from UltraPlusConfig.ini)
Version 1.0.1
Fix out of video memory issue for AMD users (ty to InfamousSaviour)
Version 1.0.0
Sped up eye-adaptation
Changed motion blur so it smooths between frames (instead of being a visual effect)
Smoothed particle effects animations
Increased textures processed per frame to prevent blurry/slow loading textures (scales with graphics settings)
Forced FX budget to be enabled via Extensions (not working via pak)
Continued working on balancing performance with quality
Switched HDR to ACEScg, slightly more realistic than Rec2020
Reduced some Epic lighting and shadows settings (performance balancing) without affecting quality
Slightly increased tree and bush draw distance for Epic
Increased skin subsurface scattering to look more realistic. This will need more testing under different lighting
Re-enabled mouse smoothing (i.e. vanilla). If you want this, please use one of the other mods
Adjusted skin subsurface scattering
Version 0.4.1
Fixed Lumen boiling noise in rough reflections
Increased Epic sky quality closer to cut-scene
Increased Epic bloom to cut-scene quality, and High bloom to Epic (Low/Med are untouched)
Increased Epic lighting (Lumen) closer to cut-scene quality, since Epic and High were essentially the same. Fixed probably boiling noise problem in Low
Increased vegetation draw distance for Epic and High
Increased Epic particle quality to cut-scene, and High to Epic
Changed streaming for cut-scenes for Low/Med/High settings, which should prevent cut-scene hitching on lower VRAM cards
Actually scaled texture quality for High and Epic — Virtual textures were using the same resolutions for all graphics qualities. Epic is now = cut-scene, High is between Med/Epic, and Med/Low are untouched
Adjusted several cut-scene settings that were too high and will cause hitches/stalls (especially shadows)
Increased shadow quality closer to (the new) cut-scene settings. Scaled shadow graphics menu Low-Epic more sensibly. Low should now also look much better without significant change to performance
Increased Epic post-process settings closer to cut-scene, and slightly improved High
Removed forced 50% reduction on all skeletal meshes
Version 0.3.0
Initial release
Only download Ultra+ mods from Nexus or Ultra Place Discord. We do not upload anywhere else.
Support and Supporting
Join The Ultra Place Discord For the fastest support and releases. See you there!
If you'd like to support our efforts please endorse, share or support us on Patreon
About Ultra+
Ultra+ is a series of mods designed for all PCs, fixing bugs and performance, with the best possible visuals.
What it Does
Ultra+ is a series of mods for everyone, fixing bugs and performance, with the best possible visuals.
This is NOT an engine.ini
Ultra+ mods take complete control of Unreal, from texture definitions, NPC quality, cut scenes, to even game settings menus — everything. You cannot do this mod in an engine.ini.
The goal of the Ultra+ series of mods is simple: To fix all engine problems (including performance and quality), so that everyone can play the game the way it was intended by the authors (from potato to insane).
Comparison Video Thank you to user WatercressQuirky for making this video.
Version 4.3.0
Added a new autoexposure setting - "on_plus" - this changes the autoexposure behavior a bit to help improve balance of lighting and low light conditions, it should also result in a faster autoexposure changes - if you had issues with the game being too dark then use this
Reworked lighting quality settings - performance/standard/high/high_less_leakage/epic/insane/reallyinsane high_less_leakage through reallyinsane have enabled an additional lumen setting to improve light leakage indoors (this setting costs a few fps so the quality settings have been rebalanced in terms of performance) - epic costs less VRAM than before due to the trade
Tuned general performance and lighting
Improved contrast, brightness, and issues with some textures in advanced lighting mode
NightVision compatibility fixed
Version 4.2.0
4.2.0 - Reduced number of changes made by U+ and tuned mod overall. Significantly improved performance especially with higher settings. Visuals should be roughly the same, but FPS should increase notably. Resolved issue where CPU bottlenecks would occur in some places that would impact FPS dramatically. Most of the problems were a result of foliage, nanite, and shadows. Changed lighting mode "low" to "performance" and tuned for more performance though it may sacrifice lighting quality a bit more. Improved general compatibility.
