SILENT HILL 2

SILENT HILL 2

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JS-2023 Nov 6, 2024 @ 7:52pm
Unplayable at 4K even with my 4070 TI Super
What is going on !!??
I just can't get a smooth gameplay even with all the Engine.ini tweaks from Nexusmods. This is verry frustrating !!!
I want to play it so much but not in this state so i quit it for now and wait for patches

Today 11/10/2024 I’m able to play at 4k DLSS quality FG preset Epic at 60 FPS with a flat frame time with this mod and activating ray tracing by pressing F1
https://www.nexusmods.com/silenthill2/mods/24
Thanks to SammiLucia
Last edited by JS-2023; Nov 10, 2024 @ 2:39am
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Showing 1-15 of 61 comments
Elitist_Bastard Nov 6, 2024 @ 7:56pm 
You can ... reduce the resolution? Have you tried that yet?
JS-2023 Nov 6, 2024 @ 8:01pm 
don't whant to i will wait until they fix it
Last edited by JS-2023; Nov 7, 2024 @ 4:21pm
Spock-Moccasin Nov 6, 2024 @ 8:06pm 
Same here. Running on 7800X3D/4090. Tried everything and still runs choppy.
GoldInfinit7 Nov 6, 2024 @ 8:06pm 
You need to turn on DLSS if you don’t have it enabled. If you don’t get your target FPS. You need to decrease DLSS quality towards a more performance. Try different presets also. If you can’t do the highest preset go for High, then Medium
JS-2023 Nov 6, 2024 @ 8:28pm 
Yes i know but if you buy very expensive components it is not for playing at low resolutions in medium
Alan Wake 2 runs perfectly well on my rig in 4K all maxed out with path tracing on
Cyberpunk 2077 runs very well with path tracing too so this is the last game I play when it comes out.
From now on I will wait a few months before playing new a game
Last edited by JS-2023; Nov 6, 2024 @ 8:31pm
PRAET0R1AN™ Nov 6, 2024 @ 8:36pm 
Try this op.

Open start menu > search run and open the run app.

Paste this in :
%localappdata%/silenthill2/Saved/Config/Windows

Hit enter.

There will be a bunch of .ini files in there, open Engine.ini with notepad ( right click > open with )

Scroll down to the very bottom, press enter to add a new line and add the following

[SystemSettings]
r.nanite 0

Close and save the changes, then launch the game again and see if performance has improved.
JS-2023 Nov 6, 2024 @ 8:40pm 
I already tried but it doesn't look good
JS-2023 Nov 6, 2024 @ 8:41pm 
Even with all those commandes

[SystemSettings]
D3D12.PSO.DriverOptimizedDiskCache=1
D3D12.AsyncDeferredDeletion=1
D3D12.ResidencyManagement=1
D3D12.Aftermath=0
D3D12.InsertOuterOcclusionQuery=1
D3D12.StablePowerState=0
D3D12.SyncThreshold=999
fx.BatchAsync=1
r.NGX.DLSS.denoisermode=1
r.Lumen.Reflections.BilateralFilter=0
r.Lumen.Reflections.ScreenSpaceReconstruction=0
r.Lumen.Reflections.Temporal=0
r.Shadow.Denoiser=0
r.ShaderPipeLineCache.Enabled=1
r.ShaderPipeLineCache.Precompile=1
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.motionblurquality=0
r.Distortion=0
r.DisableDistortion=1

