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Easy Anti-Cheat in my experience
- closes the game if it detects a unexpected disconnect from the server
- monitors and logs all programs being ran on your pc
- reports potential bad actors to the community manager team
- auto bans people using known hacking software
- can prevent the game from launching if modding software is running
All the above settings, I believe, can be customized by the developer team. OFF/ON/CUSTOM
For the record. I thought the in-game graphics looked bad. So I updated my engine.ini file to reduce TAA in-game. No ban yet, but obviously changed your file is done at your own risk.
I'm not too deep into the game so I'm not too worried about getting banned either.
r.DFShadowQuality=3
r.PathTracing.MaxSSSBounces=512
r.SSS.Scale=5
r.Reflections.Denoiser.PreConvolution=2
r.Lumen.Reflections.ScreenSpaceReconstruction=1
r.Lumen.Reflections.TraceMeshSDFs=1
r.Lumen.Reflections.RoughnessFadeLength=0.1
r.Lumen.Reflections.ScreenSpaceReconstruction.NumSamples=4012
r.Lumen.Reflections.Temporal.DistanceThreshold=0.05
r.Lumen.Reflections.HierarchicalScreenTraces.MaxIterations=50
r.Lumen.Reflections.RadianceCache=0
r.Lumen.HardwareRayTracing.LightingMode=3
r.Lumen.IrradianceFieldGather=0
r.Lumen.SkylightLeaking.Roughness=0
r.LumenScene.DirectLighting.Heightfield.ShadowRayBias=0.003
r.LumenScene.DirectLighting.MeshSDF.ShadowRayBias=0.003
r.LumenScene.DirectLighting.ShadowMap.SamplingBias=0.01
r.LumenScene.DirectLighting.OffscreenShadowing.TraceMeshSDFs=1
r.LumenScene.DirectLighting.HardwareRayTracing=1
r.LumenScene.DirectLighting.HardwareRayTracing.HeightfieldProjectionBiasSearchRadius=1024
r.LumenScene.DirectLighting.MaxLightsPerTile=32
r.LumenScene.FastCameraMode=0
r.LumenScene.Radiosity.DistanceFieldSurfaceBias=0.0
r.Lumen.DiffuseIndirect.Allow=1
r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal=1
r.Lumen.ProbeHierarchy.SamplePerPixel=8
r.Lumen.Reflections.Allow=1
r.Lumen.TraceDistanceScale=4
r.Lumen.DiffuseIndirect.MinSampleRadius=0.002
r.Lumen.IrradianceFieldGather.ProbeOcclusionNormalBias=0.003
r.Lumen.ProbeHierarchy.AdditionalSpecularRayThreshold=100
r.Lumen.RadianceCache.SpatialFilterMaxRadianceHitAngle=30
r.LumenScene.DistantScene.NaniteLODBias=0
r.LumenScene.Radiosity=1
r.Lumen.Reflections.MaxRoughnessToTrace=100000
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal=1
r.Lumen.Reflections.BilateralFilter.NumSamples=512
r.AOGlobalDistanceField.FastCameraMode=0
r.AOGlobalDistanceField.MinMeshSDFRadius=0.0001
r.AOGlobalDistanceField.MinMeshSDFRadiusInVoxels=0.0001
r.AOGlobalDistanceFieldForceFullUpdate=1
r.AOGlobalDistanceFieldRepresentHeightfields=1
r.AOMaxViewDistance=300
r.Lumen.ProbeHierarchy.MaxProbeResolution=32
r.Lumen.Reflections.DownsampleFactor=0
r.Lumen.Reflections.ScreenSpaceReconstruction.RoughnessScale=0.75
r.Lumen.TraceMeshSDFs.Allow=1
r.LumenScene.Radiosity.MinTraceDistanceToSampleSurface=0.003
r.ContactShadows=1
r.Shadow.EnableModulatedSelfShadow=1
r.Shadow.CSMDepthBias=0.006
r.Shadow.CSMSlopeScaleDepthBias=0.006
r.Shadow.PerObjectDirectionalDepthBias=0.006
r.Shadow.PerObjectDirectionalSlopeDepthBias=0.006
r.Shadow.PerObjectSpotLightDepthBias=0.006
r.Shadow.PerObjectSpotLightSlopeDepthBias=0.006
r.Shadow.SpotLightDepthBias=0.006
r.Shadow.SpotLightSlopeDepthBias=0.006
r.Shadow.PointLightDepthBias=0.006
r.Shadow.PointLightSlopeScaleDepthBias=0.006
r.Shadow.RectLightDepthBias=0.006
r.Shadow.RectLightSlopeScaleDepthBias=0.006
r.Shadow.ShadowMaxSlopeScaleDepthBias=2
r.CapsuleShadows=1
r.Lumen.Reflections.SmoothBias=0.25
Make sure all ingame settings are at Ultra otherwise half of this wont do anything
I wish we wouldn't be forced to use the attrocious TAA, the ghosting almost makes me vomit.
Add this to your engine.ini
r.TemporalAA.HistoryScreenpercentage=200
r.BasePassForceOutputsVelocity=1
r.TemporalAAPauseCorrect=1
r.TemporalAA.Upsampling=1
r.TemporalAACatmullRom=1
r.TemporalAA.Algorithm=0
r.PostProcessAAQuality=6
r.TemporalAA.Quality=2
foliage.DitheredLOD=1
r.TemporalAACurrentFrameWeight=0.40
r.TemporalAAFilterSize=0.45
r.TemporalAASamples=3
I have this problem with GI in this game, i believe it's the same problem as OP.
It's the only game that does this weird artifacting light, splotches, the only UE5 game i'm playing. Really in need of a solution
Yep, pretty much the same issue. Abiotic Factor, another UE5 game using Lumen by default for it's lighting and GI, also does that weird splotching from light sources in darker areas. I've yet to find a solution, but I'll be trying TemplarGFX's solutions to TAA and Lumen soon.
Since starting this discussion I've scoured the internet and have only found ways to disable TAA and severely worsen the GI. Hopefully Templar's settings work, and if they don't at least they'll point in the right direction probably.
I hope the devs noticing this as well, it's not game breaking but it's really bugging me
There is no perfect solution. So far (Im still trying and testing values) I have found no way to flat increase the number of rays cast by lumen when light bounces off of a surface.
The main thing my settings change is the quality of the light reflection and the length of the rays cast as well as various roughness features that usually prevent rays being cast to cause rays to still get cast. This does do a pretty good job of filling in most of the blotches but no matter what values I change, if light hits a rounded surface and its bright the reflected light creates the splotchy effect on surfaces that are far away from the reflection point. Theres just not enough rays cast.
My TAA settings almost disable it, so its alot more subtle but not totally off. Hair has a bit of dithering to it but its not noticable in gameplay
You're definitely right, there is no perfect solution. I did a little more scouring and everything I found that can help increases the performance cost significantly or requires work on the game dev's end. It seems Lumen just needs a little more work before it's somewhat less noisy/splotchy.
Those TAA settings did help though, thank you for those.