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You can try that but being honest did not spent that much time to tweak their files
at least you should get rid of the horrible clipping ...
C:\Users\"YOURNAME"\AppData\Local\LOTF2\Saved\Config\Windows
copy/paste into scalability.ini
[MeshQuality@2]
r.Nanite.MinPixelsPerEdgeHW=32
r.Nanite.ViewMeshLODBias.Offset=0.5849
r.Nanite.ViewMeshLODBias.Min=-0.4151
r.StaticMeshLODDistanceScale=1.0
r.SkeletalMeshLODRadiusScale=1.0
[MeshQuality@3]
r.Nanite.MinPixelsPerEdgeHW=32
r.Nanite.ViewMeshLODBias.Offset=0.4330
r.Nanite.ViewMeshLODBias.Min=-0.5670
r.StaticMeshLODDistanceScale=1.0
r.SkeletalMeshLODRadiusScale=1.0
[TextureQuality@3]
r.VT.RVT.TileCountBias=0
r.Streaming.PoolSize=3000
[AntiAliasingQuality@2]
r.FXAA.Quality=4
r.TemporalAA.Quality=2
r.TSR.History.UpdateQuality=3
r.TSR.ShadingRejection.SpatialFilter=2
r.TSR.Velocity.Extrapolation=1
r.TSR.RejectionAntiAliasingQuality=2
[AntiAliasingQuality@3]
r.MSAA.CompositingSampleCount=8
r.PostProcessAAQuality=6
r.MaxAnisotropy=16
r.TemporalAACatmullRom=1
r.TemporalAASharpness=1.0
r.TemporalAASamples=32
r.TemporalAAFilterSize=0.12
r.DOF.TemporalAAQuality=1
r.TemporalAAPauseCorrect=1
r.ToneMapper.Sharpen=0.50
r.TemporalAACurrentFrameWeight=0.2
r.TemporalAA.Algorithm=1
r.ScreenPercentage=100
r.TemporalAA.Upsampling=1
[ShadowQuality@3]
r.ShadowQuality=3
r.Shadow.CSM.MaxCascades=3
r.DFFullResolution=1
r.VolumetricFog.GridPixelSize=16
r.VolumetricFog.GridSizeZ=64
[ScalabilitySettings]
PerfIndexValues_ResolutionQuality=100 100 100 100 100
[GlobalIlluminationQuality@2]
r.Lumen.TranslucencyVolume.GridPixelSize=32
r.Lumen.TraceMeshSDFs.Allow=1
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=32
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=32
r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget=256
r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal=1
r.Lumen.ScreenProbeGather.DownsampleFactor=16
r.Lumen.ScreenProbeGather.StochasticInterpolation=0
r.Lumen.ScreenProbeGather.RadianceCache.ProbeAtlasResolutionInProbes=128
r.Lumen.TranslucencyVolume.TraceFromVolume=1
r.Lumen.TranslucencyVolume.TracingOctahedronResolution=3
r.Lumen.TranslucencyVolume.RadianceCache.ProbeAtlasResolutionInProbes=128
r.Lumen.Reflections.DownsampleFactor=2
r.LumenScene.Radiosity=1
r.LumenScene.SurfaceCache.CardCaptureRefreshFraction=0.125
r.LumenScene.SurfaceCache.AtlasSize=2048
r.LumenScene.SurfaceCache.CardCameraDistanceTexelDensityScale=50
r.LumenScene.SurfaceCache.CardMaxTexelDensity=0.15
r.LumenScene.SurfaceCache.CardMaxResolution=256
r.LumenScene.SurfaceCache.CardCaptureFactor=32
[GlobalIlluminationQuality@3]
r.Lumen.ScreenProbeGather.DownsampleFactor=8
r.Lumen.ScreenProbeGather.TracingOctahedronResolution=16
r.Lumen.ScreenProbeGather.FullResolutionJitterWidth=.5
r.Lumen.ScreenProbeGather.RadianceCache.ProbeAtlasResolutionInProbes=128
r.Lumen.TranslucencyVolume.TracingOctahedronResolution=4
r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution=16
r.Lumen.TranslucencyVolume.RadianceCache.ProbeAtlasResolutionInProbes=128
r.Lumen.Reflections.DownsampleFactor=1
r.LumenScene.Radiosity=1
r.LumenScene.SurfaceCache.AtlasSize=4096
r.LumenScene.SurfaceCache.CardCameraDistanceTexelDensityScale=100
r.LumenScene.SurfaceCache.CardMaxTexelDensity=0.2
r.LumenScene.SurfaceCache.CardMaxResolution=512
r.LumenScene.SurfaceCache.CardCaptureFactor=64
[ReflectionQuality@3]
r.Lumen.TranslucencyReflections.FrontLayer.Enable=1
Clearly you did not read what any of the graphics settings do. This game bakes ray tracing into the presets. It doesn't have a "disable ray tracing" option like every other game ever. It enables specific RT features based on your settings.
Thank you. Finally someone with a brain.
Artistically, Lies of P looks way better than this game. LOTF is on UE5 so ya some things are shinier/higher res but the actual art direction is so basic and uninspired in LOTF.
Lumen IS a software raytracing solution and can enable hardware raytracing features if your GPU has the capabilities.
First Matrix was not a game. Not even close.
Two, the über UE5 features you've seen through marketing videos are powered by insane gear and GPUs. If you don't have the hardware able to output that, you won't have anything close to that on your computer.
Three, the engine is a tool. Not a magic button. If the devs are failing at using the tech properly, a UE5 game can look worse (and run worse) than any other older engine.
Finally: comparing ANY game to stupidly high budgets games like Cyberpunk ( over 350m budget ) is proposterous. Thinking that the whole industry is gonna get to that standard no matter the size of the team is absolutely bonkers.
LotF is ( a couple of hours in ) is pretty gorgeous, and the sheer level of details in the first areas is insane. Combined to the Umbra system, it's easy to see how much thoughts, passion and work has been put into the world design.
Saying the visual of this game is a joke is pure troll (especially when you have "Callisto Protocol" as a comparision which failed to recoup a 160m dollars budget and was a disaster at launch).
I thought it was developer incompetence, but a big part of the current disastrous state must be this engine.
yes, the 4080 is the holy gral nowadays .... loool
And here we are, one year later, a UE5 title that looks almost like bloodborne (minus the insane visual design). Shameful.
Yet this game costs as much as CP2077 on release, So why I shouldn't expect the same level of quality, if I'm paying the same price?
The estimated budget of Lords of the Fallen is around 200 millions ZLOTY, which is around 45m USD for a team of around 70ish persons.
Cyberpunk was a team of over 400 persons without the outsourcing taken into account. The initial development budget was around 175m USD and the whole process of actually finishing and fixing the game over two years and a half was around 120m USD. Which puts it near 300m USD budget in total. Which puts the game itself in the second place of the most expensive games ever just behind Star Citizen.
LotF is nowhere near the production size of Cyberpunk.
Now, the price of the product itself isn't a "reference" as what you should expect. You can find 5 different brand of pastas at the exact same price yet, you have some that are good and other... average. And you could find cheaper pastas that are actually quite insane.
There is a big problem with price expectation mostly due to gray market and insane (and permanent) steam sales. The price does not define the quality of a product, and the industry should help gamers understand that... yet :/
This game is a carbon copy of fromsoft's formula, but uninspired and bland. So why then I shouldn't expect at least visual eye candy from the game with an engine that was marketed as truly "next-gen"?
By the way, judging by your profile page you are a game dev yourself. Now I understand why the industry in such shambles if talentless bastards like yourself that can be so easily satisfied with mediocrity run the whole thing.