S.T.A.L.K.E.R. 2: Heart of Chornobyl

S.T.A.L.K.E.R. 2: Heart of Chornobyl

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Yew Nough Nov 20, 2024 @ 10:11pm
What engine does this game use?
?
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Showing 1-13 of 13 comments
Crally Nov 20, 2024 @ 10:14pm 
V8
commodore128 Nov 20, 2024 @ 10:17pm 
Honda V10 outputting 764HP at 14500RPM
The author of this thread has indicated that this post answers the original topic.
13xforever Nov 20, 2024 @ 10:19pm 
unreal engine 5.1.1 according to the bootstrap exe
Doctor_Walrus1 Nov 20, 2024 @ 10:21pm 
Fast breeder reactors engine, which uses 'fast' (i.e. unmoderated) neutrons to breed fissile plutonium (and possibly higher transuranics) from fertile uranium-238.
Yew Nough Nov 20, 2024 @ 10:25pm 
Originally posted by 13xforever:
unreal engine 5.1.1 according to the bootstrap exe
FFVII Rebirth also had similar issues that people are reporting and was also made in unreal.

Anyone try to apply the engine.ini settings that worked for that game onto this one?
Voland Nov 21, 2024 @ 12:56am 
Originally posted by Yew Nough:
Anyone try to apply the engine.ini settings that worked for that game onto this one?
when im going into Saved\Config\Windows there is no any Engine.ini and other files like Game.ini are blank except GameUserSettings.ini

does that mean we need to create and fill Engine.ini ourself?

did you successully turned off Depth of Field, Vignette, Chromatic aberration?
Yew Nough Nov 21, 2024 @ 1:16am 
Originally posted by Voland:
Originally posted by Yew Nough:
Anyone try to apply the engine.ini settings that worked for that game onto this one?
when im going into Saved\Config\Windows there is no any Engine.ini and other files like Game.ini are blank except GameUserSettings.ini

does that mean we need to create and fill Engine.ini ourself?

did you successully turned off Depth of Field, Vignette, Chromatic aberration?
Nope, this game uses GameUserSettings.ini

I'll be buying the game tomorrow to test a few things out (waiting for funds to clear). If it's the same DX12 texture streaming issue that FF7R had, it should be an easy fix
VVakba Nov 21, 2024 @ 1:16am 
Godot.
Voland Nov 21, 2024 @ 1:22am 
Originally posted by Yew Nough:
Originally posted by Voland:
when im going into Saved\Config\Windows there is no any Engine.ini and other files like Game.ini are blank except GameUserSettings.ini

does that mean we need to create and fill Engine.ini ourself?

did you successully turned off Depth of Field, Vignette, Chromatic aberration?
Nope, this game uses GameUserSettings.ini
you mean we need to write stuff like r.DepthOfField.FarBlur=0 into GameUserSettings.ini?
Yew Nough Nov 21, 2024 @ 1:27am 
Originally posted by Voland:
Originally posted by Yew Nough:
Nope, this game uses GameUserSettings.ini
you mean we need to write stuff like r.DepthOfField.FarBlur=0 into GameUserSettings.ini?
Yes, then save your changes (Backup your original file just in case).

You can either alter the settings that are already there or copy/paste stuff from that list to see if it works.

0=off/1=on (unless otherwise noted)
Last edited by Yew Nough; Nov 21, 2024 @ 1:29am
Hey I'm Back! Nov 21, 2024 @ 5:19am 
Originally posted by Yew Nough:
Wall of text incoming:



[SystemSettings]

r.Upscale.Quality = 5 # 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.Vsync=1
r.MipMapLODBias = 0 # Apply additional mip map bias for all 2D textures, range of -15.0 (sharper) to 15.0 (softer)
r.SkeletalMeshLODBias = -15 # LOD bias for skeletal meshes (does not affect animation editor viewports). Negative value being sharper (better) detail and positive value being blurred (worse) detail
r.LandscapeLODBias = -15 # LOD bias for landscape/terrain meshes.
r.ParticleLODBias=-5 # Particle system LOD Bias
r.StaticMeshLODDistanceScale = -1 # Scale factor for the distance used in computing discrete LOD for static meshes. (defaults to 1)(higher values make LODs transition earlier, e.g., 2 is twice as fast / half the distance)

r.Color.Mid = 0.5 # Allows to define where the value 0.5 in the color channels is mapped to after color grading (This is similar to a gamma correction). Value should be around 0.5

