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Ein Übersetzungsproblem melden
If you create a UE5 game, you open your UE5 editor and FIRST you have to set your "things" like LumenScene.Skylight.Leaking etc.
When you're done, bake your game.exe from it. Once it's baked, you can't change anything with ini changes because they are fixed components. If you want to change it permanently, you have to change your project and re-bake the exe.
With UUU you have the option to “temporarily” change the baked elements in real time.
Is there a way to see what the command is that the UUU is forcing? I know some of them as cvar values that the engine ini recognizes.
Yes if you place your mouse on the on the rectangle where you put the hooks, BUT what you see is the option-name from the UE5 editor... understandable?
This way you can compare/assign the values used with the displayed options one after the other. sequentially. But you can't force project settings through ini's. (so don't offer a mod)
It's REALTIME THING ONLY FOR YOURSELF :o)
Or simply: There are no cvars for what you want to change
If it's only in the editor app, then ok.
The only thing I do is, run the game, select the process from UUU, inject DLL, then can see what features are available and etc. also change the postprocessing settings through the UUU itself, and doesn't matter from where the exe file reads the settings itself.
So the UUU is doing it's own baking overwriting realtime. Well the exe baking is an annoying design by the unreal devs. A third party app can do it, but the unreal devs can't build it into the game engine itself, so you could change it realtime, UUU is only 4-5MB in size, it takes basically no space, in terms what it's capable of doing. While you can change basically any other setting realtime, and also don't save, but you can force to be on next time you launch the game, either from ini or pak files, or dll injection ways.
If I can already see through the console or with cvars dump, all what the game can do. Then I have no use for that link, already tried searching from them, to see if there exists something that the UUU does, but just isn't supported by the games engine version.
Guess I can't do ♥♥♥♥. In terms of the easy way.
And the only proper way would be to inject your stuff in the game exe file itself, aka what UUU does already.
The more I touch Unreal Engine, the more I find reasons to hate it.
I'm just gonna stick with compatible cvars, and find some half assed ways to enable stuff.
Thanks for the knowledge. Sad still that UUU doesn't list the equilevant unreal engine commands, besides just the title of the setting.
Like r.RayTracing (to enable real time raytracing), or r.Pathtracing (to enable pathtracing), instead of title, the values I can at least see.
UUU would be also better if it just read all the cvars it can change, and list them into few categories, stuff that don't have to be baked, and stuff that have to be baked.
Kinda like console itself does. Especially useful, when for some reason the game doesn't support console through the UUU, you can at least do your stuff from the UUU, and then save 2 presets, one for non baked stuff, like make an engine.ini file, and then what it does already, but only for baked stuff.
CreateFrom.ini I've never seen, SetByGameSetting I see when I use custom ini changes.
Also it makes 2 dumps, in json format, and just a txt file.
I can see that same info in console 1 by 1, if I enter command without value, then I can see how it was set the last time, those types above, or "console".
[/script/engine.renderersettings]
r.TextureStreaming=0
r.ViewDistanceScale=2
r.Shadow.DistanceScale=8.0
Everything else has been optimized so carefully by the developers that any upward changes in the values do not show a visible increase but only a loss in fps.
In this respect: GOOD JOB!
higher viewdistance you might notice more details maybe for very afar stuff, 10 is cinematic, and 1 is epic, 5 I use in Palworld.
did not know you can go above shadow distance scale than 2, in palworld going above 2 did nothing for me. that shadow distance works on dynamic shadows, cascaded stuff.
Works even when virtual shadows are enabled, when not forcing only virtual shadow maps.
If you use r.Shadow.Virtual.ForceOnlyVirtualShadowMaps=1, then all shadow settings are at it's absolute max, and can't be disabled or altered with pretty much any other shadow setting.
If you only want very far shadows being at max, but not 25-75% of the visual distance.
r.Shadow.Virtual.UseFarShadowCulling=0, and r.Shadow.Virtual.ForceOnlyVirtualShadowMaps=0
https://steamcommunity.com/sharedfiles/filedetails/?id=3171574433
https://steamcommunity.com/sharedfiles/filedetails/?id=3171574500
Right, 2 is max. more then 2 does nothing. But that's also what annoys me. Fading in the shadows. Even with VSM you have popins and popouts which are really ugly.
r.Shadow.Virtual.UseFarShadowCulling=0
r.Shadow.Virtual.ForceOnlyVirtualShadowMaps=1
r.Shadow.Virtual.ScreenRayLength=0
Shadow pop in will be removed, if a shadow changes, it's because of the object shape changing.
or increase r.Shadow.MaxCSMResolution, if you don't want to force only virtual shadow maps. (4096, 8192)
The annoying part is that some objects have different lod distance values and limits, like you can disable everything, but you can't increase it any further, while moving closer or further changes it. So no idea what I have to change to make sure that all objects are their highest lod detail level, regardless of distance.