4.2.1 - Fix shadow issue on meshes like hay and spider webs (costs a couple FPS)
Notes:
If using shadow changes in your Engine.ini these may be causing CPU bottlenecks in settlements or other locations. It is recommended to remove them if you are unhappy with your performance.
If you are using DLSS4, turn DLSSAutoExposure off otherwise it will cause black spots with the flashlight.
Do not use Engine.ini mods that change many settings, especially graphics settings, with U+. They will conflict and cause problems.
Use borderless and not fullscreen
If using HDR enable it through the mod and not via fullscreen in game
If you are currently on all epic settings and unhappy with performance. Use high in game settings - it will still look much better than vanilla.
What's new? While v3 of Ultra+ brought significant improvements to the lighting overall, we were limited in trying to force engine variables to account for issues with the game assets themselves. v4 introduces a completely new method that modifies the game assets via the PostProcessVolumes and greatly enhances the quality of lighting by making it more diffuse and "bounce" farther as you would expect light to do. This is not possible to do by just changing engine variables.
The lighting configuration has been completely overhauled. It was getting to be a bit unwieldy before and we were using some hacky methods to make the lighting better. Now there are 3 lighting configurations available in the settings: - LightingMode - standard - this mode is the most vanilla and does not change the default look of the foliage which can be overly bright and glowy. All of the quality enhancements provided otherwise are available - standard_fix_foliage - this mode is simply the standard mode with a fix for the color and diffusion of foliage lighting - advanced - this mode applies a couple of settings that change the way the diffuse lighting is calculated - it is not necessarily superior to standard mode, there will likely be scenarios where one or the other look better but this mode should handle multiple light sources a little bit better as well as have more proper diffusion on foliage - LightingQuality - low - only use this mode if you are struggling for FPS, it is the lowest lighting resolution available - standard - the default configuration that should perform generally well - high - a minor performance hit and a bit of a higher resolution lighting cache - it will require more VRAM - epic - a more significant performance hit with higher resolution lighting and higher resolution lighting cache - it will require more VRAM - epic_alt - similar to epic with a higher resolution lighting cache and slightly lower resolution than epic - epic_alt2 - similar to epic_alt but with has the highest lighting resolution of all modes - LightingAO - Lumen - uses the Lumen AO methods that have the highest quality but also the most noise - if you are having shimmering issues with foliage which can happen particularly with DLSS4 then another mode will resolve your noise issues - if you can use ray reconstruction it will resolve the shimmering foliage - SSAO - traditional method that produces a more "game" like ambient occlusion that is also the least realistic - GTAO - more of a global estimation of ambient occlusion that is closer to the realism of lumen
Performance should be on par or better than it was before depending on your configuration.
Note that the ray reconstruction exclusive lighting modes have been removed.
What do we recommend? - Users should have a high quality experience simply using standard_fix_foliage with standard or high lighting quality, if you can afford to use ray reconstruction, or if you are playing at resolution close to native, then lumen for LightingAO would be the best choice. If lumen AO is too noisy for you, we recommend using GTAO, or SSAO if you prefer that style of look in your games. - For the highest quality, it is up to user preference between standard_fix_foliage and advanced lighting modes. Epic quality is a good place to start with epic_alt2 being the theoretical highest quality option available. Increasing the lighting resolution won't necessarily create a better image in all instances, but it should be better on average.
