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AppData\Local\Banishers Ghosts of New Eden\Saved\Config\WindowsEditor
To get rid of the film grain use:
[/script/engine.renderersettings]
r.Tonemapper.Quality=3
Don't remember what the Chromatic Abberation one was. Maybe try:
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
maybe we can create our own engine.ini and just put our config it it:
[/script/engine.renderersettings]
r.Tonemapper.Quality=3
Unfortunately There's no chrome aberration setting on it's own. Looks like its packaged in "PostProcessQuality". I know in UE4 games (note: this game is UE5) you can add some lines at the bottom of the file Like:
[SystemSettings]
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
Weird, that's where mine is. Just tried it out and for me it worked. Or I am utterly visually impaired and can't comprehend whether or not it actually worked.
Have you tried what PostalBlowfish suggested?
ie film grain, chromatic aberration, lens flare, dof, motion blur?
[SystemSettings]
# Resolution, Framerate, etc.
# r.SecondaryScreenPercentage lets you adjust r.ScreenPercentage while mainting the UI resolution set by r.SetRes
# Disables dynamic resolution (DRS is not for PC)
# ====================================================
r.SetRes=1920x1080f
r.ScreenPercentage=100
r.SecondaryScreenPercentage.GameViewport=100
t.MaxFPS=60
r.DynamicRes.MinScreenPercentage=100
r.vsync=0
# Determines upscale quality if NOT using TAA for the upscale pass
# r.Upscale.Softness will sharpen image, 0 = no sharp, 1 = sharp
# ====================================================
r.Upscale.Quality=4
# ;Defines the quality in which ScreenPercentage and WindowedFullscreen scales the 3d rendering. 0: Nearest filtering 1: Simple Bilinear 2: Directional blur with unsharp mask upsample. 3: 5-tap Catmull-Rom bicubic, approximating Lanczos 2. (default) 4: 13-tap Lanczos 3. 5: 36-tap Gaussian-filtered unsharp mask (very expensive, but good for extreme upsampling).
r.Upscale.Softness=1 ;Amount of sharpening for Gaussian Unsharp filter (r.UpscaleQuality=5). Reduce if ringing is visible 1: Normal sharpening (default) 0: No sharpening (pure Gaussian).
r.Upscale.Softness=1
# Disable motion blur. Comment out this section if you want motion blur, but at a performance cost
# ====================================================
r.DefaultFeature.MotionBlur=0
r.MeshParticle.MinDetailModeForMotionBlur=0
r.MotionBlur.Amount=0
r.MotionBlur.Max=0
r.MotionBlur.Scale=0.000000
# Disable blur on transparent volumes. Slight performace gain with no apparent visual quality loss
# Disable distortion. Can't see if this does anything, but it's supposed to free up frame buffer
# =====================================================
r.TranslucencyVolumeBlur=0
r.DisableDistortion=1
#LOD Bias
# MipMapLodBias kept at 0, max out r.MaxAnisotropy
# =====================================================
r.MipMapLodBias=0
r.LandscapeLODBias=-15
r.ParticleLODBias=-15
r.SkeletalMeshLODBias=-15
# TAA & Antialiasing
# Disabled MSAA
# =====================================================
r.Tonemapper.Quality=3
r.Tonemapper.GrainQuantization=0
r.PostProcessAAQuality=4
r.MSAA.AllowCustomResolves=0
r.MSAA.CompositingSampleCount=1
r.MSAACount=0
r.TemporalAA.Upscaler=1
r.TemporalAA.AllowDownsampling=0
r.TemporalAACurrentFrameWeight=0.45
r.TemporalAAFilterSize=1
r.TemporalAAUpsampleFitered=1
r.TemporalAASamples=8
r.TemporalAA.Upsampling=1
r.TemporalAACatmullRom=1
r.TemporalAA.Algorithm=1
r.TemporalAASharpen=3
#DOF
#=====================================================
r.DOF.TemporalAAQuality=1
r.DepthOfField.MaxSize=100
r.DepthOfFieldQuality=2
r.FastBlurThreshold=1
r.DepthOfField.NearBlurSizeThreshold=0.01
r.DOF.Scatter.NeighborCompareMaxColor=10
# Material and lighting stuffs
# ====================================================
r.MaterialQualityLevel=2
r.NormalMapsForStaticLighting=1
# Shadows
# Increased shadow res and increased cache
# ====================================================
r.ShadowQuality=4
r.Shadow.MaxCSMResolution = 2048
r.Shadow.MaxResolution = 2048
r.Shadow.WholeSceneShadowCacheMb=200
# SSS
# ====================================================
r.SubsurfaceScattering=1
r.SSS.Quality=1
r.SSS.SampleSet=2
r.SSS.HalfRes=0
r.SSS.Checkerboard=0
r.SSS.Scale=1
# Fog
# Drastically reduced fog grid and pixel size from default settings. Big performance gains for little to no loss in fog quality.
