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This page was last updated on 22 April 2025, 11:48PM
- Changelogs
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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
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Version 4.2.1
- Fix shadow issue on meshes like hay and spider webs (costs a couple FPS)
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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.
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Version 4.1.9
- Compatibility with Night Vision mod - no longer overrides Night Vision Post Processing Volume settings (when loaded through UE4SS)
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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.
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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
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Version 4.1.4
- Sorry, 4.1.3 was a bad release that was missing a file. Corrected now
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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.
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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.
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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
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Version 4.0.5
- Reduce interior light leakage
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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.
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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.
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Version 4.0.0
- Please see the main page for v4.0.0 changes
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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
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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.
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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.
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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.
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Version 3.3.3
- Fix epic RR black spots
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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
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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.
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Version 3.2.5
- Reflex setting no longer enables reflex + boost - this was causing performance problems instead of improving latency like it used to
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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.
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Version 3.2.2
- Fix a crash affecting some users when fast traveling
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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
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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
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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.
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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.
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Version 3.1.0
- Implemented a new setting called ExtendedFoliageQuality
- Couple minor bug fixes
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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
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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)
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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.
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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
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Version 2.5.2
- Improve stuttering and frametime consistency
- Increase foliage draw distances for epic and slightly increase for high
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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
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Version 2.4.1
- Fix crash for AMD GPUs
- Fix brightness issue
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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
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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
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Version 2.2.3
- Improve performance ~5FPS
- Fix fog ghosting
- Fix noise in sky when fog and volumetric clouds are present
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Version 2.2.1
- Performance Improvements, reduced CPU usage overall
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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
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Version 2.1.8
- Fix possible crashes for some users (thank you fl1ppy for assistance)
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Version 2.1.7
- Include version file (for Ultra+ Mod Manager support)
- Update extensions version
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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
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Version 2.1.5
- Updates for tooling support - no other changes
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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
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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
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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.
- Improved Ambient Occlusion quality - better shadowing around objects occluding light
- All configuration options that can be game defaults now default to game controlled
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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)
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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
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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
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Version 1.8.3
- Fixed crash on load for AMD GPUs
- Reverted optimizations that may negatively impact some users
- Optimized virtual textures
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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
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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
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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)
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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
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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
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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
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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
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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!)
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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
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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
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Version 1.3.0
- Tuned lighting and reflections further
- Possibly slight FPS increase
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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
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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
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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)
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Version 1.0.1
- Fix out of video memory issue for AMD users (ty to InfamousSaviour)
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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
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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
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Version 0.3.0
- Initial release
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- Author's activity
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April 2025
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22 Apr 2025, 11:48PM | Action by: Kronir
Attribute change
'Description changed.'
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22 Apr 2025, 11:47PM | Action by: Kronir
Attribute change
'Description changed.'
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22 Apr 2025, 11:46PM | Action by: Kronir
Attribute change
'Description changed.'
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16 Apr 2025, 1:56AM | Action by: Lazorr
Changelog added
'Change log added for version 4.3.0'
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16 Apr 2025, 1:54AM | Action by: Lazorr
Attribute change
'Description changed.'
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16 Apr 2025, 1:54AM | Action by: Lazorr
Attribute change
'Description changed.'
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16 Apr 2025, 1:53AM | Action by: Lazorr
Attribute change
'Description changed.'
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16 Apr 2025, 1:50AM | Action by: Lazorr
File added
'Stalker2 Ultra Plus v4.3.0-gamepass [version 4.3.0-gamepass]'
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16 Apr 2025, 1:50AM | Action by: Lazorr
File added
'Stalker2 Ultra Plus v4.3.0 [version 4.3.0]'
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15 Apr 2025, 6:36PM | Action by: sammilucia
Mod video added
'STALKER 2 Ultra Plus Best Performance and Visuals Benchmark on Mid Gaming Laptop'
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07 Apr 2025, 7:57PM | Action by: Lazorr
Changelog added
'Change log added for version 4.2.1'
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07 Apr 2025, 7:57PM | Action by: Lazorr
Attribute change
'Description changed.
Mod version changed to 4.2.1.'
