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Fix vanilla flickering ray tracing in dark scenes or shadows
Hopefully fixes slow and hitchy ray tracing due to incomplete/poorly configured PSO cache
Completely reworked the texture streamer, which was only partly enabled
Fixed hitches from shaders and shadows compiling after they've presented
Improves water quality, which was rendered at half res
Cut scenes have an FPS boost with no visible quality loss by reducing excessive quality
Freed ~500MB VRAM by disabling several unused engine functions, enabling larger PoolSizes.
Rebalanced in-game graphics settings "Epic" is now closer to cut-scenes, "High" is what "Epic" used to be. "Mid" and "Low" should now look a lot more detailed but work on lower-end PCs
Fixed TAA crawling on sharp texture edges. NOTE: This requires DLSS (it's not fixable on FSR2 unfortunately)
Fixed blurry textures by using in-engine texture sharpening depending on the material (e.g. walls need more sharpening than skin)
Improved white flashes on screen when moving the camera quickly. Not entirely gone but much better
Improved fog and increased the visible movement of fog in lights
Reduced motion blur and improved its quality
Tweaked depth of field and bloom quality in line with game's look
Increase anisotropic filtering to 16x
Fixed TAA edge jitters by using DLSS as an unsharp mask before applying UE's texture sharpener (DLSS/DLAA only)
Fixed stalling when changing camera views in cut scenes
Tweaked subsurface scattering on skin (slightly reduced) to better match the game look
Increased shadow draw distances for High and Epic graphics settings
Enabled texture and shadow LOD fading over 2 seconds to make pop-ins far less noticeable
Sharpened shadows to look more realistic/less blurry
Fixes excessive polygons with grass causing frame drops with ray tracing
Improved mesh accuracy of small objects (flasks, crates, bottles, plants) don't look distorted at a distance. NOTE: This needs more testing, please let me know if you find any potato meshes
Changed Oodle to Selkie (was Mermaid) texture compression which is slightly faster with no noticeable quality loss
Fixed virtual texture compression which causing traversal stutters moving the camera around
Reworks graphics settings so Epic is higher quality and Low is faster
Safe mods only modify INI files in the game settings. Risky files modify registry keys, and execute scripts in batch files. Security risks are mods than cannot be easily reviewed and verified by the community, because there are compiled binaries which require significant time investment to reverse engineer.
Yep, malicious mod.
At best I can assume the EXE is more familiar to the authors, perhaps it is just more convenient for requesting UAC Admin permissions. Which are a security threat.
"Boomer" means I learned how mods work before you were born, kiddo.
Your response is not sufficient to clear the bar for safe computing best practices. In fact, it is so abysmally insufficient as to be a negative indicator of the mod's safety. We must verify the supply chain.
* Start with a VirusTotal scan of the files for peer reviewed malware checks of known existing threat.
* Wait for a "background check" on the author of the mod, to see if there is any history of malicious activity.
* Provide the source code for compilation. (batch files are their own source code).
INI tweaks, replacing texture files with new HD textures, replacing 3D model files with higher res or different models which are generally flat unoptimized high res versions with rarely any LOD sub-models.
Most mods replace boring files with boring files. In some instances this could be accomplished by extracting a mere ZIP archive onto the correct folder, with the ZIP archive being fully open to examination.
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Games are for entertainment, and for play. Play is an educational medium, a means of learning game development. Mods should be open for reverese engineering for students and children to get better a game development.
EXEs that cannot be independently verified are hostile to a safe environment, far too similar to Smiley Face toolbars for IE6 that carry viruses, malware, and/or cryptominers.
Mods are for children, they are not the proper realm of closed source monetized code with protected trade secrets. Ban EXEs.