What about other settings? - BetterReflectionSDFs - if you can afford the VRAM usage then we recommend enabling this setting. However, it can cause additional stuttering. - Bloom - user preference - ChromaticAberration - this should always be off in Stalker. It is a poor implementation that only serves to blur the image. - CustomAutoExposure - enhances the performance of the games finicky default auto exposure, recommend on for a more stable result - DLSSPreset - only relevant if using DLSS and still on DLSS3 - Denoiser - temporal for general purpose and performance, ray reconstruction if you can afford it and have an NVIDIA GPU - ExtendedFoliageQuality - user preference as well as performance limited, if you don't like foliage popping in and out then turn this up but you will sacrifice FPS especially in dense areas like the red forest - FGCutscenes - on_spammy will attempt to re-enable FG for more actions such as the PDA and will keep trying for 3 minutes to try and work around issues re-enabling it in some cutscenes - FogLightShafts - recommended off to reduce issues with overblown light shafts in some indoor settings - HDR - up to user hardware - LODDistanceScale - this setting is related to a few particular types of foliage, mostly trees in settlement areas, user preference and minor performance hit - MotionBlur - user preference - ReflectionBias - medium is a good middle ground, user preference - ReflectionQuality - ultra if possible, can also be visual preference, but ultra will provide reflections for the most surfaces - Reflex - user preference - SceneBrightness - changes the intensity of the skylight which mostly impacts the brightness of outdoor scenes and the contrast between shadowed and lit areas, if you find shadowed areas too dark outdoors then increase this, otherwise leave at default - Vignette - user preference
What else has changed? - Bloom intensity has also been adjusted deeper within the game assets. This means that bloom is now usable without completely blowing out the image and making external light sources overly bright. Feel free to use the highest level bloom setting now. - Menu and loading screen detection have been implemented to handle some edge cases and make cutscene frame generation a bit more intelligent. Now we will stop forcing frame generation constantly in menus or when loading when you start the game or are using the on_spammy setting.
Note about rendering artifacts: This game will sometimes have rendering artifacts when the internal resolution is not an even number. Typically these can be seen at the bottom and the right side of the screen at various upscaling quality levels. The only way to fix this is changing your resolution to be an even number. For example DLSS quality at 0.667 for native resolution of 3440x1440 is an internal resolution of 2295x961. If the ratio is changed to 0.668, the internal resolution becomes 2298x962 which fixes the artifacts. The lighting overhaul ray reconstruction modes can make this problem worse at uneven resolutions. If you use DLSS, the tool DLSS Tweaks can be used to adjust the DLSS ratios. When installing DLSS Tweaks, rename the provided dll to "winmm.dll". If you mouse over a DLSS quality level in DLSS tweaks, the resulting internal resolution will be displayed.
Enabled Ray Reconstruction without hassle (switchable via F2)
Enabled garbage collection to address out of memory issues, since it was effectively disabled
Significantly improved reflections quality (use F10 to adjust)
Reduce fog disocclusion noise (ghosting)
Prevents Chroma64 DLL from loading
Fixes boiling noise on rough reflections
Improves skin lighting (subsurface scattering)
Changes motion blur so it smooths between frames (like film) instead of being a visual effect. (You should not notice it's enabled except the game looks smoother)
Increased vegetation draw distance (Epic) to reduce (and mostly eliminate) pop-in with as low performance impact as possible
Disabled several debug options which shouldn't be enabled in shipping builds
Optional: enables several function key shortcuts (defaults in bold): F2: Denoiser Mode (None, Temporal, RayReconstruction) F3: Vignette (True/False) F4: Motion Blur (Off/Low/High) F6: DLSSPreset (A=1, C=3, E=5, F=6, G=7 — yes there is a real preset G, yes it looks great) F9: Reflection Bias (0, 0.2, 0.4, 0.6) F10: Reflection Quality (Vanilla, High, Ultra) F12: Load current configuration file live in-game CTRL + F6: Force Nvidia Reflex with Boost+ (True/False) CTRL + F8: Force HDR without requiring exclusive fullscreen (True/False)
Increases Epic sky quality closer to cut-scene
Increases Epic bloom to cut-scene quality, and High bloom to Epic (Low/Med are untouched)
Increases Epic lighting (Lumen) beyond to cut-scene quality, in a performant way (in vanilla, Epic and High were essentially the same
Fixes most vegetation popping for Epic and High
Improves particle quality to cut-scene for Epic
Changed streaming for cut-scenes for Low/Med/High settings, which should prevent cut-scene hitching on lower VRAM cards
Actually scaled texture quality for High and Epic — Virtual textures were using the same resolutions for all graphics qualities. Epic now = cut-scene, High is between Med/Epic, and Med/Low are untouched
Adjusted several cut-scene settings that were too high and will cause hitches/stalls in cut scenes
Increased shadow quality. Scaled shadow graphics menu Low-Epic more sensibly. Low should now also look much better without significant change to performance
Increased Epic post-process settings closer to cut-scene, and slightly improved High
"what differs them from others is that they know what they are doing and they respect the developer's intent and artistic choices...plus they do not disable some visuals for "performance" or increase some details unrealistically. that's why I use this mod." — Xtreme512
"Just like cyberpunk ultra plus I'm really impressed. Great job and I also want you to know that I really appreciate the new motion blur. Game looks phenomal now, thank you for this must-have mod :) — Jbonk1
"...I cannot believe how incredibly well this game runs with this mod. I thought it was working well, until I realised I was running the game naively in DLAA" — jblam
I just wanna give a huge compliment to the creators of this mod. They are some of the most dedicated, helpful and caring modders you'll ever come across.
