Crime Boss: Rockay City

Crime Boss: Rockay City

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Savcon.™ Jun 20, 2024 @ 3:51pm
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Engine.ini Twerks Better and Clearer Image Quality - No Blur
Better and Clearer Image Quality

Engine.ini tweaks to Improve Image Quality and make the game actually playable

Open the Engine.ini file from : "C:\Users\YourUserName\Saved Games\CrimeBoss\Steam\Saved\Config\WindowsNoEditor" and add these lines at the bottom :

[/script/engine.userinterfacesettings]
ApplicationScale=0.75

[SystemSettings]
foliage.DitheredLOD=1
foliage.LODDistanceScale=5
r.AntialiasingMethod=2
r.Atmosphere=0
r.BasePassForceOutputsVelocity=1
r.BloomQuality=0
r.DefaultFeature.AntiAliasing=2
r.DepthOfField.FarBlur=0
r.DepthOfFieldQuality=0
r.DetailMode=2
r.EyeAdaptationQuality=3
r.FXAA.Quality=5
r.FastBlurThreshold=0
r.Fog=1
r.FogDensity=1
r.LensFlareQuality=0
r.MaxAnisotropy=16
r.MaxQualityMode=1
r.MipMapLodBias=-1
r.MotionBlur.Amount=0
r.MotionBlurQuality=0
r.PostProcessAAQuality=6
r.SceneColorFormat=4
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.SkeletalMeshLODBias=-2
r.TemporalAA.Algorithm=0
r.TemporalAA.HistoryScreenpercentage=200
r.TemporalAA.Quality=2
r.TemporalAA.Upsampling=1
r.TemporalAACatmullRom=1
r.TemporalAAPauseCorrect=1
r.TemporalAASamples=4
r.Tonemapper.GrainQuantization=0
r.Tonemapper.Sharpen=1
r.VelocityOutputPass=1
r.ViewDistanceScale=5
r.VolumetricFog=0
r.Vulkan.PipelineCacheFromShaderPipelineCache=1
r.Postprocessing.disablematerials=1

[/script/unrealed.cookersettings]
+VersionedIntRValues=r.VelocityOutputPass
Last edited by Savcon.™; Jun 21, 2024 @ 5:36am
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Showing 1-15 of 23 comments
M1af Jun 21, 2024 @ 4:03am 
Finally the game doesn't look like ♥♥♥♥. Thanks, man. Tried different *.ini options and this is the best.
As for me, I removed "[/script/engine.userinterfacesettings] ApplicationScale=0.75" so that the interface does not shrink.
And set "r.Tonemapper.Sharpen" to "1" in [SystemSettings] section to make the game look less blurry.
My ingame settings: DLSS ON (balanced). Anti-Aliasing DISABLED.

I think you should post this on steam guides so more people can see it.

UPD: post is edited. I have not tested current config. Link to my config based on the original post: https://pastebin.com/LXx18CSS .
Last edited by M1af; Jun 21, 2024 @ 6:13am
Uncle Vitaly Jun 21, 2024 @ 4:36am 
This works for me! My eyes no longer hate me for looking at the blurry mess; Thank you v much :Fistofdosh:
Roland Jun 21, 2024 @ 5:28am 
Originally posted by Savcon.™:
Better and Clearer Image Quality

Engine.ini tweaks to Improve Image Quality and make the game actually playable

Open the Engine.ini file from : "C:\Users\YourUserName\Saved Games\CrimeBoss\Steam\Saved\Config\WindowsNoEditor" and add these lines at the bottom :[/script/engine.userinterfacesettings]
ApplicationScale=0.75