what I use in palworld
r.CapsuleShadows=1 ; (1 scalability)(0 Low 1 Medium to Cinematic ShadowQuality)(Whether to allow capsule shadowing on skinned components with CastCapsuleDirectShadow or bCastCapsuleIndiretShadow enabled)
r.ContactShadows.NonShadowCastingIntensity=1 ; (0 constructor)(Intensity of contact shadows from objects with cast contact shadows disabled. Usually 0(off))
r.DFDistanceScale=10 ; (1 constructor)(Can be very demanding going over 10)(Factor to scale directional light property 'DistanceField Shadows Distance', clamped to [0.0001, 10000])
r.DFFullResolution=1 ; (0 constructor)(1 = full resolution distance field shadowing, 0 = half resolution with bilateral upsample)
r.DistanceFieldAO=1 ; (1 scalability)(0 Low/Medium 1 High to Cinematic ShadowQuality)(Whether the distance field AO feature is allowed, which is used to implement shadows of Movable sky light from static meshes)
r.DistanceFieldShadowing=1 ; (1 scalability)(0 Low/Medium 1 High to Cinematic ShadowQuality)(Whether the distance field shadowing feature is allowed)
r.LightFunctionQuality=1 ; (1 scalability)(0 Low 1 Medium to Cinematic ShadowQuality)(Defines the light function quality which allows to adjust for quality or performance)
r.LightMaxDrawDistanceScale=1 ; (1 scalability)(0 Low 0.5 Medium 1 High to Cinematic ShadowQuality)(Scale applied to the MaxDrawDistance of light. Useful for fading out local lights more aggressively on some platforms.)
r.Shadow.CSM.MaxCascades=10 ; (3 scalability)(1 Low/Medium 2 High 4 Epic 10 Cinematic ShadowQuality)(Dynamic shadows, like in vanilla, causes light to bleed through certain textures)(The maximum number of cascades with which to render dynamic directional light shadows)
r.Shadow.CSM.TransitionScale=2 ; (1 scalability)(0 Low 0.25 Medium 0.8 High 1 Epic/Cinematic 2 Max ShadowQuality)(Allows to scale the cascaded shadow map transition region. Clamped within 0..2)
r.Shadow.CSMShadowDistanceFadeoutMultiplier=0 ; (1 constructor)(Multiplier for the CSM distance fade)
r.Shadow.DistanceScale=2 ; (1 scalability)(Scalability option to trade shadow distance versus performance for directional lights (clamped within a reasonable range)
r.Shadow.FilterMethod=2 ; (0 constructor)(2 is more accurate when being close to objects)(Chooses the shadow filtering method)
r.Shadow.PreShadowResolutionFactor=1 ; (1 scalability)(0.5 Low to High 1 Epic/Cinematic ShadowQuality)(Multiplier for preshadow resolution)
r.Shadow.MaxCSMResolution=4096 ; (2048 scalability)(512 Low 1024 Medium 2048 High/Epic 4096 Cinematic ShadowQuality)(Can be increased when using r.Shadow.DistanceScale 2, or with 1 can be lower)((Max square dimensions (in texels) allowed for rendering Cascaded Shadow depths. Range 4 to hardware limit. Higher = better quality shadows, but at a performance cost)
r.Shadow.MaxResolution=4096 ; (2048 scalability)(512 Low 1024 Medium to Epic 4096 Cinematic ShadowQuality)(Max square dimensions (in texels) allowed for rendering shadow depths. Range 4 to hardware limit. Higher = better quality shadows, but at a performance cost)
r.Shadow.RadiusThreshold=0 ; (0.01 scalability)(0.06 Low 0.05 Medium 0.04 High 0.01 Epic 0 Cinematic ShadowQuality)(higher than 0 and you cut away certain shadows)(Cull shadow casters if they are too small, value is the minimal screen space bounding spherer radius)
r.ShadowQuality=5 ; (5 scalability)(0 Low 2 Medium 5 High to Cinematic)(Defines the shadow method which allows to adjust for quality or performance)
I have used these settings before. It's like you said, the LOD changes are asynchronous and without fading. this leads to the shadow popins. That annoys me to no end
Look at the ladder at the back...
Here what i get:
https://www.youtube.com/watch?v=iQNO92YR4r4
What if you use
r.Shadow.Virtual.ForceOnlyVirtualShadowMaps=0
and/or r.Shadow.Virtual.Cache=0
r.Shadow.Virtual.Enable=1
r.Shadow.Virtual.Cache=1
r.Shadow.Virtual.Cache.StaticSeparate=1
r.Shadow.Virtual.UseFarShadowCulling=0
r.Shadow.Virtual.ForceOnlyVirtualShadowMaps=1
r.Shadow.Virtual.ScreenRayLength=0
https://www.youtube.com/watch?v=OPm-EDI2Lho
r.Shadow.Virtual.ScreenRayLength=0
Or try some value like 0.015
With that its mor stable, better fading. but the shadow popin stays. Maybe it's a supid place in the game ;o)