They work so hard on this. And this is the ultimate must-have mod for Stalker 2.
— ImJacket
Without the mod now it plays like I poured **** in my eyes or something like this. I would like to take this opportunity to thank you again for the mod, the best of the best..
— sailor.sad
Installing Note:
If you prefer smoothness and FPS, choose the FSR3 frame gen add-on (only needed for RTX 4000 series GPUs)
If you prefer lowest latency, choose DLSS frame gen (no add-on required)
Ultra+ Mod Manager Installation and Configuration: UMM provides a way to easily install, update, and configure Ultra+ mods.
Run the application, and select Stalker 2 (or Stalker 2GP for Game Pass), and click Initialize.
If using UNN v1.4 or newer, the path should automatically be detected for the Steam version. If not (or for the Game Pass version), navigate to where you installed Stalker 2 and select the indicated .exe, then click Open, then click Save. - Standard Stalker 2 installations, select "Stalker2-Win64-Shipping.exe" in "S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Binaries\Win64" - Game Pass installations, select "gamelaunchhelper.exe" in "S.T.A.L.K.E.R. 2\Content"
You may get an error at this point about the file "nvgx_dlssd.dll" is missing. This is normal; nvgx_dlssd.dll is required to use Ray Reconstruction (Note: Nvidia users only). Click Ok. If you do not plan to use Ray Reconstruction, you can ignore this message. If you do wish to use Ray Reconstruction, follow these steps: Click Open Folder, and copy nvngx_dlssd.dll from here to Engine\Plugins\Marketplace\DLSS\Binaries\ThirdParty\Win64\
Now that UMM is configured for Stalker, to install or update Ultra+, go to the Installed Mods tab, click the box next to UltraPlus, select Install Mod Update, select the zip file you downloaded, and click Open. Confirm installation and UMM will handle installation (or updating).
Note: Steps 1-4 only need to be performed the first time; after which you can simply select your game and select Load.
Now,you can configure mod settings in the Settings tab; this can be done while the game is running as well; simply press F12 in-game to load your new settings. Launch the game either via the Launch Game button in UMM or your usual means. Important:Adjust in-game graphics menus, Ultra+ is now in control of them
Epic: Is now actually Epic — Cut-scene quality visuals now much higher than vanilla Epic, so costs FPS (see benchmark images) High: Faster and higher quality than vanilla Epic — About the same performance as vanilla 'Epic', but better visuals Med: Much faster and higher quality than vanilla Medium Low: Significantly faster and higher quality than vanilla Low
Manual Installing:
Drag everything in the main zip to your S.T.A.L.K.E.R. 2 Heart of Chornobyl\ folder
(FSR-FG only) Drag everything in the FSR3 frame gen add-on into the same folder (S.T.A.L.K.E.R. 2 Heart of Chornobyl\). Select yes to overwrite
If you want to use Ray Reconstruction, copy nvngx_dlssd.dll from here into S.T.A.L.K.E.R. 2 Heart of Chornobyl\Engine\Plugins\Marketplace\DLSS\Binaries\ThirdParty\Win64\
Adjust in-game graphics menus, Ultra+ is now in control of them Epic: Is now actually Epic — Cut-scene quality visuals now much higher than vanilla Epic, so costs FPS (see benchmark images) High: Faster and higher quality than vanilla Epic — About the same performance as vanilla 'Epic', but better visuals Med: Much faster and higher quality than vanilla Medium Low: Significantly faster and higher quality than vanilla Low
Updated (Recommended) Update Nvidia Streamline (Nvidia Frame Gen only). This fixes a memory leak when opening/closing PDAs around NPCs. Find all updated files here. You may also be able to use just nvngx_dlssg.dll from TechPowerUp
You can also control Ultra+ using function keys or by editing Stalker 2\Binaries\Win64\UltraPlusConfig.ini. There is detailed instructions inside UltraPlusConfig.ini
Note: As of v1.9+ you may need to increase in-game/RenoDX brightness
Enjoy, S.T.A.L.K.E.R!
