Good tweaks, made me go down the rabbit hole of tweaking this game. (at this point preety much the only thing I can do is jack the volumetric fog up (was the biggest pointless fps so thats at high instead of ultra or higher.......though I did say YOLO with the shadows after figuring that out and went 8k =P). I'm sure I have plenty of pointless stuff but game looks sexy as hell. Hahah (btw added a extra comparison screenshot hopeing it helps)
Bloom mod (50% 5%), and chromatic UI gamma with the useful/pointless tweaks (3080 and I get anywhere between 110fps and 158fps (my cap) depending on sceen (prob will see lower I'm sure))
On game user settings [ScalabilityGroups] sg.ResolutionQuality=100.000000 sg.ViewDistanceQuality=3 (4 seems just like a free fps loss) sg.AntiAliasingQuality=0 (I use DLSS so pointless for me) sg.ShadowQuality=2 (affects both shadows and volumetric fog) (shadows listed to quality 4 below so get that without volumetric fog increase) sg.PostProcessQuality=4 sg.TextureQuality=4 sg.EffectsQuality=4 sg.FoliageQuality=3 (3 and 4 I believe are identical) sg.ShadingQuality=4
and engine tweaks [SystemSettings] r.DetailMode=2 r.LightMaxDrawDistanceScale=4 r.MipMapLODBias=-2 r.MaterialQualityLevel=1 r.Streaming.PoolSize=3000 r.TextureStreaming=0 r.MotionBlur.Max=0 r.MotionBlurQuality=0 r.bForceCPUAccessToGPUSkinVerts=1 r.HighQualityLightMaps=1 r.ViewDistanceScale=40 foliage.LODDistanceScale=4 r.StaticMeshLODDistanceScale=0.25 r.SkeletalMeshLODRadiusScale=0.25 r.LandscapeLODDistributionScale=3 r.LandscapeLOD0DistributionScale=3 r.LODFadeTime=3 r.UITextureLODBias=-2 r.SkeletalMeshLODBias=-2 r.ParticleLightQuality=2 r.MaxQualityMode=1 r.MaxAnisotropy=16 r.VT.MaxAnisotropy=16 r.AOQuality=2 r.Shadow.CSM.MaxCascades=10 r.Shadow.RadiusThreshold=0.01 (should be 0, but frames listed was with the 0.01) r.Shadow.DistanceScale=1.0 r.Shadow.CSM.TransitionScale=1.0 r.SHadow.PreShadowResolutionFactor=1.0 r.Shadow.MaxResolution=8192 r.Shadow.MaxCSMResolution=8192 r.LandscapeLODBias=-2 r.SSGI.Enable=1 r.SSGI.HalfRes=1 r.SSGI.Quality=3
Edit: Also added this stuff later.... but something something imagination or no clue.. adding for sake of adding. r.Shadow.TexelsPerPixel=3 r.AllowLandscapeShadows=1 r.DepthOfFieldQuality=3 r.LensFlareQuality=3 r.SceneColorFringeQuality=1 r.FastBlurThreshold=7 r.Tonemapper.Quality=5 r.ToneMapper.Sharpen=1 r.Tonemapper.GrainQuantization=1 r.Upscale.Quality=3 r.BlurGBuffer=-1 r.RenderTargetPoolMin=400
Well the 8k shadows are too much even for my 3080 (I play at 1800p downscaled) so I changed that to 4k and the shadows look still good. It gave me like 10-20% boost.
What I really like about this setup u posted is, that it removed the annoying LOD popup on the 2nd level, esp on the floor panels. But Im not sure which setting did that?
I guess maybe r.ViewDistanceScale=40 or r.MaxQualityMode=1 (which sound like it forces LOD off basically)
What I saw, the floor panels do not switch to lower quality even at the big distances. So that appears like a overkill. But so far the game runs stable and fine. Gonna see in the following levels. With all the respect, I think this setup you wrote down would deffo benefit from some finetunning down, if its even possible. Gotta experiment a bit laters.
Messed around with a few things more but they came up with no clue for the most part still have them in the config so can list them, but no visual upgrade worth mentioning. Tried the optimization stuff too but... ended up with the levels not loading textures at one point so axed em.
Otherwise just pushed things further (went shadow quality 3 (to push volumetric fog up( since that was the only thing that was 2 quality). Mostly 87fps min to 135fps max I would say with that. Oh and above to point out, using 1440p monitor using 4k dldsr with quality dlss. Only 1 place I saw the fps bad ...well not bad since it was 60-70 but it felt like the game was bogged down so prob the 8k shadows taking vengeance. (the life pog hallway.... don't know why but prob something outside gettin loaded too)
KingOfWormsDFU yea the only real dif between 4k/8k shadows I see (other than just the subtleness of of it) is some dithering from the moving station light when it goes onto a new object preety much gone with 4k but is gone with 8k. Though could be the small adjustment that needs to be made with r.Shadow.RadiusThreshold=0.01 I forgot to change that and make it 0 like shadow 4 and copied 3 instead.