# ====================================================
r.FogDensity=0.5
r.VolumetricFog=1
r.VolumetricFog.GridSizeZ=32
r.VolumetricFog.GridPixelSize=8
r.VolumetricFog.DepthDistributionScale=4
#MISC
r.BloomQuality=5
r.AllowLandscapeShadows=1
r.ContactShadows=1
#sharpening
r.TemporalAASharpness=1.5
r.Tonemapper.Sharpen=1.5
r.TemporalAASharpen=1.5
r.Tonemapper.Sharpening=1.5
#=====================================================
r.MaxAnisotropy=16
r.Streaming.MipBias=0
r.Streaming.PoolSize=4000 ; set to less than VRAM
r.Streaming.MaxTempMemoryAllowed=256
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.AmortizeCPUToGPUCopy=1
r.Streaming.MaxNumTexturesToStreamPerFrame=1
r.Streaming.FullyLoadUsedTextures=1
# GSync
# ====================================================
r.GTSyncType=1
RHI.TargetRefreshRate=60
RHI.SyncThreshold = 5
rhi.SyncSlackMS = 4
rhi.SyncInterval = 1
rhi.SyncAllowEarlyKick = 1
rhi.ResourceTableCaching=1
# Extra Stuff
# No idea what this does, but it's doing it
# ====================================================
D3D12.PSO.DiskCache=1
D3D12.PSO.DriverOptimizedDiskCache=1
r.XGEShaderCompile = 1
r.XGEShaderCompile.Mode = 1
r.XGEShaderCompile.Xml.BatchGroupSize = 256
r.XGEShaderCompile.Xml.BatchSize = 16
r.XGEShaderCompile.Xml.JobTimeout = 0.500000
#ExtraTweaks
r.CreateShadersOnLoad=1
r.Shaders.Optimize=1
r.Shaders.FastMath=1
r.UseShaderCaching=1
r.UseUserShaderCache=1
r.UseShaderPredraw=1
r.UseAsyncShaderPrecompilation=1
r.TargetPrecompileFrameTime=5
r.PredrawBatchTime=5
r.AccelPredrawBatchTime=5
r.AccelTargetPrecompileFrameTime=5
r.OneFrameThreadLag=1
r.FinishCurrentFrame=0
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.BatchSize=8
r.ShaderPipelineCache.BackgroundBatchSize=32
r.Streaming.NumStaticComponentsProcessedPerFrame=20
r.Streaming.FramesForFullUpdate=1
s.AsyncLoadingThreadEnabled=1
s.AsyncLoadingTimeLimit=0.5
s.LevelStreamingActorsUpdateTimeLimit=0.5
s.UnregisterComponentsTimeLimit=0.5
s.AsyncLoadingUseFullTimeLimit=1
s.IoDispatcherCacheSizeMB=512
s.LevelStreamingComponentsRegistrationGranularity=1
s.LevelStreamingComponentsUnregistrationGranularity=1
s.MaxIncomingRequestsToStall=2
s.MaxReadyRequestsToStallMB=8
s.MinBulkDataSizeForAsyncLoading=16
s.PriorityAsyncLoadingExtraTime=2
r.Streaming.MinMipForSplitRequest=1
r.HZBOcclusion=0
r.AllowOcclusionQueries=1
Just create an Engine.ini file in the path: \AppData\Local\Banishers Ghosts of New Eden\Saved\Config\Windows, with these commands:
[SystemSettings]
r.BloomQuality=5
r.Tonemapper.GrainQuantization=0
r.MaxAnisotropy=16
r.DepthOfFieldQuality=6
r.Tonemapper.Quality=1
r.SceneColorFringeQuality=0
Comparison here: https://imgsli.com/MjM5ODUy