Note:Ultra+ will create (or update) UltraPlusConfig.ini when you run the game.
If you used UMM to install the Ultra+, simply run UMM, select Hogwarts, and select Load.
Navigate to the Mod Settings tab, click the box next to UltraPlus in the list, then select Uninstall Mod. Confirm, and that's it!
Manual Uninstallation:
Delete Stalker2\Content\Paks\~UltraPlus*.pak
Delete Stalker2\Binaries\Win64\dwmapi.dll
Delete Stalker2\Binaries\Win64\ue4ss
You're done!
Shader Compilation
Ultra+ forces a full pre-optimization pass of shaders at game startup. Since game version 1.0.2 this is only taking ~60 seconds.
It's highly recommended to let the game pre-optimize shaders once after any new game patch, or updating your GPU drivers. However, after this, you can disable shader precompilation by:
Copy the optional Engine.ini to %LocalAppData%\Stalker2\Saved\Config\Windows\
(Shader compilation will now be skipped at game-launch)
Performance
My goal with Ultra+ mods is that everyone can enjoy the games we love, and provide that last 10% polish that game devs often don't get the time to. This means this mod is for all PCs, high and low.
In the vanilla S.T.A.L.K.E.R. 2, cut-scenes are the only thing that run at true epic quality (but they are capped at 30 fps). With Ultra+, you will now get cut-scene quality in-game, however this does have a cost.
I've taken great care to adjust the in-game graphics menus so they scale better. However this means if you have a 4070/4080/3090/7800, you might struggle to run everything at Epic now. This is by design.
Per "What this Does" above, I have:
Improved performance of cut-scenes without reducing visual quality (some settings were wasted)
Moved many cut-scene settings to Epic
Adjusted Low, Med, and High graphics settings so they scale sensibly for everyone
As a general rule:
Epic: Targets 4090/7900/etc. cards
High: Targets 4070/4080/3080/3090/7700/7800/etc.
Med: Targets 4050/4060/7600/3070/1650/etc.
Low: I'm not sure how low things will go yet, this game is pretty heavy on GPU, but let me know, and I will do my best to get it working!
What Mode is Ultra+ in?
Open S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Binaries\Win64\UltraPlusConfig.ini to see and edit the mod settings
(These settings will be restored on boot)
(There isn't a way to display these live on-screen yet but we're working on it)
Compatibility
Engine.ini mods Ultra+ is a complete reconfiguration of Unreal Engine. It is not a simple Engine.ini, it modifies many configuration files within UE.
Understand that we see many (most?) Engine.ini mods copying some settings from Ultra+ mods without properly understanding how they work (and without crediting us, read the MIT license guys, c'mon it's easy).
Ultra+ is not compatible with engine.ini mods. You're always welcome to ask us about specific Engine.ini commands in the Discord.
Note that many "optimisation" mods are also now packing the Engine.ini into pak files. Ultra+ is not compatible with these either.
A Word on Ray Tracing
There are some mods which claim to enable ray tracing...
There is no ray tracing in S.T.A.L.K.E.R. 2. The game was not compiled with ray tracing at all. You can use the commands, which do nothing. The game uses only software Lumen
Recommended Mods A list of other mods which fix bugs/make improvements: