DRAGON QUEST XI S: Echoes of an Elusive Age – Definitive Edition

DRAGON QUEST XI S: Echoes of an Elusive Age – Definitive Edition

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~🐣Venvetta🐣~ Nov 3, 2020 @ 4:05pm
2
Any graphics mods or fixes?
I'm new to the DQ series and I just played the demo for a couple of hours. I really like the artstyle of this game and the intro cinematic looked absolutely amazing, but something about the ingame graphics looks a bit....console-ish? There seems to be barely any anti-aliasing, especially in the distance (or is something wrong with the resolution? idk) and there are no shadows on stuff like grass etc. Is there a way to fix this? Or is it just because it's a demo? In my opinion it kinda dampens the otherwise great visuals of the game.
Originally posted by Tim Allahn SnAckbarr:
Edit: See the up-to-date guide here- https://steamcommunity.com/sharedfiles/filedetails/?id=2312807086


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Original post (Nov 3, 2020)-
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I feel like i've posted this a lot (so sorry if you've already seen this), but try (any or all of) these tweaks:

Enable the tone mapper, disable Depth-of-Field (which is on by default in DE, but off by default in OG), increase draw distance, reduce LOD culling, enable Temporal Anti-Aliasing, increase shadow quality, enable motion blur-

(add this to the bottom of %USERPROFILE%\Documents\My Games\DRAGON QUEST XI S DEMO\Steam\Saved\Config\WindowsNoEditor\Engine.ini)
[/script/engine.renderersettings] r.DepthOfFieldQuality=0 r.ToneMapper.Sharpen=1 r.ViewDistanceScale=2 r.SkeletalMeshLODBias=-2 r.StaticMeshLODDistanceScale=0.25 r.DefaultFeature.AntiAliasing=2 r.PostProcessAAQuality=6 r.TemporalAASamples=16 r.TemporalAACurrentFrameWeight=0.45 r.TemporalAAFilterSize=0.5 r.Shadow.MaxResolution=8192 r.Shadow.CSM.MaxCascades=16 r.Shadow.TexelsPerPixel=10 r.Shadow.RadiusThreshold=0.01 r.MotionBlurQuality=4 r.MotionBlur.Amount=0.3 r.MotionBlur.Max=1 r.MotionBlur.Scale=1 r.MotionBlurSeparable=1
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Showing 1-15 of 240 comments
Tachanka Nov 3, 2020 @ 4:15pm 
Buy the original version or wait for a mod to come out (announced, but will take quite a while to release)
Haseo8 Nov 3, 2020 @ 4:33pm 
Originally posted by ~⚡️Venvetta⚡️~:
I'm new to the DQ series and I just played the demo for a couple of hours. I really like the artstyle of this game and the intro cinematic looked absolutely amazing, but something about the ingame graphics looks a bit....console-ish? There seems to be barely any anti-aliasing, especially in the distance (or is something wrong with the resolution? idk) and there are no shadows on stuff like grass etc. Is there a way to fix this? Or is it just because it's a demo? In my opinion it kinda dampens the otherwise great visuals of the game.
The graphics don’t look console-ish. They would look a lot better if that was the case, this is a port of the Switch version, which had the visuals from the pc and PS4 version downgraded.
whereswarren Nov 3, 2020 @ 4:37pm 
Originally posted by Tachanka-Senpai:
Buy the original version or wait for a mod to come out (announced, but will take quite a while to release)

Source? Group name?
The author of this thread has indicated that this post answers the original topic.
Edit: See the up-to-date guide here- https://steamcommunity.com/sharedfiles/filedetails/?id=2312807086


----------------------
Original post (Nov 3, 2020)-
------------------------
I feel like i've posted this a lot (so sorry if you've already seen this), but try (any or all of) these tweaks:

Enable the tone mapper, disable Depth-of-Field (which is on by default in DE, but off by default in OG), increase draw distance, reduce LOD culling, enable Temporal Anti-Aliasing, increase shadow quality, enable motion blur-

