SILENT HILL 2

SILENT HILL 2

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mitch Oct 6, 2024 @ 12:31am
FOV, James ghosting, stutter, and +20fps (FIX)
edit: fov ruins cutscenes and the map so its kind of unusable

for fov download "Universal Unreal Engine 5 Unlocker". patreon only lol there may be other UE5 unlockers; anything that gives you a console. enter "fov (number)" in. i like 100

you can disable fog and mess around with silly commands which is fun. and potentially fix more than i've found
https://framedsc.com/GeneralGuides/ue5_commands.htm

an actual fov fix that considers cutscene and action fov changes will probably come out soon

james ghosting is caused by TAA. while there's a sharpening setting in the game that you may have disabled, epic's own fix for TAA ghosting (a known UE issue) is to use a sharpening command (r.Tonemapper.Sharpen=0.5). having sharpening in-game on high is good. then setting TSR on seemed to alleviate most of his apparent ghosting for me

so put ingame sharpening on high, TSR on, then open Engine.ini (AppData\Local\SilentHill2\Saved\Config\Windows\) and put in these commands i conjured

[SystemSettings]
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.motionblurquality=0
r.Distortion=0
r.DisableDistortion=1
r.AntiAliasingQuality=3
r.TemporalAACurrentFrameWeight=0.3
r.TemporalAASamples=2
r.TemporalAA.Algorithm=1
r.Tonemapper.Sharpen=0.5


for less stuttering open details on task manager then set priority to high

put shadows on low for +20 fps and a seemingly negligible difference
Last edited by mitch; Oct 6, 2024 @ 1:33am
Originally posted by CapitanPumbo:
r.Distortion=0
r.DisableDistortion=1

Don't use these, that's misinformation. These control things like heat distortion (e.g. a warm road in the distance, or on top of fire), it's not lens distortion, so they are either useless at best and wrong at worse.
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Showing 16-29 of 29 comments
mitch Oct 6, 2024 @ 2:27am 
Originally posted by Baaaal:
Originally posted by Defective Dopamine Pez Dispenser:
So from what I'm reading here and in other topics, it's basically TSR to the rescue. That's great to know. Ghosting is a huge pet peeve.

I have tested with every possible combination of TSR/FSR/settings/blur and .ini tweaks, and anyone who says those changes solve the white ghosting/fringing are either lying or have no clue. The issue is the game itself, as the issue does not always appear and seems to be tied to specific locations. For example inside Lake Side Apartments, it always seems to be present on the ground floor next to the reception area, when looking at the door next to the stairway, and on the second floor when looking directly at some doors, but is not at all present in most apartments.

TSR fixed all apparent ghosting for me.
Last edited by mitch; Oct 6, 2024 @ 2:27am
Originally posted by Baaaal:
Originally posted by Defective Dopamine Pez Dispenser:
So from what I'm reading here and in other topics, it's basically TSR to the rescue. That's great to know. Ghosting is a huge pet peeve.

I have tested with every possible combination of TSR/FSR/settings/blur and .ini tweaks, and anyone who says those changes solve the white ghosting/fringing are either lying or have no clue. The issue is the game itself, as the issue does not always appear and seems to be tied to specific locations. For example inside Lake Side Apartments, it always seems to be present on the ground floor next to the reception area, when looking at the door next to the stairway, and on the second floor when looking directly at some doors, but is not at all present in most apartments.

That's not uncommon behavior for temporal ghosting, though. (By temporal, I don't just mean temporal AA, but any form of ghosting resulting from temporal frame data artifacts.) Certain surfaces (especially striated patterns of various kinds,) materials, and even lighting conditions (often in areas where there are transitions between lighter and darker lighting, like thresholds between indoors or outdoors, the edges of very soft shadows in games, etc.) can be more prone to this kind of ghosting than others, when objects (including player characters) move in front of them.

It's doubtful it's exclusively linked to TAA, as lots of things can influence this. That's why you'll see ghosting even with TAA disabled in games, and why people here have mentioned still seeing it.

TSR is able to do a better job of this for various reasons, which is why it can greatly reduce, but not entirely eliminate ghosting. Anywhere where there's poor temporal coherence (like in the kinds of areas mentioned) it can still struggle to prevent it. It's not an always there or always absent issue, it's dynamic and contingent.