Edit: seems the new patch did well. for some reason reflections look better for some reason and pretty much gained up to 10fps on avg. (also that life pod area doesn't bork the frames anymore with an exception and looking in a very specific spot in a very specific position.)
Edit 2: seems r.GBufferFormat=5 caused monitors (logos and Shodans image) to screw up with new patch.. removed it. (also seems the frame drop I mentioned just feels like dropped frames now.. same but doesn't feel borked otherwise) Also fixed up original post.
just incase set them to read only after and backup to go back to original settings without resetting them (they will auto generate defaults if deleted). It will overwrite the settings in game options, so don't mess with them (well resolution and graphic settings at least (though dlss from that tab should be fine))
may have been mentioned or not You can use Universal Unreal Engine 4 Unlocker to access the console and test the Cvars on real time, apart of other goodie like freeze time, free camera, change FoV beyond options max settings etc etc etc Also leave this Console Cvars with Comments which i took from hogwarts Legacy which i've using some cvars that i wasn't aware and applying on all my others UE4 games OF COURSE not all cvars are guarantee to work but the most commons ones do work on System Shock Remake
Good mod and adds a subtle level of fidelity around all lights & enhances the texture clarity at a distance, beyond what a anisotropic filtering can do.
That "bigger streaming pool size" is for textures? What does it exactly do? Meaning, for what ammount of VRAM/RAM is that setting optimized? Thank you
They have to do with texture streaming I think, if you open the SystemShock-Windows.pak with FModel and look for BaseScaleability.ini you can see hidden graphics settings:
The only difference here between 3 and 4 (Cine) for textures is the pool size. If you set all your graphics options as high as they can go, you can actually set them higher in the GameUserSettings.ini; this would technically be the highest graphics settings: [ScalabilityGroups] sg.ResolutionQuality=100.000000 sg.ViewDistanceQuality=4 sg.AntiAliasingQuality=4 sg.ShadowQuality=4 sg.PostProcessQuality=4 sg.TextureQuality=4 sg.EffectsQuality=4 sg.FoliageQuality=4 sg.ShadingQuality=4
Alternately you can disable texture streaming and shader compilation stutter entirely with these tweaks.
Would you advise please - can something be done about the texture pixelation too? I couldn't find a way to force texture filtering on UE or whatever causes this. Thanks!
I've seen methods of getting rid of pixelation by applying filters, like in Gzdoom or I believe the Unity version of the game even had that at some point, I'm sure even if UE can't make it natively there must be a plugin, no? Any advice is appreciated at this point
Set this to r.SSGI.Quality=1 Noise looks fuzzy and should start appearing around light surfaces that are being affected by it. I could notice it when set to 2 that's why newer version is set to 3 so 1 should definitely be noticeable.
Enabled: the light affects the bottle and the fire extinguisher. It's similar to what screen space ambient occlusion does with shadowing objects, only with lighting. Disabled: bottle looks uncanny almost like it's floating because it isn't being affected by the light around it.
29 comments
Bloom mod (50% 5%), and chromatic UI gamma with the useful/pointless tweaks (3080 and I get anywhere between 110fps and 158fps (my cap) depending on sceen (prob will see lower I'm sure))
On game user settings
[ScalabilityGroups]
sg.ResolutionQuality=100.000000
sg.ViewDistanceQuality=3 (4 seems just like a free fps loss)
sg.AntiAliasingQuality=0 (I use DLSS so pointless for me)
sg.ShadowQuality=2 (affects both shadows and volumetric fog) (shadows listed to quality 4 below so get that without volumetric fog increase)
sg.PostProcessQuality=4
sg.TextureQuality=4
sg.EffectsQuality=4
sg.FoliageQuality=3 (3 and 4 I believe are identical)
sg.ShadingQuality=4
and engine tweaks
[SystemSettings]
r.DetailMode=2
r.LightMaxDrawDistanceScale=4
r.MipMapLODBias=-2
r.MaterialQualityLevel=1
r.Streaming.PoolSize=3000
r.TextureStreaming=0
r.MotionBlur.Max=0
r.MotionBlurQuality=0
r.bForceCPUAccessToGPUSkinVerts=1
r.HighQualityLightMaps=1
r.ViewDistanceScale=40
foliage.LODDistanceScale=4
r.StaticMeshLODDistanceScale=0.25
r.SkeletalMeshLODRadiusScale=0.25
r.LandscapeLODDistributionScale=3
r.LandscapeLOD0DistributionScale=3
r.LODFadeTime=3
r.UITextureLODBias=-2
r.SkeletalMeshLODBias=-2
r.ParticleLightQuality=2
r.MaxQualityMode=1
r.MaxAnisotropy=16
r.VT.MaxAnisotropy=16
r.AOQuality=2
r.Shadow.CSM.MaxCascades=10
r.Shadow.RadiusThreshold=0.01 (should be 0, but frames listed was with the 0.01)
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.TransitionScale=1.0
r.SHadow.PreShadowResolutionFactor=1.0
r.Shadow.MaxResolution=8192
r.Shadow.MaxCSMResolution=8192
r.LandscapeLODBias=-2
r.SSGI.Enable=1
r.SSGI.HalfRes=1
r.SSGI.Quality=3
Edit: Also added this stuff later.... but something something imagination or no clue.. adding for sake of adding.
