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In Engine.ini:
"*\Users\YourUserName\AppData\Local\SilentHill2\Saved\Config\Windows\Engine.ini"
[SystemSettings]
r.DepthOfFieldQuality=0
r.motionblurquality=0
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.Tonemapper.GrainQuantization=0
r.Tonemapper.Quality=0
Hi Dude Guyman, thanks for help me!
I will do this in my game and return here to say if solved my problem. Great day buddy!
Not worked, sadly, but thanks for trying to help I really appreciate it.
r.Tonemapper.Quality can also disable film grain, as well - however, the tone mapper CVAR doesn't give you the individual choice for enabling/disabling the other effects it handles (such as chromatic aberration, screen vignette, etc.)
r.Tonemapper.GrainQuantization actually no longer handles film grain enabling/disabling/quality levels in Unreal 5.X engine-games
If anyone is interested, I could upload the Silent Hill 2 CVAR dump file to Google Drive or somewhere else.
For instance, Bloober Team has set Silent Hill 2 to have Anisotropic Filtering on textures max out at x8 - this is even with the 'Texture Quality' in-game option set to 'High'. However, under the [SystemSettings] section in your Engine.ini file (or under the [TextureQuality@3] within your Scalability.ini), you can add the line:
r.MaxAnisotropy=16
Now, instead of the more limited 'x8' anisotropic texture filtering, you'll have twice the quality for filtered textures!
Again, that SH2 CVAR dump I made has soooo many more tweakable settings in there for you to look at
Yes, nice hint, very thanks my friend.
Very nice knowledge and very thanks for the help. The file you meant, how you got it?
Unreal Engine Unlocker cost me about 6 bucks, as the guy who created the program has U.E.U. up on his Patreon.
Basically, Unreal Unlocker injects itself into any Unreal 5 game you're playing in real time, and basically gives you a lot more access and information than standard .ini files do.
It's helped me figure out which .ini tweaks can actually work or be modified, as a lot of people tend to post .in tweaks that are either for earlier UE5 versions, or for Unreal 4 engine games.
It lets you tweak ray-tracing, post-processing effects, and many other things while the game is running so you don't have to keep rebooting the game to see your changes. It can also enable the developer console on UE5 games that support it, which can also let you test CVARs (such as r.filmgrain=0/1) in real-time, too.
As to how I got the complete list of Silent Hill 2's CVARs, there's an option in Unreal Unlocker that dumps every single CVAR for that specific version of Unreal 5.X that a game uses, and it includes all of the default values the developer set for them.
It's how I found out that even at max Texture Quality settings that Silent Hill 2's Anisotropic Filtering is only x8, when setting it to x16 provides a larger/longer radius for AF and barely affects performance
Please do, that'd be awesome
Sure thing! Here's a Google Drive link with the text file. It's pretty huge - and a lot of the graphics CVars start around line 5121. Enjoy!
https://drive.google.com/file/d/15E8kB8ylQj7Rem7c1P0NFTQ5lpB5BmYZ/view?usp=sharing
Thanks for the correction, and the cvar list!
Yeah, the Tonemapper thing worked in older UE games like the first Hellblade, so I was not sure in this case...but I did not notice any film grain in my play through, so figured it may still be working, or it was just subtle enough that it did not bother me. I still hate vignette, chromatic aberration, depth of field, and motion blur though. UGH!
No problemo, I also wasn't trying to be a ♥♥♥♥ or anything - it's just the film grain thing was driving me nuts and I couldn't find any concrete info on how to disable it properly. The vignette in SH2 was a little overdone, in my opinion. It looked okay in HDR, where black levels were already kind of raised, but in SDR the vignette effect almost made some sections unplayable - but I also don't have the greatest eyesight, either.
Glad you are enjoying the Cvar dump! It definitely helps with giving insight on how to better tweak the game - for instance, completely disabling Lumen (not just turning Raytracing to off in the options, as Off still uses Software Lumen) and just using SSGI (screen space global illumination) gave a MASSIVE performance boost - and without affecting most scenes quality! Most of the game is pretty dark, and uses really awesome baked lighting, so having absolutely zero raytracing didn't really hurt the experience too much in my opinion