I doubt there's an all inclusive fix that totally eliminates it in 100% of scenarios. The goal is to minimize it to where it's no longer discernible to you personally, on your system.

Cyberpunk 2077 is a good example of a game with pretty noticeable temporal ghosting in certain locations, at certain times of day, etc. One reason I asked about Reflex is because in that game and others, I've found that enabling Reflex with Boost On reduces it even further in addition to other steps.

Sometimes even just disabling one very specific feature (like RT sun shadows for example in some games, because of how soft their edges are and how much of a gradient there is between where they begin and end) can reduce it, since those kinds of transitions between light and dark, especially when combined with specific surfaces, can increase the likelihood of it happening.

Anyway TLDR: It's not a simple there or not there issue, necessarily. But it makes sense that TSR greatly reduces it relative to TAA and depending on other factors may for all intents and purposes eliminate it for a lot of people.
Last edited by Defective Dopamine Pez Dispenser; Oct 6, 2024 @ 2:55am
Taberis Oct 6, 2024 @ 3:09am 
Originally posted by gamegpu:
To play you need to have a fairly powerful PC

https://en.gamegpu.com/action-/-fps-/-tps/silent-hill-2-test-gpu-cpu

Pretty much, this is one heaving GPU reliant game. 13900K, 32BG DDR5, SSD & 4090 with 3440x1440 (21:9), epic preset, RT, HDR, no frame gen or up scaling and I get ~65-80 FPS running around the streets of SH but the lowest dip was ~54 FPS when it stutters.

Something is causing a hiccup to the game. For the most part it runs smooth but there is the occasional stutter and I've noticed that whenever it stutters there is a spike in frame timing. With unlimited FPS the stutter seems more noticeable than when locked at 60.
The author of this thread has indicated that this post answers the original topic.
CapitanPumbo Oct 7, 2024 @ 2:31pm 
r.Distortion=0
r.DisableDistortion=1

Don't use these, that's misinformation. These control things like heat distortion (e.g. a warm road in the distance, or on top of fire), it's not lens distortion, so they are either useless at best and wrong at worse.
CaptainCobana Oct 7, 2024 @ 2:46pm 
Can someone explain to me why the ghosting is sooo much worse on native than it is on TSR?
CaptainCobana Oct 7, 2024 @ 2:49pm 
Originally posted by mitch:
do u have tsr on? i think that's what rly changed anything for me

also with the fog there's unfortunately like a black smoke around james as he moves, which can look like ghosting or brightness issues
Yeah, it's just the game, I guess. Looks the same from the PS5 Version and Gameplays I saw on youtube. Does your fix also get rid of the ghosting that appears on certain backgrounds (like the wet streets (especially the leaves tend to have a trail behind them or in certain dark places)?
CaptainCobana Oct 7, 2024 @ 2:51pm 
Originally posted by Defective Dopamine Pez Dispenser:
Originally posted by Baaaal:

I have tested with every possible combination of TSR/FSR/settings/blur and .ini tweaks, and anyone who says those changes solve the white ghosting/fringing are either lying or have no clue. The issue is the game itself, as the issue does not always appear and seems to be tied to specific locations. For example inside Lake Side Apartments, it always seems to be present on the ground floor next to the reception area, when looking at the door next to the stairway, and on the second floor when looking directly at some doors, but is not at all present in most apartments.

That's not uncommon behavior for temporal ghosting, though. (By temporal, I don't just mean temporal AA, but any form of ghosting resulting from temporal frame data artifacts.) Certain surfaces (especially striated patterns of various kinds,) materials, and even lighting conditions (often in areas where there are transitions between lighter and darker lighting, like thresholds between indoors or outdoors, the edges of very soft shadows in games, etc.) can be more prone to this kind of ghosting than others, when objects (including player characters) move in front of them.

It's doubtful it's exclusively linked to TAA, as lots of things can influence this. That's why you'll see ghosting even with TAA disabled in games, and why people here have mentioned still seeing it.

TSR is able to do a better job of this for various reasons, which is why it can greatly reduce, but not entirely eliminate ghosting. Anywhere where there's poor temporal coherence (like in the kinds of areas mentioned) it can still struggle to prevent it. It's not an always there or always absent issue, it's dynamic and contingent.