[SystemSettings]
r.TemporalAA.HistoryScreenpercentage=200
r.BasePassForceOutputsVelocity=1
r.DefaultFeature.AntiAliasing=2
r.TemporalAAPauseCorrect=1
r.TemporalAA.Upsampling=1
r.TemporalAACatmullRom=1
r.TemporalAA.Algorithm=0
r.PostProcessAAQuality=6
r.AntialiasingMethod=2
r.TemporalAA.Quality=2
r.VelocityOutputPass=1
foliage.DitheredLOD=1
r.Tonemapper.Sharpen=0
r.SceneColorFringeQuality=0
r.MotionBlur.Amount=0
r.MotionBlurQuality=0
r.Tonemapper.GrainQuantization=0
r.DepthOfFieldQuality=0[/script/engine.renderersettings]
r.Vulkan.PipelineCacheFromShaderPipelineCache=1
r.postprocessing.disablematerials=1
r.DepthOfField.FarBlur=0
r.TemporalAA.Quality=2
r.TemporalAA.Upsampling=1
r.TemporalAASamples=4
r.Fog=1
r.FogDensity=1
r.DetailMode=2
r.EyeAdaptationQuality=3
r.FXAA.Quality=5
r.FastBlurThreshold=0
r.SceneColorFormat=4
r.SceneColorFringeQuality=0
r.Tonemapper.Sharpen=1.0
r.Tonemapper.GrainQuantization=0
r.MaxAnisotropy=16
r.MaxQualityMode=1
It's appreciated but you should really list what these do because there is some here that many would not agree with, for example the scaling thing a previous user mentioned, or the fact that some of us prefer DLAA over TAA due to TAA's typical ghosting (though DLAA seems to have ghosting here on HUD elements like the drill instead of 3d elements like TAA has)

Do any of the TAA edits fix TAA's usual ghosting issue?

And like what is FXAA quality 5 and why are we stacking FXAA and TAA?

Is eye adaption quality that thing where you can't see ♥♥♥♥ for a sec when you change between a light and dark lit area?
Because that's hot garbage and nobody likes that ♥♥♥♥

I love me some good ini edits, and made a post yesterday asking for some, but I also like to know what they do before adding them.

Edit:
also wtf is
BasePassForceOutputsVelocity=1
?
Last edited by Roland; Jun 21, 2024 @ 5:31am
Roland Jun 21, 2024 @ 6:59am 
Why do these edits break Nvidia's FPS counter/performance overlay?

Edit:
These edits also SIGNIFICANTLY increase GPU usage by 10-30% across various areas in the tutorial. It's moved this 2060 Super which hits about 50-70% on the tutorial to 55-88%.
Last edited by Roland; Jun 21, 2024 @ 7:08am
VYRNACH GAMING Jun 21, 2024 @ 7:40am 
Originally posted by Roland:
Why do these edits break Nvidia's FPS counter/performance overlay?

Edit:
These edits also SIGNIFICANTLY increase GPU usage by 10-30% across various areas in the tutorial. It's moved this 2060 Super which hits about 50-70% on the tutorial to 55-88%.
quite sure the changes here have nothing to do with that. The game was stuttering and buggy until I totally removed both Nvidia overlay AND Instant Replay
Lonex[GER] Jun 21, 2024 @ 7:58am 
thank you so much! it looks great now :)

devs should integrate this in next update!
Roland Jun 21, 2024 @ 8:01am 
Originally posted by VYRNACH GAMING:
Originally posted by Roland:
Why do these edits break Nvidia's FPS counter/performance overlay?

Edit:
These edits also SIGNIFICANTLY increase GPU usage by 10-30% across various areas in the tutorial. It's moved this 2060 Super which hits about 50-70% on the tutorial to 55-88%.
quite sure the changes here have nothing to do with that. The game was stuttering and buggy until I totally removed both Nvidia overlay AND Instant Replay
I've been regularly benchmarking the tutorial for 3 days testing various settings.
Not only did these settings increase GPU usage, but if you delete all the settings related to TAA from this edit and set it to DLAA you get that some of that usage back and get almost the exact same fidelity.

I'm currently experimenting with ways to reduce the hud ghosting present in DLAA; which I gotta wonder why this edit isn't making use of r.TemporalAACurrentFrameWeight if it's going to use TAA

Edit:
Also I've never had stutter in this game and I run it off an HDD and use NV Overlay to benchmark. The overlay was not the cause of your stutter.
Last edited by Roland; Jun 21, 2024 @ 8:02am
VYRNACH GAMING Jun 21, 2024 @ 8:15am 
I've just realized the settings removed the "mark red highlight". Anyone know which settings is causing this?
Roland Jun 21, 2024 @ 8:20am 
Originally posted by VYRNACH GAMING:
I've just realized the settings removed the "mark red highlight". Anyone know which settings is causing this?
You mean when you mark guards?
I'll check if mine's working in this next test run
Edit: confirmed the edits break the enemy outline/marking

This is why I said we need to know what each edit does. (and lol at people showering him in points but they can't mark guards now)
Last edited by Roland; Jun 21, 2024 @ 8:45am
Furia Jun 21, 2024 @ 9:07am 
Yeah it removes outline, can't be bothered to see which line tho
Last edited by Furia; Jun 21, 2024 @ 9:07am
Roland Jun 21, 2024 @ 9:07am 
Remove
r.Postprocessing.disablematerials=1
It's what breaks the outlines.

