You definitely need to change to Low or Medium Graphical Preset ingame to apply the changes first.
Manual settings options: Resolution and Sharpening % should be fine to change. For everything else, I did not tested it and don't recommend it, but you can try. Revert back if needed.
Game looks good enough for me, if you have played on low or medium settings you basically won't notice a difference.
as you can see in the video, the lighting/shading is completely normal when a dialogue is triggered, but exit dialogue then it becomes super weird and dark again.
I tried adjusting the in-game settings and many ini tweaks in nexusmod but it doesn't really help. Does anyone know what parameters should be added to ini to prevent this weird super dark shadow?
This is normal dialog fake lightning. It seem's you have installed no dialog zoom mod which makes it more obvious and weird. Try something like this https://www.nexusmods.com/starfield/mods/1445 , see if you like it
I am not sure what do you want about dark shadows though. Neutral lut mod could cause that, it makes everything darker, especially at night.
Hi, I used this mod, but everything looked blurry and low res, so I deleted ini file and replaced it with original one. Still I have this problem even after reinstalation of all game. Is possible that something saved in save files or elsewhere? I have this problem even after start new game. Thank you for answer
It's not possible. To unistall the mod you simply have to replace it with original .ini and change preset in the game, that's it. Did you install some kinda texture or vfx mods? Try deleting cache here - AppData\Local\Starfield , the file called Pipeline.cache
Of all the "potato mode ini" file stuff I tried, this one has for sure been the most "bang for my buck" in pure frames. Thanks! Lets my first playthrough be playable without looking like a blurry, super bright mess by turning off shadows all together. Hopefully by the time of any repeat playthroughs, we get *some* pc optimization officially.
Thank you! I created it for myself, just shared the result basically. Big cities will still be a problem though, poor CPU optimization from Todd. Can't really do much as it's an engine issue.
I mean hell with your crowd tweaks, I can get 40 to 50 fps in the busier areas of any city, with the occasional dip to 38 fps for a second or two in areas like MAST...yeah let's both have a thousand trees, running water and a bunch of waving flags, that won't tax this engine any...either way, yeah, great work!
The CPU optimization isn't really the problem. But it's the "technical base", that is grounded in such an old engine (yes, the Creation Engine 2 is still a derivate of the Gamebryo Engine, which released when? Like 20 years ago?), where they kinda put modern graphics tech on top, to put it simple.
Spoiler:
Show
Sure, an engine is not a single organic tool, but a collection set of tools, that can be upgraded separately in a way. I suspect, that it's more like the "bridge", that handles the old engine base to work with upgraded tech, which is the culprit. Because otherwise they "just" could have built an entirely new engine, that would be much more advanced and be way easier to handle for the hardware. We all can greatly see the limitations, that the Creation Engine now has with a game of such scale. It's still all based in cells, that are separated and rely on cell transitions (loading screens). There it doesn't really help, that one cell has the size of the entire Skyrim exterior map. It's space! And space is big! If the engine allowed it to put one solar system (at least only the space part) into one single cell, they certainly would have done it. I mean, that's what modern engines can do without a problem! Instead, they still use the very same base tech, that was being used for Morrowind and all their later games. And because of his old, dusty thing with upgraded tech on top of it, our hardware now has to suffer! That mainly goes for the GPU in most cases.
I have an older CPU (i7-10700K) with an RTX 3050. While the CPU sits on relaxed ~45% of usage, the GPU is all out maxed on all-time 100%. And the game runs in vanilla medium-high settings on avg. 52 - 60 FPS, but with DLSS performance mode of course. Tools like Process Lasso really help to provide a smooth experience, and the graphics are ok. But if they had used a modern engine, I'm pretty damn sure, that we had a much better game now - at least in terms of performance and accessibility. BUT, then we probably didn't have a good old-fashioned BGS game with all of its magic! And surely there wasn't the same type of mod support, that we all know and love, when it comes to BGS games, right? :) If there won't be any other optimization from BGS's side, modders will surely fix it over the next few months.
I don't disagree with the old engine sentiment however it's the same engine that was in Skyrim or Fallout 4. Those games ran way much better even with tons of "modern graphics" mods. For my personal pc setup I am sure it's CPU bottleneck issue as it is not utilized at all, hard caping my fps in cities with any game config.
Hey man, not sure if it's just my setup or not but I started getting weird shading glitches when using the medium.ini. I managed to pinpoint it to the [Reflections] settings. Changing reflections to High in-game fixed it, but I don't want them on High so I set them back to Medium in-game and then changed the [Reflections] in the ini back to the default values below.