r.Shadow.TexelsPerPixel=3
r.AllowLandscapeShadows=1
r.DepthOfFieldQuality=3
r.LensFlareQuality=3
r.SceneColorFringeQuality=1
r.FastBlurThreshold=7
r.Tonemapper.Quality=5
r.ToneMapper.Sharpen=1
r.Tonemapper.GrainQuantization=1
r.Upscale.Quality=3
r.BlurGBuffer=-1
r.RenderTargetPoolMin=400
What I really like about this setup u posted is, that it removed the annoying LOD popup on the 2nd level, esp on the floor panels. But Im not sure which setting did that?
I guess maybe r.ViewDistanceScale=40 or r.MaxQualityMode=1 (which sound like it forces LOD off basically)
What I saw, the floor panels do not switch to lower quality even at the big distances. So that appears like a overkill. But so far the game runs stable and fine. Gonna see in the following levels. With all the respect, I think this setup you wrote down would deffo benefit from some finetunning down, if its even possible. Gotta experiment a bit laters.
Messed around with a few things more but they came up with no clue for the most part still have them in the config so can list them, but no visual upgrade worth mentioning. Tried the optimization stuff too but... ended up with the levels not loading textures at one point so axed em.
Otherwise just pushed things further (went shadow quality 3 (to push volumetric fog up( since that was the only thing that was 2 quality). Mostly 87fps min to 135fps max I would say with that. Oh and above to point out, using 1440p monitor using 4k dldsr with quality dlss. Only 1 place I saw the fps bad ...well not bad since it was 60-70 but it felt like the game was bogged down so prob the 8k shadows taking vengeance. (the life pog hallway.... don't know why but prob something outside gettin loaded too)
KingOfWormsDFU yea the only real dif between 4k/8k shadows I see (other than just the subtleness of of it) is some dithering from the moving station light when it goes onto a new object preety much gone with 4k but is gone with 8k. Though could be the small adjustment that needs to be made with r.Shadow.RadiusThreshold=0.01 I forgot to change that and make it 0 like shadow 4 and copied 3 instead.
Edit: seems the new patch did well. for some reason reflections look better for some reason and pretty much gained up to 10fps on avg. (also that life pod area doesn't bork the frames anymore with an exception and looking in a very specific spot in a very specific position.)
Edit 2: seems r.GBufferFormat=5 caused monitors (logos and Shodans image) to screw up with new patch.. removed it. (also seems the frame drop I mentioned just feels like dropped frames now.. same but doesn't feel borked otherwise) Also fixed up original post.
just incase set them to read only after and backup to go back to original settings without resetting them (they will auto generate defaults if deleted). It will overwrite the settings in game options, so don't mess with them (well resolution and graphic settings at least (though dlss from that tab should be fine))
In any case thanks! You rock
You can use
Universal Unreal Engine 4 Unlocker
to access the console and test the Cvars on real time, apart of other goodie like freeze time, free camera, change FoV beyond options max settings etc etc etc
Also leave this Console Cvars with Comments
which i took from hogwarts Legacy which i've using some cvars that i wasn't aware and applying on all my others UE4 games
OF COURSE not all cvars are guarantee to work but the most commons ones do work on System Shock Remake
And i leave my Cvars
have fun testing those juicy cvars
That "bigger streaming pool size" is for textures? What does it exactly do? Meaning, for what ammount of VRAM/RAM is that setting optimized? Thank you
The only difference here between 3 and 4 (Cine) for textures is the pool size. If you set all your graphics options as high as they can go, you can actually set them higher in the GameUserSettings.ini; this would technically be the highest graphics settings:
[ScalabilityGroups]
sg.ResolutionQuality=100.000000
sg.ViewDistanceQuality=4
sg.AntiAliasingQuality=4
sg.ShadowQuality=4
sg.PostProcessQuality=4
sg.TextureQuality=4
sg.EffectsQuality=4
sg.FoliageQuality=4
sg.ShadingQuality=4
Alternately you can disable texture streaming and shader compilation stutter entirely with these tweaks.
[/Script/Engine.RendererSettings]
r.CreateShadersOnLoad=1
[SystemSettings]
r.TextureStreaming=0
Citation:
Compile Shaders On Load: https://www.pcgamingwiki.com/wiki/It_Takes_Two#Fix_shader_compilation_stutter
Disable Texture Streaming: https://www.pcgamingwiki.com/wiki/Engine:Unreal_Engine_4#Stuttering
r.SSGI.Quality=1
Noise looks fuzzy and should start appearing around light surfaces that are being affected by it. I could notice it when set to 2 that's why newer version is set to 3 so 1 should definitely be noticeable.
Disabled: bottle looks uncanny almost like it's floating because it isn't being affected by the light around it.
r.LightMaxDrawDistanceScale=4
I noticed that it is necessary in some places.