r.DefaultFeature.AutoExposure = 0
r.EyeAdaptationQuality = 0
r.LightShaftBlurPasses = 1
r.FastBlurThreshold = 0 # 0 disable - 7 Defines at what radius the Gaussian blur optimization kicks in (estimated 25% - 40% faster). The optimization uses slightly less memory and has a quality loss on smallblur radius.
r.EmitterSpawnRateScale = 1 # A global scale upon the spawn rate of emitters. Emitters can choose to apply or ignore it via their bApplyGlobalSpawnRateScale property. Defines particle spawn count, 1 default.
r.ParticleLightQuality = 1 # 0: No lights. 1:Only simple lights. 2:Simple+HQ lights
r.MaterialQualityLevel = 1 # 0 corresponds to low quality materials, as defined by quality switches in materials, 1 corresponds to high and 2 for medium. 3 for epic* unknown?
r.BloomQuality = 4 #0: off, no performance impact. 1: average quality, least performance impact. 2.3.4. 5: Best quality, most significant performance impact. (default)
r.DetailMode = 3 # Current detail mode; determines whether components of actors should be updated/ ticked. 0: low, show only object with DetailMode low or higher 1: medium, show all object with DetailMode medium or higher 2: high, show all objects (default)
r.ViewDistanceScale = 1.000000 # Controls the view distance scale. A primitive’s MaxDrawDistance is scaled by this value. Higher values will increase view distance but at a performance cost. Default = 1.
r.MaxAnisotropy = 16 # MaxAnisotropy should range from 1 to 16. Higher values mean better texure quality when using anisotropic filtering but at a cost to performance. Default is 4.
r.SimpleForwardShading=1

r.SceneColorFringeQuality = 0 # 0: off but best for performance 1: 3 texture samples (default)
r.SceneColorFringe.Max = 0 # Allows to clamp the postprocess setting (in percent, Scene chromatic aberration / color fringe to simulate an artifact that happens in real-world lens, mostly visible in the image corners) -1: don’t clamp (default) -2: to test extreme fringe

r.DepthOfField = 0 # Depth of field toggle
r.DepthOfField.FarBlur = 0
r.DepthOfFieldQuality = 0 # Allows to adjust the depth of field quality. Currently only fully affects BokehDOF. GaussianDOF is either 0 for off, otherwise on. 0: Off 1: Low 2: high quality (default, adaptive, can be 4x slower) 3: very high quality, intended for non realtime cutscenes, CircleDOF only (slow) 4: extremely high quality, intended for non realtime cutscenes, CircleDOF only (very slow)
r.DOF.Kernel.MaxBackgroundRadius = 0.0001
r.DOF.Kernel.MaxForegroundRadius = 0.0001
r.DOF.Recombine.EnableBokehSettings=0
r.DOF.Recombine.Quality=0
r.DOF.TemporalAAQuality = 1
r.DOF.Gather.RingCount = 0
r.DOF.Gather.PostfilterMethod = 0 # Method to use to post filter a gather pass. 1 - 3 RGB
r.FastVRam.DOFReduce = 0
r.FastVRam.DOFSetup = 0
r.FastVRam.BokehDOF = 0
r.FastVRam.CircleDOF = 0
r.FastVRam.DOFPostfilter = 0
r.FastVRam.Distortion = 0
r.FastVRam.Downsample = 0
r.FastVRam.EyeAdaptation = 0

r.TextureStreaming=1 # 1 (default)
r.Streaming.PoolSize=5120= # 4352**/4608***/4864*/5120*/5376/5632/6144/7680/8192/8000 (options) 4000 (default) *
r.Streaming.LimitPoolSizeToVRAM=1 # 0 (default) *
!r.Streaming.UseFixedPoolSize=1 # 0 (default)
r.Streaming.Boost=1 # 1 (default)
r.Streaming.MipBias=0 # 0 (default)
r.Streaming.MinMipForSplitRequest=0 # 10.00 (default) ***GPU HEAVY***
r.Streaming.HiddenPrimitiveScale=1 # 0.50 (default)
r.Streaming.HLODStrategy=2 # 2/1 (options) 0 (default) ***RAM +300, FPS -3, 0 FASTEST/SMOOTHEST***
r.LODFadeTime=0.200 # 0.25 (default)
r.Streaming.MaxTempMemoryAllowed=768 # 256/512**/768***/1024*/2048/100000 (options) 300 (default) *