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07 Apr 2025, 7:57PM | Action by: Lazorr
Attribute change
'File \'Stalker2 Ultra Plus v4.2.1\' version changed to 4.2.1.'
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07 Apr 2025, 7:56PM | Action by: Lazorr
File added
'Stalker2 Ultra Plus v4.2.1-gamepass [version 4.2.1-gamepass]'
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07 Apr 2025, 7:56PM | Action by: Lazorr
File added
'Stalker2 Ultra Plus v4.2.1 [version v4.2.1]'
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03 Apr 2025, 6:54PM | Action by: Lazorr
Changelog added
'Change log added for version 4.2.0'
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03 Apr 2025, 6:54PM | Action by: Lazorr
Attribute change
'Description changed.'
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03 Apr 2025, 6:43PM | Action by: Lazorr
File added
'Stalker2 Ultra Plus v4.2.0-gamepass [version 4.2.0-gamepass]'
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03 Apr 2025, 6:43PM | Action by: Lazorr
File added
'Stalker2 Ultra Plus v4.2.0 [version 4.2.0]'
March 2025
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21 Mar 2025, 12:12AM | Action by: Lazorr
Changelog added
'Change log added for version 4.1.9'
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- Mod page activity
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April 2025
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24 Apr 2025, 1:42AM | Action by: tommiti
Tracked
'Ultra Plus Best Performance and Visuals for Everyone'
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23 Apr 2025, 9:55PM | Action by: Jaks0911
Tracked
'Ultra Plus Best Performance and Visuals for Everyone'
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23 Apr 2025, 9:55PM | Action by: LSDAngel
Endorsed
'Ultra Plus Best Performance and Visuals for Everyone'
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23 Apr 2025, 4:58PM | Action by: Finngolian
Tracked
'Ultra Plus Best Performance and Visuals for Everyone'
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23 Apr 2025, 2:44PM | Action by: TomeKK87
Tracked
'Ultra Plus Best Performance and Visuals for Everyone'
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23 Apr 2025, 2:39PM | Action by: Morgause
Tracked
'Ultra Plus Best Performance and Visuals for Everyone'
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23 Apr 2025, 12:37PM | Action by: CannedDeath137
Endorsed
'Ultra Plus Best Performance and Visuals for Everyone'
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23 Apr 2025, 9:39AM | Action by: Allinderr
Tracked
'Ultra Plus Best Performance and Visuals for Everyone'
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23 Apr 2025, 12:47AM | Action by: SandGentleman
Tracked
'Ultra Plus Best Performance and Visuals for Everyone'
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22 Apr 2025, 9:11AM | Action by: NRV99
Endorsed
'Ultra Plus Best Performance and Visuals for Everyone'
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22 Apr 2025, 8:37AM | Action by: Xelnah
Tracked
'Ultra Plus Best Performance and Visuals for Everyone'
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22 Apr 2025, 5:52AM | Action by: indospartan
Tracked
'Ultra Plus Best Performance and Visuals for Everyone'
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21 Apr 2025, 10:34PM | Action by: FabmSabian91
Endorsed
'Ultra Plus Best Performance and Visuals for Everyone'
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21 Apr 2025, 5:53PM | Action by: DocBo7
Tracked
'Ultra Plus Best Performance and Visuals for Everyone'
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21 Apr 2025, 5:21AM | Action by: BrockTestes
Tracked
'Ultra Plus Best Performance and Visuals for Everyone'
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21 Apr 2025, 4:25AM | Action by: Kevinho00
Tracked
'Ultra Plus Best Performance and Visuals for Everyone'
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21 Apr 2025, 3:09AM | Action by: RazerGuy90
Untracked
'Ultra Plus Best Performance and Visuals for Everyone'
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20 Apr 2025, 3:07PM | Action by: Finnick420
Tracked
'Ultra Plus Best Performance and Visuals for Everyone'
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20 Apr 2025, 7:41AM | Action by: nvsblmnc
Tracked
'Ultra Plus Best Performance and Visuals for Everyone'
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20 Apr 2025, 6:42AM | Action by: PERICO12PPP
Tracked
'Ultra Plus Best Performance and Visuals for Everyone'
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