FINAL FANTASY VII REBIRTH

FINAL FANTASY VII REBIRTH

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Motion Blur & Depth of Field
No option to turn these terrible features off again.

Why do game developers love these blurry features so much? Don't they know that most gamers hate them?

https://steamcommunity.com/sharedfiles/filedetails/?id=3412969261
Last edited by Monterossa; Jan 23 @ 6:56am
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Showing 31-45 of 81 comments
BoogieMan Jan 23 @ 10:40pm 
Originally posted by Monterossa:
Originally posted by BoogieMan:
All my homies hate depth of field.

It can sometimes look cool and "cinematic" but guess what? Your freaking eyes and brain have built in depth of field. It's literally everywhere that your eyes aren't directly pointed.

Not for everyone.

Some people like me have good eyesight. I'm also a football goalkeeper so I have sharp eyes. I can see fast moving objects so clearly. I notice small details even if it shows up just for a split second. Also can see leaves on trees on mountains far away from me. I don't need Depth of Field or Motion Blur to simulate the experience that I can't feel related to.

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.
Evangela Jan 23 @ 10:55pm 
Originally posted by BoogieMan:
Originally posted by Monterossa:

Not for everyone.

Some people like me have good eyesight. I'm also a football goalkeeper so I have sharp eyes. I can see fast moving objects so clearly. I notice small details even if it shows up just for a split second. Also can see leaves on trees on mountains far away from me. I don't need Depth of Field or Motion Blur to simulate the experience that I can't feel related to.

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.
germy813 Jan 23 @ 11:07pm 
Originally posted by Pragmatic Tornado:
Originally posted by Calebjoe:
Find the engine.ini and try these values, works for all UE4 games (from Reddit)

[SystemSettings]
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.BloomQuality=0
r.DepthOfFieldQuality=0
r.LensFlareQuality=0
r.BlurGBuffer=0
r.FastBlurThreshold=0
r.DefaultFeature.Bloom=0
r.Tonemapper.Sharpen=0 - (0-3 sharpen level)
r.PostProcessAAQuality=0
r.TemporalAACurrentFrameWeight=0.40
r.TemporalAAFilterSize=0.1
r.TemporalAASamples=1
r.PostProcessAAQuality=0 - (anti aliasing)
r.MipMapLODBias=0 - (blurry/strong TAA use a value of -2 or -1 or weak/light TAA or no TAA use a value of 1 or 2, default is 0)

These settings introduced very bad flickering around trees, hair etc for me (4K res). I tweaked them a bit to remove the flicker, but this means a small amount of TAA is needed.
Also make sure to add any of these settings under [ConsoleVariables], like it says on the mod page - not [SystemSettings].

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 - (blurry/strong TAA use a value of -2 or -1 or weak light TAA or no TAA use a value of 1 or 2, default is 0)
Gonna try this right now
Originally posted by Evangela:
Originally posted by BoogieMan:

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.
Spear Jan 24 @ 5:09am 
Originally posted by Pragmatic Tornado:
Originally posted by Calebjoe:
Find the engine.ini and try these values, works for all UE4 games (from Reddit)

[SystemSettings]
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.BloomQuality=0
r.DepthOfFieldQuality=0
r.LensFlareQuality=0
r.BlurGBuffer=0
r.FastBlurThreshold=0
r.DefaultFeature.Bloom=0
r.Tonemapper.Sharpen=0 - (0-3 sharpen level)
r.PostProcessAAQuality=0
r.TemporalAACurrentFrameWeight=0.40
r.TemporalAAFilterSize=0.1
r.TemporalAASamples=1
r.PostProcessAAQuality=0 - (anti aliasing)
r.MipMapLODBias=0 - (blurry/strong TAA use a value of -2 or -1 or weak/light TAA or no TAA use a value of 1 or 2, default is 0)

These settings introduced very bad flickering around trees, hair etc for me (4K res). I tweaked them a bit to remove the flicker, but this means a small amount of TAA is needed.
Also make sure to add any of these settings under [ConsoleVariables], like it says on the mod page - not [SystemSettings].

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 - (blurry/strong TAA use a value of -2 or -1 or weak/light TAA or no TAA use a value of 1 or 2, default is 0)
Thanks man, it made the game look so much better, still have flickering but that's because my whole PC is outdated even though I am using an RTX 3080
motion blur is for smoothing low fps. I never use it.
dof is an artistic choice. If tuned properly I keep it.
Is

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.
Calebjoe Jan 24 @ 7:46am 
Originally posted by Pragmatic Tornado:
Originally posted by Calebjoe:
Find the engine.ini and try these values, works for all UE4 games (from Reddit)

[SystemSettings]
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.BloomQuality=0
r.DepthOfFieldQuality=0
r.LensFlareQuality=0
r.BlurGBuffer=0
r.FastBlurThreshold=0
r.DefaultFeature.Bloom=0
r.Tonemapper.Sharpen=0 - (0-3 sharpen level)
r.PostProcessAAQuality=0
r.TemporalAACurrentFrameWeight=0.40
r.TemporalAAFilterSize=0.1
r.TemporalAASamples=1
r.PostProcessAAQuality=0 - (anti aliasing)
r.MipMapLODBias=0 - (blurry/strong TAA use a value of -2 or -1 or weak/light TAA or no TAA use a value of 1 or 2, default is 0)

These settings introduced very bad flickering around trees, hair etc for me (4K res). I tweaked them a bit to remove the flicker, but this means a small amount of TAA is needed.
Also make sure to add any of these settings under [ConsoleVariables], like it says on the mod page - not [SystemSettings].

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 - (blurry/strong TAA use a value of -2 or -1 or weak/light TAA or no TAA use a value of 1 or 2, default is 0)

delete the r.PostProcessAAQuality=0 line and the flickering is gone
Last edited by Calebjoe; Jan 24 @ 7:47am
calz-ere Jan 24 @ 7:55am 
[ConsoleVariables]
# 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?
Last edited by calz-ere; Jan 24 @ 8:01am
Originally posted by Calebjoe:
delete the r.PostProcessAAQuality=0 line and the flickering is gone

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.



Originally posted by calz-ere:
[ConsoleVariables]
# 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, 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.
calz-ere Jan 24 @ 8:38am 
Originally posted by Pragmatic Tornado:
Originally posted by Calebjoe:
delete the r.PostProcessAAQuality=0 line and the flickering is gone

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.



Originally posted by calz-ere:
[ConsoleVariables]
# 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, 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.
Originally posted by Pragmatic Tornado:
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.

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.
Originally posted by calz-ere:
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.

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.
Originally posted by Swaggaccino:
Originally posted by Pragmatic Tornado:
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.

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.

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.
Otis_Inf Jan 24 @ 9:04am 
Originally posted by Luna:
Originally posted by Monterossa:

Game is Unreal 4, I think.

Hope modders will make a DLL fix that unlocks INI files like Remake.
the 5 unlocker works on UE4, i tried the UE4 unlocker just incase same result no console commands, locked down.
UUU v4.9.7 works, I released it yesterday.
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
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Date Posted: Jan 23 @ 6:52am
Posts: 81