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You can enable the cache, which gives more performance, but at the cost of artifacts for small object shadows. That's what the guide anyway says.
Yes
But you can use
r.Shadow.Virtual.Cache=1
to save some fps
1440p native with ultra setting will drop around 10fps with virtual shadowmap
Also, bump, anyone can give me some guidance how to use the console in the game?
Wanna see what the graphics settings do in realtime.
Like I did with https://www.nexusmods.com/palworld/mods/147
No chance in regular gameplay. It's a locked .exe, you cant open the console in regular gameplay.
But you can use UUU to make the console functional, but THEN you cant play online because of EAC
https://www.patreon.com/posts/universal-unreal-83234146?l=de
kemono . su /patreon
I could dump the cvars, but can't find some stuff that the UUU does. Or the name and the command don't match up, so no idea what I'm looking for.
Point being how can I translate the postprocessing UUU commands into cvars that the unreal engine uses, or just see 'em as unreal engine cvars?
Sad. Like found a useful setting for another game, with a better result, but can't even enable it through the engine.ini file, because it doesn't exist, even though realtime you can change it.
Is there a way for me too see what command is it forcing into the game? When I adjust the postprocessing settings in the UUU app? I know some of them as cvar values that the engine ini recognizes. Does it look entirely different, because it adjusts the exe file directly?
I'm trying out it with palworld at the moment.
The UUU doesn't even support console commands for that game, but I have dxgi.dll file that supports console commands, and when changing the keybind in UUU, it actually changes that dxgi.dll files default keybind too, to open the console.
Though it's rather annoying that the UUU has such a limited list of keybinds that it can use for opening the console. Sadly forcing keybinds through the input.ini doesn't do anything too. Really annoying to use UUU.
Also it would be way better if UUU could read or list the cvars the game uses, and you can adjust in the app on the fly, instead of using some presets, that only work while UUU is working, which makes it pretty much a self contained experience.