Drive Beyond Horizons

Drive Beyond Horizons

The Ghosting in UE5 and HDR are awful.
You cant go in third Person because of the always present horrible Ghosting.
And when looking at a reflective Surface, the entire World lights up like its the Sun, just to take ages to go back to Normal Brightness Levels.

Aside from that, and some other Bugs and Glitches the Game is kinda Fun, ngl.
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Showing 1-12 of 12 comments
Cpt.Meho Mar 29 @ 8:44am 
I think it's because some kind of upscaling is being forced on. I'll have to check the ini files.
I noticed that.. Thought it was just my monitor but man is it awful at times. Only other game I had this big an issue with it was Days Gone, and I was never able to resolve that issue
SQKILL2 Mar 30 @ 10:56am 
i have that kind of thing in every games but on this game it's the most awful one
I agree it sucks, other games are suffering with it too, hoping once more graphics settings are added that we can mess with it and hopefully find a setting to either get rid of it or significantly reduce it
Glad I'm not the only one this is happening to or noticed how bad it is.
CosJay2k Apr 15 @ 6:09am 
I'm not 100 what method they use in vanilla, but adding this to engine.ini has worked well for me.

[/script/engine.renderersettings]
r.TSR.ShadingRejection.ExposureOffset=3.0
r.TSR.ShadingRejection.TileOverscan=3
r.TSR.ShadingRejection.SampleCount=0
r.TSR.RejectionAntiAliasingQuality=2
r.TSR.ShadingRejection.Flickering=1
r.TSR.History.ScreenPercentage=200
r.TSR.History.GrandReprojection=1
r.BasePassForceOutputsVelocity=1
r.TSR.Velocity.Extrapolation=1
r.TSR.History.UpdateQuality=3
r.TemporalAA.Upsampling=0
r.TemporalAA.Quality=3
r.AntiAliasingMethod=4
foliage.DitheredLOD=1
r.TSR.Resurrection=1
r.TSR.16BitVALU=0
r.TSR.Velocity.WeightClampingSampleCount=3 ; 0: Clearest, 3: most stable
r.TSR.ShadingRejection.Flickering.Period=3 ; 0: Clearest, 3: most stable
r.TSR.History.SampleCount=16 ; 8: Clearest, 16: most stable

I'm also working on getting better lighting, reflections, shadows, all that jazz, but I'm not really comfortable sharing that yet...

My biggest gripe is the draw distance of foliage and rocks, I can't seem to figure out how to effect it.
Last edited by CosJay2k; Apr 15 @ 6:12am
Soldner42 Apr 15 @ 11:15am 
Originally posted by CosJay2k:
I'm not 100 what method they use in vanilla, but adding this to engine.ini has worked well for me.[/script/engine.renderersettings]
r.TSR.ShadingRejection.ExposureOffset=3.0
r.TSR.ShadingRejection.TileOverscan=3
r.TSR.ShadingRejection.SampleCount=0
r.TSR.RejectionAntiAliasingQuality=2
r.TSR.ShadingRejection.Flickering=1
r.TSR.History.ScreenPercentage=200
r.TSR.History.GrandReprojection=1
r.BasePassForceOutputsVelocity=1
r.TSR.Velocity.Extrapolation=1
r.TSR.History.UpdateQuality=3
r.TemporalAA.Upsampling=0
r.TemporalAA.Quality=3
r.AntiAliasingMethod=4
foliage.DitheredLOD=1
r.TSR.Resurrection=1
r.TSR.16BitVALU=0
r.TSR.Velocity.WeightClampingSampleCount=3 ; 0: Clearest, 3: most stable
r.TSR.ShadingRejection.Flickering.Period=3 ; 0: Clearest, 3: most stable
r.TSR.History.SampleCount=16 ; 8: Clearest, 16: most stable

I'm also working on getting better lighting, reflections, shadows, all that jazz, but I'm not really comfortable sharing that yet...