r.Filter.SizeScale = 1 # Allows to scale down or up the sample count used for bloom and Gaussian depth of field (scale is clamped to give reasonable results). Values down to 0.6 are hard to notice 1 full quality (default) >1 more samples (slower) <1 less samples (faster, artifacts with HDR content or boxy results with GaussianDOF)
r.BlurGBuffer = 0 # Toggle Blur Graphics Buffer for certain post-processing effects. This can produce slightly higher-quality results, but often isn't noticeable to the naked eye and can have a huge performance penalty
r.TranslucencyVolumeBlur = 1 # Whether to blur the translucent lighting volumes. 0:off, otherwise on, default is 1
r.DisableDistortion = 1 # Prevents distortion effects from rendering. Saves a full-screen framebuffer’s worth of memory.
r.MotionBlurQuality = 0 # Defines the motion blur method which allows to adjust for quality or performance. 0:off, 1:low, 2:medium, 3:high (default), 4: very high
r.MeshParticle.MinDetailModeForMotionBlur = 0
r.MotionBlur.Amount = 0
r.MotionBlur.Max = 0
r.MotionBlur.Scale = 0.000000
r.MotionBlurDebug = 0
r.MotionBlurIntensityOverride = 0.000000
r.MotionBlurLimitationOverride = 0.000000
r.MotionBlurRestrainOverride = 0.000000
r.MotionBlurScatter = 0
r.MotionBlurSeparable = 0

r.Mobile.SceneColorFormat = 1
r.Tonemapper.Quality = 0 # Defines the Tonemapper Quality in the range 0..5 Depending on the used settings we might pick a faster shader permutation 0: basic tonemapper only, lowest quality 1: + FilmContrast 2: + Vignette 3: + FilmShadowTintAmount 4: + Grain 5: + GrainJitter = full quality (default)
r.Tonemapper.GrainQuantization = 0 # 0: low (minor performance benefit) 1: high (default, with high frequency pixel pattern to fight 8 bit color quantization)r.Tonemapper.Sharpen = 2 # Sharpening in the tonemapper (not for ES2), actual implementation is work in progress, clamped at 10 0: off(default) 0.5: half strength 1: full strength
r.TonemapperFilm = 1 # Use new film tone mapper

r.DefaultFeature.AntiAliasing = 4
r.PostProcessAAQuality = 6 # Defines the postprocess anti aliasing method which allows to adjust for quality or performance. 0:off, 1:very low (faster FXAA), 2:low (FXAA), 3:medium (faster TemporalAA), 4:high (default TemporalAA), 5:very high, 6:max
r.TemporalAA.Upsampling = 1 # Whether to do primary screen percentage with temporal AA or not. 0: use spatial upscale pass independently of TAA (default); 1: TemporalAA performs spatial and temporal upscale as screen percentage method.
r.TemporalAA.AllowDownsampling = 0 # Allows half-resolution color buffer to be produced during TAA. Only possible when motion blur is off and when using compute shaders for post processing.
r.TemporalAAUpsampleFiltered = 1 # Use filtering to fetch color history during TamporalAA upsampling (see AA_FILTERED define in TAA shader). Disabling this makes TAAU faster, but lower quality.
r.TemporalAASamples = 8
r.TemporalAAFilterSize = 1 # Size of the filter kernel. (1.0 = smoother, 0.0 = sharper but aliased).
r.TemporalAACatmullRom=1
r.TemporalAA.HistoryScreenPercentage=100
r.MSAA.AllowCustomResolves = 0
r.MSAA.CompositingSampleCount = 0
r.MSAACount = 0

r.DynamicRes.OperationMode=1
r.DynamicRes.MinScreenPercentage=100
r.DynamicRes.MaxScreenPercentage=100

r.AmbientOcclusionMaxQuality = 98 # Defines the max clamping value from the post process volume’s quality level for ScreenSpace Ambient Occlusion 100: don’t override quality level from the post process volume (default) 0..99: clamp down quality level from the post process volume to the maximum set by this cvar -100..0: Enforces a different quality (the absolute value) even if the postprocessvolume asks for a lower quality.
r.AmbientOcclusionLevels = 2 # Defines how many mip levels are using during the ambient occlusion calculation. This is useful when tweaking the algorithm. <0: decide based on the quality setting in the postprocess settings/volume and r.AmbientOcclusionMaxQuality (default) 0: none (disable AmbientOcclusion) 1: one 2: two (costs extra performance, soft addition) 3: three (larger radius cost less but can flicker)
r.AmbientOcclusionRadiusScale = 1.0 # Allows to scale the ambient occlusion radius (SSAO). 0:off, 1.0:normal, <1:smaller, >1:larger
r.AmbientOcclusionMipLevelFactor = 1 # Controls mipmap level according to the SSAO step id 0: always look into the HZB mipmap level 0 (memory cache trashing) 0.5: sample count depends on post process settings (default) 1: Go into higher mipmap level (quality loss)
r.AOHistoryStabilityPass = 1 # Whether to gather stable results to fill in holes in the temporal reprojection. Adds some GPU cost but improves temporal stability with foliage.
r.AOHistoryWeight = 0.6 # Amount of last frame’s AO to lerp into the final result. Higher values increase stability, lower values have less streaking under occluder movement.
r.AOUseHistory = 1 # Whether to apply a temporal filter to the distance field AO, which reduces flickering but also adds trails when occluders are moving.