[/script/engine.renderersettings]
r.CookOutUnusedDetailModeComponents=1
r.AsyncCompute=1
r.AsyncPipelineCompile=1
r.DontLimitOnBattery=1
r.AOAsyncBuildQueue=1
r.Shaders.Optimize=1
r.UseAsyncShaderPrecompilation=1
r.Streaming.UseAsyncRequestsForDDC=1
r.Streaming.AmortizeCPUToGPUCopy=1
r.Streaming.UseNewMetrics=1
r.Streaming.LimitPoolSizeToVRAM=1
r.OneFrameThreadLag=1
r.RHICmdCollectRHIThreadStatsFromHighLevel=0
r.VolumetricRenderTarget.PreferAsyncCompute=1
r.GPUCrashDebugging=0
r.GPUCrashDump=0
r.GPUCrashDebugging.Aftermath.Markers=0
r.GPUCrashDebugging.Aftermath.Callstack=0
r.GPUCrash.DataDepth=0
r.ShaderLibrary.PrintExtendedStats=0
r.GPUCrash.Collectionenable=0
r.D3D12.GPUCrashDebuggingMode=0
r.CompileShadersForDevelopment=0
s.MaxIncomingRequestsToStall=0
s.MaxReadyRequestsToStallMB=0
r.EnableDebugSpam_GetObjectPositionAndScale=0
memory.LogGenericPlatformMemoryStats=0
fx.ParticlePerfStats.Enabled=0
fx.ParticlePerfStats.Enabled=false
p.Chaos.VisualDebuggerEnable=0
fx.EnableCircularAnimTrailDump=0
r.SceneColorFringe.Max=0
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.SceneColorFringeQuality=0
r.Shadow.CachePreshadow=1
r.Shadow.CacheWholeSceneShadows=1
r.UniformBufferPooling=1
r.RHICmdAsyncRHIThreadDispatch=1
r.D3D.RemoveUnusedInterpolators=1
gc.CreateGCClusters=1
p.Chaos.PerParticleCollision.ISPC=1
p.Chaos.Spherical.ISPC=1
p.Chaos.Spring.ISPC=1
p.Chaos.TriangleMesh.ISPC=1
p.Chaos.VelocityField.ISPC=1
vm.OptimizeVMByteCode=1
net.TickAllOpenChannels=0
being.DrawRootMotion=0
fx.Niagara.DebugDraw.Enabled=0
LevelSequence.InvalidBindingTagWarnings=false
TaskGraph.PrintBroadcastWarnings=0
r.Streaming.DefragDynamicBounds=1
r.Emitter.FastPoolEnable=1
r.Shadow.CSMCaching=1
r.LumenScene.Lighting.AsyncCompute=1
r.Bloom.AsyncCompute=1
r.ParallelRendering=1
r.ParallelShadows=1
r.ParallelShadowsNonWholeScene=1
r.ParallelTranslucency=1
r.ParallelVelocity=1
r.ParallelSceneCapture=1
r.ParallelRenderUploads=1
r.ParallelParticleUpdate=1
r.ParallelMeshMerge=1
r.ParallelMeshDrawCommands=1
r.ParallelMeshProcessing=1
r.ParallelPhysicsScene=1
r.ParallelAsyncComputeTranslucency=1
r.ParallelAsyncComputeSkinCache=1
r.ParallelZPrepass=1
r.ParallelLandscapeLayerUpdate=1
r.ParallelLandscapeSplatAtlas=1
r.ParallelLandscapeSplineUpdate=1
r.ParallelLandscapeSplineSegmentCalc=1
r.ParallelDistributedScene=1
r.ParallelBatchDispatch=1
r.ParallelCulling=1
r.ParallelDistanceField=1
r.ParallelReflectionCaptures=1
r.ParallelReflectionEnvironment=1
r.ParallelReflectionShadowing=1
r.ParallelLightingComposition=1
r.ParallelLightingSetup=1
r.ParallelLightingBuild=1
r.ParallelLightingInject=1
r.ParallelLightingPropagation=1
r.ParallelTonemapping=1
r.ParallelPostProcessing=1
r.ParallelShadowFade=1
r.ParallelShadowLights=1
r.ParallelShadowDepth=1
r.ParallelShadowFrustums=1
r.ParallelShadowSplit=1
r.ParallelOnePassPointLightShadowRendering=1
r.ParallelCascadeShadowMaps=1
r.ParallelShadowRendering=1
r.ParallelTranslucentShadowRendering=1
r.ParallelSceneColorGather=1
r.ParallelPhysicsStepAsync=1
r.ParallelDestruction=1
r.ParallelNavOctreeUpdate=1
r.ParallelNavBoundsCalc=1
r.ParallelNavBoundsInit=1
r.ParallelNavBoundsUpdate=1
r.ParallelGameThreadInitTasks=1
r.ParallelGameThreadTickTasks=1
r.ParallelSkeletalClothUpdate=1
r.ParallelSkeletalClothSkinning=1
r.ParallelSkeletalClothBoundsCalc=1
r.ParallelSkeletalClothGather=1
r.ParallelSkeletalClothPrepareSim=1
r.ParallelSkeletalClothSimulate=1
r.ParallelSkeletalClothUpdateVerts=1
r.ParallelSkeletalClothUpdateBounds=1
r.ParallelAnimationUpdate=1
r.ParallelAnimationEvaluation=1
r.ParallelAnimationCompression=1
r.ParallelAnimationRetargeting=1
r.ParallelAnimationStreaming=1
r.ParallelAnimationCompressionAsync=1
r.ParallelAnimationRetargetingAsync=1
r.ParallelAnimationStreamingAsync=1
r.ParallelAnimationCacheConversion=1
r.ParallelAnimationCacheConversionAsync=1
r.ParallelAnimationCacheStreaming=1
r.ParallelTaskShaderCompilation=1
r.ParallelMeshBuildUseJobCulling=1
r.ParallelMeshBuildUseJobMerging=1
r.ParallelBasePass=1
r.ParallelGatherShadowPrimitives=1
r.ParallelInitViews=1
r.ParallelPrePass=1
rhi.ResourceTableCaching=1
rhi.SyncAllowEarlyKick=1
r.RHICmdUseParallelAlgorithms=1
r.RHICmdDeferSkeletalLockAndFillToRHIThread=1
r.AsyncCreateLightPrimitiveInteractions=1
r.EnableAsyncComputeTranslucencyLightingVolumeClear=1
r.Tonemapper.Quality=1
r.Renderer.UseGPUInstancing=1
r.DownsampledOcclusionQueries=1
r.LensBlur.UseGS=1
net.ShareShadowState=0
net.ShareSerializedData=0
net.AllowAsyncLoading=1
r.GPUDefrag.MaxRelocations=0
D3D12.ForceThirtyHz=0
r.UseParallelGetDynamicMeshElementsTasks=1
s.ProcessPrestreamingRequests=1
r.Streaming.StressTest.ExtraAsyncLatency=0
r.PreTileTextures=1
r.VT.ParallelFeedbackTasks=1
r.SupportAllShaderPermutations=0
r.ForceAllCoresForShaderCompiling=1
fx.EarlyScheduleAsync=1
r.Shadow.Preshadows=1
r.ExcludeHLODsFromCachedShadows=0
r.SSS.Burley.EnableProfileIdCache=1
r.TemporalAACatmullRom=1
grass.UseHaltonDistribution=1
r.Streaming.UsePerTextureBias=0
GeometryCache.OffloadUpdate=1
r.AmbientOcclusion.AsyncComputeBudget=1
r.NGX.LogLevel=0
r.VolumetricFog.GridPixelSize=8
r.VolumetricFog.GridSizeZ=256
r.VolumetricFog.HistoryWeight=0.98
r.VolumetricRenderTarget.Mode=3
r.VolumetricRenderTarget.UpsamplingMode=4
r.NGX.DLSS.denoisermode=1
r.Lumen.Reflections.BilateralFilter=0
r.Lumen.Reflections.ScreenSpaceReconstruction=0
r.Lumen.Reflections.Temporal=0
r.Shadow.Denoiser=0
r.ShaderPipeLineCache.Enabled=1
r.ShaderPipeLineCache.Precompile=1
r.motionblurquality=0
r.Distortion=0
r.DisableDistortion=1