My biggest gripe is the draw distance of foliage and rocks, I can't seem to figure out how to effect it.
can you tell me please where the engine.ini File is?
CosJay2k Apr 15 @ 1:51pm 
Originally posted by Soldner42:
Originally posted by CosJay2k:
I'm not 100 what method they use in vanilla, but adding this to engine.ini has worked well for me.[/script/engine.renderersettings]
r.TSR.ShadingRejection.ExposureOffset=3.0
r.TSR.ShadingRejection.TileOverscan=3
r.TSR.ShadingRejection.SampleCount=0
r.TSR.RejectionAntiAliasingQuality=2
r.TSR.ShadingRejection.Flickering=1
r.TSR.History.ScreenPercentage=200
r.TSR.History.GrandReprojection=1
r.BasePassForceOutputsVelocity=1
r.TSR.Velocity.Extrapolation=1
r.TSR.History.UpdateQuality=3
r.TemporalAA.Upsampling=0
r.TemporalAA.Quality=3
r.AntiAliasingMethod=4
foliage.DitheredLOD=1
r.TSR.Resurrection=1
r.TSR.16BitVALU=0
r.TSR.Velocity.WeightClampingSampleCount=3 ; 0: Clearest, 3: most stable
r.TSR.ShadingRejection.Flickering.Period=3 ; 0: Clearest, 3: most stable
r.TSR.History.SampleCount=16 ; 8: Clearest, 16: most stable

I'm also working on getting better lighting, reflections, shadows, all that jazz, but I'm not really comfortable sharing that yet...

My biggest gripe is the draw distance of foliage and rocks, I can't seem to figure out how to effect it.
can you tell me please where the engine.ini File is?
C:\Users\USERNAME\AppData\Local\DriveBeyondHorizons\Saved\Config\Windows
Originally posted by CosJay2k:
Originally posted by Soldner42:
can you tell me please where the engine.ini File is?
C:\Users\USERNAME\AppData\Local\DriveBeyondHorizons\Saved\Config\Windows
Thank you very much.

Btw. i tried your Options.
it seems to help quite a lot, alltho not eliminating the weird effects entirely, but its not as bad as in the unmodified Game.
But it seems to tank the FPS. I had prior around 60-40FPS and now around 10-35 FPS. :/
But that could also be the Game itself as it has horrible Performance Issues. :(
Last edited by Soldner42; Apr 19 @ 3:39am
Originally posted by CosJay2k:
I'm not 100 what method they use in vanilla, but adding this to engine.ini has worked well for me.[/script/engine.renderersettings]
r.TSR.ShadingRejection.ExposureOffset=3.0
r.TSR.ShadingRejection.TileOverscan=3
r.TSR.ShadingRejection.SampleCount=0
r.TSR.RejectionAntiAliasingQuality=2
r.TSR.ShadingRejection.Flickering=1
r.TSR.History.ScreenPercentage=200
r.TSR.History.GrandReprojection=1
r.BasePassForceOutputsVelocity=1
r.TSR.Velocity.Extrapolation=1
r.TSR.History.UpdateQuality=3
r.TemporalAA.Upsampling=0
r.TemporalAA.Quality=3
r.AntiAliasingMethod=4
foliage.DitheredLOD=1
r.TSR.Resurrection=1
r.TSR.16BitVALU=0
r.TSR.Velocity.WeightClampingSampleCount=3 ; 0: Clearest, 3: most stable
r.TSR.ShadingRejection.Flickering.Period=3 ; 0: Clearest, 3: most stable
r.TSR.History.SampleCount=16 ; 8: Clearest, 16: most stable

I'm also working on getting better lighting, reflections, shadows, all that jazz, but I'm not really comfortable sharing that yet...

My biggest gripe is the draw distance of foliage and rocks, I can't seem to figure out how to effect it.

Tryed your settings but nothing happens :(
I don't know how to deal with this annoyingly intense bloom.
Xinamon May 3 @ 7:52am 
The anti-aliasing cause ghosting because it's temporal anti-aliasing
Originally posted by Xinamon:
The anti-aliasing cause ghosting because it's temporal anti-aliasing
To some degree. But its obvious that Unreal Engine 5 has a Problem with its Temporal stuff and Ghosting.
Other Games also have TAA and they dont suffer from this that much.
Its always UE5 Games.
Same with the awful Lightning. Who needs a Flashlight and you can stare for 5 Seconds at something very bright and suddenly the Dark Cave is light like its Day and it takes ages to get darker. This Lumen stuff is visually bad. Its an interesting technology, but not ready for Consumer Use.
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