Tempest Rising

Tempest Rising

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YangDou Apr 21 @ 11:16pm
Tempest Rising Engine.ini tweak for perfect graphics (updated 4/27/2025).
Please remove 'foliage.ForceLOD=0' if you added it previously, as it causes crashes in certain missions. Replace it with "foliage.LODDistanceScale=5".

Beautiful game, but it can be further perfected. These tweaks will not interfere with or alter your in-game settings. Create a txt file in C:\Users\username\AppData\Local\Tempest\Saved\Config\Windows.
Copy paste the following into it, save. Change the file type from txt to ini, make it READ ONLY.

[SystemSettings]
r.DepthOfFieldQuality=0
r.SceneColorFringeQuality=0
r.Tonemapper.Quality=2
r.Tonemapper.Sharpen=1.5
r.Shadow.MaxCSMResolution=8192
r.Shadow.RadiusThreshold=0.001
foliage.LODDistanceScale=5
r.SkeletalMeshLODBias=-2
r.StaticMeshLODDistanceScale=0.1
r.TemporalAA.HistoryScreenPercentage=200


Some clarifications, feel free to exclude or modify lines that you don't need:
r.DepthOfFieldQuality=0, remove depth of field effect from the game.
r.SceneColorFringeQuality=0, remove chromatic aberration effect from the game.
r.Tonemapper.Quality=2, Remove film grain effect from the game, but keep vignette effect (highly recommended for this game). Set the value to 1 to remove both film grain and vignette effect.
r.Tonemapper.Sharpen=1.5, set sharpness for the overall image. Higher value gives sharper image. Default was 2, a value between 1-1.5 yields the best image quality.
r.Shadow.MaxCSMResolution=8192, greatly increases shadow quality. Default was 2048. It could be taxing for older GPUs but offers little challenge for newer GPUs. If you're worried about performance, remove this line.
r.Shadow.RadiusThreshold=0.001, certain objects don't cast shadows when zoomed out (e.g. drones), this fixes it. Minimal impact on performance.
foliage.LODDistanceScale=5, foliage (trees, bushes, grass) no longer loses detail when zoomed out, also remove foliage shadow pop-ins completely. If you're worried about performance, remove this line.
r.SkeletalMeshLODBias=-2, units and buildings no longer lose detail when zoomed out, also remove unit shadow pop-ins completely. If you're worried about performance, remove this line.
r.StaticMeshLODDistanceScale=0.1, ground terrain no longer lose detail when zoomed out. Minimal impact on performance.
r.TemporalAA.HistoryScreenPercentage=200, greatly minimizes TAA blur during camera panning. Only effective when you use the default AA (TAA) without any upscaler.

The game runs and looks the best with Anti-aliasing completely disabled. However, adding r.AntiAliasingMethod=0 to the list proves to be fruitless, as the game disables this line upon initializing. If you are an AA purist, your only option is to use a relatively up to date version of the "Universal Unreal Engine 5 Unlocker", and input r.AntiAliasingMethod 0 in the console every time you run the game. Or hope the developer adds a TAA off option in the future.

Reduce game speed
A feature available for older C&C games but missing in TR. You will need a relatively up to date version of the "Universal Unreal Engine 5 Unlocker". You can set gamespeed in "Misc.adjustment" from Universal Unreal Engine 5 Unlocker's feature list. 0.4-0.5 is perfect for an enjoyable campaign experience.
Last edited by YangDou; Apr 27 @ 8:07am
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Showing 1-3 of 3 comments
Migz - DH Apr 22 @ 12:57am 
On an RTX 3080 10GB, the following changes dropped my frame rate by about 25% as compared to the highest in-game settings at 3440x1440. Just FYI.
r.SceneColorFringeQuality=0
r.Tonemapper.Quality=2
r.Shadow.MaxCSMResolution=8192
r.Shadow.RadiusThreshold=0.001
foliage.ForceLOD=0
r.SkeletalMeshLODBias=-2
r.StaticMeshLODDistanceScale=0.1
Highly disagree with keeping Vignette, its a RTS game, not a RTS where your theoretically only look at the center of the screen.

Its really annoying the devs force the temporal Anti Aliasing garbage, the game blurs the crap out of itself on all moving units.

If your going the Unlocker Route to eliminate the crappy TAA, make sure r.Tonemapper.Quality=0, cause otherwise your just gonna have more unecessary post processing running in your game.
Originally posted by General Plastro:
Its really annoying the devs force the temporal Anti Aliasing garbage, the game blurs the crap out of itself on all moving units.
What other AA would you suggest in today's age where SSAA and MSAA don't work due to modern shading techniques?
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Showing 1-3 of 3 comments
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