(add this to the bottom of %USERPROFILE%\Documents\My Games\DRAGON QUEST XI S DEMO\Steam\Saved\Config\WindowsNoEditor\Engine.ini)
[/script/engine.renderersettings] r.DepthOfFieldQuality=0 r.ToneMapper.Sharpen=1 r.ViewDistanceScale=2 r.SkeletalMeshLODBias=-2 r.StaticMeshLODDistanceScale=0.25 r.DefaultFeature.AntiAliasing=2 r.PostProcessAAQuality=6 r.TemporalAASamples=16 r.TemporalAACurrentFrameWeight=0.45 r.TemporalAAFilterSize=0.5 r.Shadow.MaxResolution=8192 r.Shadow.CSM.MaxCascades=16 r.Shadow.TexelsPerPixel=10 r.Shadow.RadiusThreshold=0.01 r.MotionBlurQuality=4 r.MotionBlur.Amount=0.3 r.MotionBlur.Max=1 r.MotionBlur.Scale=1 r.MotionBlurSeparable=1
Last edited by Tim Allahn SnAckbarr; May 26, 2021 @ 2:17pm
asd202 Nov 4, 2020 @ 2:18am 
Originally posted by Tim Allahn SnAckbarr:
I feel like i've posted this a lot (so sorry if you've already seen this), but try (any or all of) these tweaks:

Enable the tone mapper, disable Depth-of-Field (which is on by default in DE, but off by default in OG), increase draw distance, reduce LOD culling, enable Temporal Anti-Aliasing, increase shadow quality, enable motion blur-

(add this to the bottom of %USERPROFILE%\Documents\My Games\DRAGON QUEST XI S DEMO\Steam\Saved\Config\WindowsNoEditor\Engine.ini)
[/script/engine.renderersettings] r.DepthOfFieldQuality=0 r.ToneMapper.Sharpen=1 r.ViewDistanceScale=2 r.SkeletalMeshLODBias=-2 r.StaticMeshLODDistanceScale=0.25 r.DefaultFeature.AntiAliasing=2 r.PostProcessAAQuality=6 r.TemporalAASamples=16 r.TemporalAACurrentFrameWeight=0.45 r.TemporalAAFilterSize=0.5 r.Shadow.MaxResolution=8192 r.Shadow.CSM.MaxCascades=16 r.Shadow.TexelsPerPixel=10 r.Shadow.RadiusThreshold=0.01 r.MotionBlurQuality=4 r.MotionBlur.Amount=0.3 r.MotionBlur.Max=1 r.MotionBlur.Scale=1 r.MotionBlurSeparable=1

Thanks for what you are doing. I really
appreciate it :)
Dakarus Nov 4, 2020 @ 6:02am 
Do I just paste that into the .ini? It doesn't seem like anything has changed
Shinygati Nov 4, 2020 @ 8:33am 
Turns out the demo is using assets from the nintendo switch version, so that means visuals and everything is downgraded.
Artur Nov 4, 2020 @ 11:02am 
"disable dof"
"enable motion-blur"
So you're replacing one bad effect with another?
So, we have found more tweaks. We have even found a way to improve the grass density and foliage:

r.Foliage.LODDistanceScale=10

I will update the list above as we find more of these (I believe there is another to improve the trees as well). You can also apply these tweaks directly in the Debug Console to see the changes immediately.
SenMithrarin85 Nov 4, 2020 @ 3:07pm 
Originally posted by Tim Allahn SnAckbarr:
So, we have found more tweaks. We have even found a way to improve the grass density and foliage:

r.Foliage.LODDistanceScale=10

I will update the list above as we find more of these (I believe there is another to improve the trees as well). You can also apply these tweaks directly in the Debug Console to see the changes immediately.

unless you want the fps to die in gondolia, I would advise against that. even a value of 2 rather than 10 is sufficient anyway
ImNotLink Nov 4, 2020 @ 4:47pm 
Originally posted by Dakarus:
Do I just paste that into the .ini? It doesn't seem like anything has changed
So far i can tell that the motion blur works
ImNotLink Nov 4, 2020 @ 4:49pm 
Originally posted by Tim Allahn SnAckbarr:
So, we have found more tweaks. We have even found a way to improve the grass density and foliage:

r.Foliage.LODDistanceScale=10

I will update the list above as we find more of these (I believe there is another to improve the trees as well). You can also apply these tweaks directly in the Debug Console to see the changes immediately.

Thank you for your work into getting the game to look better.

i added in that grass density one, but it still looks like there isnt much grass. Does this just increase the distance the grass can be seen?
Originally posted by ImNotLink:
Thank you for your work into getting the game to look better.

i added in that grass density one, but it still looks like there isnt much grass. Does this just increase the distance the grass can be seen?