[/script/windowstargetplatform.windowstargetsettings]
EnableMathOptimisations=True

[/script/engine.streamingsettings]
s.MinBulkDataSizeForAsyncLoading=0

[/script/engine.garbagecollectionsettings]
gc.CreateGCClusters=1
gc.AllowParallelGC=1
r.ShaderDrawDebug=0

[/script/engine.engine]
bAllowMultiThreadedShaderCompile=True

[/script/akaudio.aksettings]
bEnableMultiCoreRendering=True

[CrashReportClient]
bAgreeToCrashUpload=False
bImplicitSend=False

[/script/winstrumentedprofilerssettings.wtelemetrysettings]
bEnableTelemetry=False

[FATHydraCrashHandler]
LogCrashReportHydra=off
LogCrashUploader=off

[ConsoleVariables]
UseAllCores=True
bAllowMultiThreadedAnimationUpdate=true
bOptimizeAnimBlueprintMemberVariableAccess=true
bTargetsTiledGPU=true

[Core.Log]
LogPluginManager=off
LogOnlineIdentity=off
LogOnlineSession=off
LogMemory=off
LogPakFile=off
LogTemp=off
LogTelemetry=off
LogLinker=off
LogOnline=off
LogOnlineGame=off
LogAnalytics=off
LogConfig=off
LogInteractiveProcess=off
LogInput=off
LogOnlineEntitlement=off
LogOnlineEvents=off
LogOnlineFriend=off
LogOnlinePresence=off
LogOnlineTitleFile=off
LogOnlineUser=off
Global=off
Last edited by JS-2023; Nov 6, 2024 @ 8:43pm
PRAET0R1AN™ Nov 6, 2024 @ 10:54pm 
Originally posted by ja.deol:
I already tried but it doesn't look good
Disabling nanite doesn't change how it looks, but it does give you ~10 to 20fps more.

