Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It doesn't matter how good your eyes are, details gradually blur out the farther they are from your focal point. It's part of why you can't read text after you move your eyes far enough away from it, but long before it leaves your field of view.
The problem is Depth of Field in-game dictates our eyes to lose focus on the objects that we're currently staring at.
I can give it a pass when DoF being used in cutscenes, like when the director wants us to focus on another part of the scene, but that's it.
In open play, if I want to look at mountains or forest far far away from the camera to immerse myself in scenery, I should be allowed to do so.
Seems DoF is hard coded in cutscenes, annoyingly. But I haven't seen any in actual play after I modified the ini file.
dof is an artistic choice. If tuned properly I keep it.
r.PostProcessAAQuality basically MSAA or does it depend on the number used (1-3)?
At 0, it's a pixelated mess. At 3, it's a blurry mess. It doesn't feel like MSAA. Closer to TAA. I just want some damn clarity man. Apparently they render and bake everything about temporal smearing now.
delete the r.PostProcessAAQuality=0 line and the flickering is gone
# After setting cvars here, you can check they've applied by opening dev-console ingame and entering the cvar name (without the=value)
r.SSR.MaxRoughness=0
r.SSR.Quality=1
r.ToneMapper.GrainQuantization=0
r.ToneMapper.Quality=0
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.MotionBlurQuality=0
r.MotionBlur.Max=0
r.MotionBlur.Amount=0
r.DepthOfFieldQuality=0
r.BlurGBuffer=0
r.FastBlurThreshold=0
r.Tonemapper.Sharpen=0 - (0-3 sharpen level)
r.TemporalAACurrentFrameWeight=0.35
r.TemporalAAFilterSize=0.2
r.TemporalAASamples=1
r.MipMapLODBias=0
[Core.System]
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../End/Plugins/ACLPlugin/Content
Paths=../../../Engine/Plugins/Experimental/FullBodyIK/Content
Paths=../../../Engine/Plugins/Experimental/ControlRig/Content
Paths=../../../End/Plugins/AlignTool/Content
Paths=../../../Engine/Plugins/Importers/USDImporter/Content
Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
Paths=../../../Engine/Plugins/MovieScene/SequencerScripting/Content
Paths=../../../Engine/Plugins/MassiveEnvironment/MESMPlacementMode/Content
Paths=../../../End/Plugins/AcrePreBuild/Content
Paths=../../../End/Plugins/EndEditor/Commandlet/Content
Paths=../../../End/Plugins/EndEditor/Effect/EndCascade/Content
Paths=../../../Engine/Plugins/FX/Niagara/Content
Paths=../../../End/Plugins/VFXNiagara/Content
Paths=../../../Engine/Plugins/FX/NiagaraExtras/Content
Paths=../../../Engine/Plugins/FX/NiagaraSimulationStages/Content
Paths=../../../Engine/Plugins/2D/Paper2D/Content
Paths=../../../End/Plugins/EndEditor/NaviMap/Content
Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
Paths=../../../Engine/Plugins/MeshPainting/Content
Paths=../../../Engine/Plugins/Experimental/GeometryProcessing/Content
Paths=../../../Engine/Plugins/Experimental/MeshModelingToolset/Content
Paths=../../../Engine/Plugins/PrecomputedLightEnvironment/Content
Paths=../../../Engine/Plugins/VolumetricFogInjection/Content
This is in my Engine.ini is that right?
Yes, because that line disables TAA entirely. I have it as a comment in my post. If there's a way to have it completely off and flicker-free, I'm sure someone will post about it eventually. Would be preferable for sure.
Yes, the hook will automatically populate the rest, which it has with the "Paths" lines. You may wish to add the following line if you still notice any motion blur:
r.DefaultFeature.MotionBlur=0
DoF is the worst offender for me personally, so I don't usually notice motion blur unless it's really obscene.
There are many guides online to tweak the amount of TAA applied if you want more. Or add " r.PostProcessAAQuality=0 " and see if it introduces flickering for you (disables it completely). I have a large MiniLED monitor, which may worsen the issue for me.
I think it has improved how it looks still a bit of DOF though but I guess some of it is like fully integrated and cant be changed.
After more experimentation, I believe that r.PostProcessAAQuality=x (where x = either 0, 1, or 2) is no AA (or maybe FXAA at most) and 3 is TAA. There's no way 3 is MSAA because everything is just blurry plus I'm willing to bet the game has deferred rendering so MSAA probably isn't even doable. It's either shimmer or blur and I don't mind jaggies but the shimmer is too much.
Also does r.ScreenPercentage=150 work for anyone else? I wanna increase internal resolution for supersampling but apparently it doesn't do anything in either engine.ini or gameusersettings.ini as the framerate doesn't change.
DoF seems hard coded in cutscenes, sadly. But I haven't noticed any when actually playing after I installed the hook and ini file. Maybe a modder can fix it (for the in-engine cutscenes).
Hmm, tried changing to FXAA now and disabling TAA completely. Also tried MSAA, but it doesn't seem to work. No difference between either option. Maybe the TAA lines override it. I can't be arsed to experiment further.
You can try adding " r.PostProcessAAQuality=0 " and see how you like it. Too much shimmering for my taste, but may be good on some setups.
I tried r.AntiAliasingMethod [0 = Off, 1 = FXAA, 2 = TAA, 3 = MSAA, 4 = TSR] just now, but it doesn't seem to work. Tried both FXAA and MSAA, zero difference, just defaults to TAA.
You are absolutely on the money though, it's either shimmer or blur. I don't mind FXAA jaggies either - it beats the blur - but I just can't get it right in this particular game.
If you have an Nvidia card, try supersampling via NVCP.
UUU v5 doesn't tho, as it's indeed a UE4 game.
The UUU kills the dof when you enable the camera, I left it on in other cases. I'll keep searching for the postprocess settings tho, as all instances I found weren't used (so vignette, motion blur, auto exposure (which is awful at times) all can't be switched off.
The console doesn't accept enter and passes on any input to the game. I haven't found a way to stop that yet. Besides, all commands worth using aren't added to the internal console manager so these have to be added at startup. No idea how to enable that atm