Hm. In medium config that part is from low config. So I am not sure what is the problem. I personally didn't encountered this. Though my personal testing is definitely not enough. I will add this fix as an optional file.
uReflectionProbeArraySize was set to 8 for some reason. I will roll out an update with the fix soon. Try it out. Inform me if the issue is still there.
Good optimizations, game become more playble. Im also combined you tweak with reduced crowds for less cpu bound. Now i have less drops in New Atlantis. There is need mod for automatic inncrease/decrease shadows for decent fps, like i remember it was for Fallout 4.
33 comments
Is there a visual difference from vanilla to this mod? Thank you.
Manual settings options:
Resolution and Sharpening % should be fine to change.
For everything else, I did not tested it and don't recommend it, but you can try. Revert back if needed.
Game looks good enough for me, if you have played on low or medium settings you basically won't notice a difference.
Speaking of which, what settings did you change in the .ini? I'd like to play around with it to see how much I can push it until the crashes return.
There are quite a bit of them. You can easily compare with original .ini from the backup folder.
Mostly it's [Shadows] and [Grass] sections.
And the darkness is very unnatural.
https://streamable.com/zzb86x
https://streamable.com/gv91b6
as you can see in the video, the lighting/shading is completely normal
when a dialogue is triggered, but exit dialogue then it becomes super
weird and dark again.
I tried adjusting the in-game settings and many ini tweaks in nexusmod but it doesn't really help.
Does anyone know what parameters should be added to ini to prevent this weird super dark shadow?
I know you can tweak many things from game ini settings
starfield-default-values-for-all-known-valid-ini-settings
but I don't know which part/parameter should I add, please help!
I am not sure what do you want about dark shadows though. Neutral lut mod could cause that, it makes everything darker, especially at night.
Anyway, it's definitely unrelated to this mod.
The "My Little Performance Potato" mod comes pretty close, too. The medium preset there costs me 2-3 more frames than the low one here.
Did you install some kinda texture or vfx mods? Try deleting cache here - AppData\Local\Starfield , the file called Pipeline.cache
Big cities will still be a problem though, poor CPU optimization from Todd. Can't really do much as it's an engine issue.
Sure, an engine is not a single organic tool, but a collection set of tools, that can be upgraded separately in a way. I suspect, that it's more like the "bridge", that handles the old engine base to work with upgraded tech, which is the culprit. Because otherwise they "just" could have built an entirely new engine, that would be much more advanced and be way easier to handle for the hardware. We all can greatly see the limitations, that the Creation Engine now has with a game of such scale. It's still all based in cells, that are separated and rely on cell transitions (loading screens). There it doesn't really help, that one cell has the size of the entire Skyrim exterior map. It's space! And space is big! If the engine allowed it to put one solar system (at least only the space part) into one single cell, they certainly would have done it. I mean, that's what modern engines can do without a problem! Instead, they still use the very same base tech, that was being used for Morrowind and all their later games. And because of his old, dusty thing with upgraded tech on top of it, our hardware now has to suffer! That mainly goes for the GPU in most cases.
I have an older CPU (i7-10700K) with an RTX 3050. While the CPU sits on relaxed ~45% of usage, the GPU is all out maxed on all-time 100%. And the game runs in vanilla medium-high settings on avg. 52 - 60 FPS, but with DLSS performance mode of course. Tools like Process Lasso really help to provide a smooth experience, and the graphics are ok. But if they had used a modern engine, I'm pretty damn sure, that we had a much better game now - at least in terms of performance and accessibility. BUT, then we probably didn't have a good old-fashioned BGS game with all of its magic! And surely there wasn't the same type of mod support, that we all know and love, when it comes to BGS games, right? :)
If there won't be any other optimization from BGS's side, modders will surely fix it over the next few months.
Those games ran way much better even with tons of "modern graphics" mods.
For my personal pc setup I am sure it's CPU bottleneck issue as it is not utilized at all, hard caping my fps in cities with any game config.
uReflectionsResolution - 128
uReflectionProbeFacesToRenderPerFrame - 2
uReflectionProbeArraySize - 24
Again, not sure if just my setup or not, but incase anyone else has this issue.
Hm. In medium config that part is from low config. So I am not sure what is the problem.I personally didn't encountered this. Though my personal testing is definitely not enough.I will add this fix as an optional file.uReflectionProbeArraySize was set to 8 for some reason. I will roll out an update with the fix soon.
Try it out. Inform me if the issue is still there.
Edit: it does seem to be sorted now, thank you loads :)