Rename that engine.ini to engine.ini.backup and run the game again so a new one is generated and then set just the command I posted.
DarknessRadio Nov 6, 2024 @ 11:00pm 
Originally posted by PRAET0R1AN™:
Originally posted by ja.deol:
I already tried but it doesn't look good
Disabling nanite doesn't change how it looks, but it does give you ~10 to 20fps more.

Rename that engine.ini to engine.ini.backup and run the game again so a new one is generated and then set just the command I posted.

It absolutely does change how it looks, but most models aren't such a drastic difference to notice. Here's one of the worst examples I took myself though.

https://imgsli.com/MzE2Mzk3
JohnBillington Nov 6, 2024 @ 11:03pm 
In the state it's in now, I won't play it even with my 4090
Last edited by JohnBillington; Nov 6, 2024 @ 11:03pm
PRAET0R1AN™ Nov 6, 2024 @ 11:10pm 
Originally posted by DarknessRadio:
Originally posted by PRAET0R1AN™:
Disabling nanite doesn't change how it looks, but it does give you ~10 to 20fps more.

Rename that engine.ini to engine.ini.backup and run the game again so a new one is generated and then set just the command I posted.

It absolutely does change how it looks, but most models aren't such a drastic difference to notice. Here's one of the worst examples I took myself though.

https://imgsli.com/MzE2Mzk3

I'll load in and take shots with nanite on/off with freecam so you can see there's literally no difference to visuals and I'll have an FPS counter on-screen too.

It's gonna be later though as its 7am for me.
DarknessRadio Nov 6, 2024 @ 11:17pm 
Originally posted by PRAET0R1AN™:
Originally posted by DarknessRadio:

It absolutely does change how it looks, but most models aren't such a drastic difference to notice. Here's one of the worst examples I took myself though.

https://imgsli.com/MzE2Mzk3

I'll load in and take shots with nanite on/off with freecam so you can see there's literally no difference to visuals and I'll have an FPS counter on-screen too.

It's gonna be later though as its 7am for me.

Did you... look at the link I posted. I literally took the screenshots myself with nanite enabled and then disabled, back to back. With no other changes.

So again, it definitely does affect how things look (not everything because everything doesn't use nanite) but most objects it's much smaller difference than the comparison that I posted. I found maybe 5 or 6 very low poly models throughout the entire game with nanite disabled.
nwad Nov 6, 2024 @ 11:32pm 
You should read the recommended system requirements.
Playing on recommended requirements should enable to play on Medium quality settings in 60 FPS or High quality settings in 30 FPS, in FullHD (or 4k using DLSS or similar technology). SSD is recommended.
PRAET0R1AN™ Nov 6, 2024 @ 11:35pm 
Originally posted by DarknessRadio:
Originally posted by PRAET0R1AN™:

I'll load in and take shots with nanite on/off with freecam so you can see there's literally no difference to visuals and I'll have an FPS counter on-screen too.

It's gonna be later though as its 7am for me.

Did you... look at the link I posted. I literally took the screenshots myself with nanite enabled and then disabled, back to back. With no other changes.

So again, it definitely does affect how things look (not everything because everything doesn't use nanite) but most objects it's much smaller difference than the comparison that I posted. I found maybe 5 or 6 very low poly models throughout the entire game with nanite disabled.

I did look but it wasn't a like for like screenshot, you'd moved your character between shots so it's more difficult to see any loss of quality when trying to drag the slider.

Freecam + time stop + nanite off/on..
That's how you do a comparison image, then you can see nanite enabled and disabled with no change in perspective.

I've done this before, I'll fire some images in later and I'll include the console command so you can see where nanite is enabled vs disabled.
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Date Posted: Nov 6, 2024 @ 7:52pm
Posts: 61