I think so, but we're still uncovering a bunch of additional tweaks (including foliage-related cvars):
# 16x instead of 8x Anisotropy r.MaxAnisotropy=16 # Foliage Density foliage.DensityScale=7 grass.DensityScale=7 foliage.LODDistanceScale=20 # SSR r.SSR.Quality=4 r.SSR.Temporal=1 # Highest quality materials and FX r.DetailMode=2 # Reduce pop-in by introducing a "fade" at long distance r.LODFadeTime=5 # Always use highest quality mipmaps regardless of distance r.MipMapLODBias=-15 # Enable distant shadows (MAY REQUIRE MORE TESTING -- uncomment to use) # r.Shadow.DistanceScale=4 # Manual supersampling over 100% (MAY REQUIRE MORE TESTING -- uncomment to use) # r.ScreenPercentage=200 # Pushes everything to max no matter the performance cost (NOT RECOMMENDED -- uncomment to use) # r.MaxQualityMode=1

Suffice it to say, you can choose to use any of the tweaks individually. If you experience substantial performance impact, you can choose to lower any of these cvars to reduce it, as someone was kind enough to recommend:

Originally posted by SenMithrarin85:
unless you want the fps to die in gondolia, I would advise against that. even a value of 2 rather than 10 is sufficient anyway

We should have a full tweaking guide / write-up soon.
Last edited by Tim Allahn SnAckbarr; Nov 4, 2020 @ 5:11pm
ImNotLink Nov 4, 2020 @ 5:56pm 
Originally posted by Tim Allahn SnAckbarr:
We should have a full tweaking guide / write-up soon.
Awesome! And just out of curiosity, is there a max value for some of these, or can you keep increasing the value to as high as you want? Im currently trying out the settings youve put up and just seeing how much i can push my rig.

Also, i feel like the game is CPU bound. There are some cases where my GPU is at 80% usage and then when im in the middle of helidor, the GPU usage drops to 40% usage and my framerate goes from 100+ down to mid 60s
Originally posted by ImNotLink:
Originally posted by Tim Allahn SnAckbarr:
We're still uncovering a bunch of additional tweaks (including foliage-related cvars):
# 16x instead of 8x Anisotropy r.MaxAnisotropy=16 # Foliage Density foliage.DensityScale=7 grass.DensityScale=7 foliage.LODDistanceScale=20 # SSR r.SSR.Quality=4 r.SSR.Temporal=1 # Highest quality materials and FX r.DetailMode=2 # Reduce pop-in by introducing a "fade" at long distance r.LODFadeTime=5 # Always use highest quality mipmaps regardless of distance r.MipMapLODBias=-15 # Enable distant shadows (MAY REQUIRE MORE TESTING -- uncomment to use) # r.Shadow.DistanceScale=4 # Manual supersampling over 100% (MAY REQUIRE MORE TESTING -- uncomment to use) # r.ScreenPercentage=200 # Pushes everything to max no matter the performance cost (NOT RECOMMENDED -- uncomment to use) # r.MaxQualityMode=1

Suffice it to say, you can choose to use any of the tweaks individually. If you experience substantial performance impact, you can choose to lower any of these cvars to reduce it, as someone was kind enough to recommend:

Originally posted by SenMithrarin85:
unless you want the fps to die in gondolia, I would advise against that. even a value of 2 rather than 10 is sufficient anyway

We should have a full tweaking guide / write-up soon.
Awesome! And just out of curiosity, is there a max value for some of these, or can you keep increasing the value to as high as you want? Im currently trying out the settings youve put up and just seeing how much i can push my rig.

Also, i feel like the game is CPU bound. There are some cases where my GPU is at 80% usage and then when im in the middle of helidor, the GPU usage drops to 40% usage and my framerate goes from 100+ down to mid 60s

There is a max value (depends on the cvar). Most of the ones set in that example are either on the very high side or completely maxed out. There are also a few "experimental" ones that are commented out if you are feeling particularly bold, lol.

There are definitely some areas that are CPU bound and that was the case in the original as well. At one point, I had linked a post by Kaldaien (developer of Special K) explaining exactly why that is. It almost sounds like some of the pipeline might have been optimized between OG and DE, however.

Originally posted by Kaldaien:
Originally posted by MelonGx:
But how come can this game be a CPU affected thing?
It's because of the number of occlusion queries going on in certain complex cities in the game.

Occlusion queries have overhead on both the CPU and the GPU, they are data read-back from the GPU and quite expensive if you flood D3D11 with as many of them as the game is using in cities like Gondola.

https://docs.unrealengine.com/en-US/Engine/Rendering/VisibilityCulling/#hardwareocclusionqueries

Docs seem to suggest that occlusion queries can be forced off to get the engine to favor completely CPU-side techniques w/o the round-trip. HW occlusion queries are usually a good thing, until too many are used and the time spent setting the query up becomes greater than the time lost drawing stuff that's not visible.
Last edited by Tim Allahn SnAckbarr; Nov 4, 2020 @ 6:15pm
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Date Posted: Nov 3, 2020 @ 4:05pm
Posts: 240