r.VolumetricFog = 1 # Whether to allow the volumetric fog feature.
r.VolumetricFog.GridSizeZ = 16 # How many Volumetric Fog cells to use in z.
r.VolumetricFog.GridPixelSize = 24 # XY Size of a cell in the voxel grid, in pixels.
r.VolumetricFog.DepthDistributionScale = 10.000000 # Scales the slice depth distribution.
r.FogDensity = -1 # Allows to override the FogDensity setting (needs ExponentialFog in the level). Using a strong value allows to quickly see which pixel are affected by fog. Using a start distance allows to cull pixels are can speed up rendering. <0: use default settings (default: -1) >=0: override settings by the given value (0:off, 1=very dense fog)
r.SupportAtmosphericFog = 1

r.SSR.MaxRoughness = 1.100000
r.SSR.HalfResSceneColor = 0
r.ReflectionEnvironmentBeginMixingRoughness = 0.010000
r.ReflectionEnvironmentEndMixingRoughness = 0.800000
r.ReflectionEnvironmentLightmapMixLargestWeight = 11000
r.GBufferFormat = 5 # Default to High Precision Normals changes the look and quality of the reflection. Defines the memory layout used for the GBuffer.increased GPU memory (affects performance, mostly through bandwidth, quality of normals and material attributes)., 0: lower precision (8bit per component, for profiling, 1: low precision (default), 3: high precision normals encoding, 5: high precision

r.SubsurfaceScattering = 1
r.SSS.Quality = -1 # Defines the quality of the recombine pass when using the SubsurfaceScatteringProfile shading model 0: low (faster, default) 1: high (sharper details but slower) -1: auto, 1 if TemporalAA is disabled (without TemporalAA the quality is more noticable)
r.SSS.SampleSet = 2 # Defines how many samples we use for Screenspace Subsurface Scattering feature. 0: lowest quality (6*2+1) 1: medium quality (9*2+1) 2: high quality (13*2+1) (default)
r.SSS.Checkerboard = 2 # Enables or disables checkerboard rendering for subsurface profile rendering. This is necessary if SceneColor does not include a floating point alpha channel (e.g 32-bit formats) 0: Disabled (high quality) 1: Enabled (low quality). Surface lighting will be at reduced resolution. 2: Automatic. Non-checkerboard lighting will be applied if we have a suitable rendertarget format
r.SSS.HalfRes = 0 # 0: full quality (not optimized, as reference) 1: parts of the algorithm runs in half resolution which is lower quality but faster (default)
r.SSS.Scale = 3 # Character skin quality 0 to a value of 10. GPU heavy
r.SSS.Filter = 1

a.URO.ForceAnimRate = 2




D3D12.PSO.DiskCache = 1 # Enables a disk cache for Pipeline State Objects (PSOs).PSO descs are cached to disk so subsequent runs can create PSOs at load-time instead of at run-time. This cache contains data that is independent of hardware, driver, or machine that it was created on. It can be distributed with shipping content., 0 to disable the pipeline state disk cache,1 to enable the pipeline state disk cache (default)
D3D12.PSO.DriverOptimizedDiskCache = 1 # Enables a disk cache for driver-optimized Pipeline State Objects (PSOs). PSO descs are cached to disk so subsequent runs can create PSOs at load-time instead of at run-time. This cache contains data specific to the hardware, driver, and machine that it was created on. 0 to disable the driver-optimized pipeline state disk cache, 1 to enable the driver-optimized pipeline state disk cache
r.XGEShaderCompile = 1
r.XGEShaderCompile.Mode = 1
r.XGEShaderCompile.Xml.BatchGroupSize = 256
r.XGEShaderCompile.Xml.BatchSize = 16
r.XGEShaderCompile.Xml.JobTimeout = 0.500000

How can I find this file? So where is it?
Leylin Archeron Nov 21, 2024 @ 5:27am 
unreal stutter engine 5, for x5 the stutters
Last edited by Leylin Archeron; Nov 21, 2024 @ 5:27am
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Date Posted: Nov 20, 2024 @ 10:11pm
Posts: 14