I doubt there's an all inclusive fix that totally eliminates it in 100% of scenarios. The goal is to minimize it to where it's no longer discernible to you personally, on your system.

Cyberpunk 2077 is a good example of a game with pretty noticeable temporal ghosting in certain locations, at certain times of day, etc. One reason I asked about Reflex is because in that game and others, I've found that enabling Reflex with Boost On reduces it even further in addition to other steps.

Sometimes even just disabling one very specific feature (like RT sun shadows for example in some games, because of how soft their edges are and how much of a gradient there is between where they begin and end) can reduce it, since those kinds of transitions between light and dark, especially when combined with specific surfaces, can increase the likelihood of it happening.

Anyway TLDR: It's not a simple there or not there issue, necessarily. But it makes sense that TSR greatly reduces it relative to TAA and depending on other factors may for all intents and purposes eliminate it for a lot of people.

Thank you a lot! Finally someone that makes some sense and that I can actually learn from about things that have been bothering me and made me wonder if it's about my hardware perhaps lol.
Obi WanX Konami Oct 7, 2024 @ 9:30pm 
ty for ghost leaves fix
CaptainCobana Oct 7, 2024 @ 10:12pm 
Originally posted by obiwanxkonami:
ty for ghost leaves fix
It fixed it for you? Doesn't do anything for me.

Originally posted by CaptainCobana:
Originally posted by obiwanxkonami:
ty for ghost leaves fix
It fixed it for you? Doesn't do anything for me.

People seem to be having the best results using this specifically: https://www.pcgamingwiki.com/wiki/Silent_Hill_2#DLSS_ghosting

That and TSR. But your mileage will probably still vary based on what I'm seeing others experience.
Last edited by Defective Dopamine Pez Dispenser; Oct 7, 2024 @ 10:48pm
CaptainCobana Oct 7, 2024 @ 11:26pm 
Originally posted by Defective Dopamine Pez Dispenser:
Originally posted by CaptainCobana:
It fixed it for you? Doesn't do anything for me.

People seem to be having the best results using this specifically: https://www.pcgamingwiki.com/wiki/Silent_Hill_2#DLSS_ghosting

That and TSR. But your mileage will probably still vary based on what I'm seeing others experience.

Yeah, I'm already in TSR (don't have DLSS) and it's easily the best option for me. I'm Just saying that Messing with the Engine.ini file doesn't seem to change anything, at the very least in regards to the ghosting.
SkyflareFox Oct 7, 2024 @ 11:30pm 
Originally posted by mitch:
edit: fov ruins cutscenes and the map so its kind of unusable

for fov download "Universal Unreal Engine 5 Unlocker". patreon only lol there may be other UE5 unlockers; anything that gives you a console. enter "fov (number)" in. i like 100

you can disable fog and mess around with silly commands which is fun. and potentially fix more than i've found
https://framedsc.com/GeneralGuides/ue5_commands.htm

an actual fov fix that considers cutscene and action fov changes will probably come out soon

james ghosting is caused by TAA. while there's a sharpening setting in the game that you may have disabled, epic's own fix for TAA ghosting (a known UE issue) is to use a sharpening command (r.Tonemapper.Sharpen=0.5). having sharpening in-game on high is good. then setting TSR on seemed to alleviate most of his apparent ghosting for me

so put ingame sharpening on high, TSR on, then open Engine.ini (AppData\Local\SilentHill2\Saved\Config\Windows\) and put in these commands i conjured

[SystemSettings]
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.motionblurquality=0
r.Distortion=0
r.DisableDistortion=1
r.AntiAliasingQuality=3
r.TemporalAACurrentFrameWeight=0.3
r.TemporalAASamples=2
r.TemporalAA.Algorithm=1
r.Tonemapper.Sharpen=0.5


for less stuttering open details on task manager then set priority to high

put shadows on low for +20 fps and a seemingly negligible difference

double of fps

[SystemSettings]
r.FidelityFX.FI.Enabled=1
Obi WanX Konami Oct 9, 2024 @ 6:07am 
Should be a sticky
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Date Posted: Oct 6, 2024 @ 12:31am
Posts: 29