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rtx 3080, 5900x, 32gbram, sdd
It doesn't make any miracles, but it improves a lot. Especially if you use higher resolutions like 1440p.
go google the streaming settings line
You need to edit Engine.ini found here : C:\Users\AppData\Local\SilentHill2\Saved\Config\Windows
Then you add these lines at the end of the file :
[SystemSettings]
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.SceneColorFringeQuality=0
You also need to add nvngx_dlssd.dll to :
*\SILENT HILL 2\SHProto\Plugins\DLSS\Binaries\ThirdParty\Win64.
You can find the file on techpowerup.com.
Be aware that the performance will tank, since it enabled RR (Ray Recontruction). No more black artifact and better reflection/denoising though.
To help with performance, I recommand using OptiScaler, with it you can use the FG of the game yet still use DLSS. There is also an option to reduce input lag. I higly recommend it, I use this in several games (Alan Wake 2 for example, really benefit from it).
I gonna try that in Ready Or Not, to see if I can get rid of these artifact the same way.
You have to use RR to fix this? I've also found that disabling virtual shadows can fix it in some games (Still Wake the Deep is most obvious) without doing all of what you wrote. Just:
r.Shadow.Virtual.Enable=0
But I used that here and it didn't work, so I imagine your fix may be the only thing that does, but I don't want RR tanking performance just to get rid of ♥♥♥♥♥♥ jaggy shadows.
UE5 is a total joke.
To prevent bad perfromance, you can instal DLSS enabler (it will make possible tu activate Frame Gen while using DLSS as upscaler). I have good results and good perf with it.
I don't blame the developers of Bloober team, rather the shadowy figures behind them, forcing them to meet dead lines and what not.