And not for nothin, after doing over a dozen back and forth comparisons, these TAA settings look significantly worse than just using DLAA combined with these no blur options.

I can't find a way to eliminate hud element ghosting with DLAA unfortunately; it's very noticeable when money is being thrown in the van, especially if you pause and switch to no AA during it.

Also a lot of the stuff has no impact on performance and is purely the choice of whoever made this edit list. I've stripped out many settings that appear to be aesthetic choices and tested every time I rip a few out and there's been no performance changes from most of them.
Furia Jun 21, 2024 @ 9:10am 
Originally posted by Roland:
Remove
r.Postprocessing.disablematerials=1
Thanks
Roland Jun 21, 2024 @ 9:26am 
Fun fact: none of these depth of field settings do anything. I can still watch textures blur on the sides of the screen when I aim just like they already were on Medium Post Processing
Roland Jun 21, 2024 @ 11:46am 
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SO after hours of testing and experimenting, I've found a good combination that removes blur but does not force TAA, leaving the user to choose whichever AA option they prefer, though I did add in a command that should help with the TAA Ghosting.
[SystemSettings] r.Atmosphere=0 r.BasePassForceOutputsVelocity=1 r.BloomQuality=0 r.DepthOfField.FarBlur=0 r.DepthOfFieldQuality=0 r.FXAA.Quality=5 r.FastBlurThreshold=0 r.Fog=1 r.FogDensity=1 r.LensFlareQuality=0 r.MaxAnisotropy=16 r.MaxQualityMode=1 r.MipMapLodBias=-1 r.MotionBlur.Amount=0 r.MotionBlurQuality=0 r.TemporalAA.Algorithm=0 r.TemporalAA.HistoryScreenpercentage=200 r.TemporalAA.Upsampling=1 r.TemporalAACatmullRom=1 r.TemporalAAPauseCorrect=1 r.TemporalAASamples=4 r.TemporalAACurrentFrameWeight=0.2 r.VelocityOutputPass=1 [/script/unrealed.cookersettings] +VersionedIntRValues=r.VelocityOutputPass
This should remove most blur and if you use TAA should help it look a little better but will also still let you use DLAA or FXAA or no AA and get a non-blurry image mostly.

Some things to note:
I'm not sure if Upsampling does a damn thing in light of Algorithm=0 but I left it alone in case there's something I'm not understanding. I am using Copilot to fill in my massive gaps in UE5 ini edits knowledge so I'm never fully certain on any of this outside of what I can see in tests.

Also in my tests TAA had as much as a 12% increase in GPU usage over DLAA

I left the DoF settings in even though they do nothing right now because if the devs ever let us edit DoF, they in theory should just work and you won't even have to think about it and do no harm otherwise.

If you're struggling for FPS you can try r.MaxAnisotropy=8 or even 4 instead of 16. Also deleting r.mipmaplodbias=-1 could help. Reducing FXAA.Quality might help too but don't hold your breath for big gains in reducing it.

Most of what I stripped out had no impact on performance at all, so this will still increase GPU usage over stock settings by as much as 15% but does not force TAA or change much of anything that wouldn't be consider blur.

Bloom I was torn on because some games it looks good and others it can make things hazy or blurry and can be somewhat subjective in it's appeal.

Anyway, if anyone has any suggestions for changes I'm open to spending more hours of my life trying to make this game look better. (Also desperately want a trick to reduce ghosting on hud elements with DLAA)

I'm gonna go edit and update my own topic on this matter now
Last edited by Roland; Jun 21, 2024 @ 11:50am
Pwnzerfaust Jun 22, 2024 @ 2:29am 
Originally posted by Roland:
SO after hours of testing and experimenting, I've found a good combination that removes blur but does not force TAA, leaving the user to choose whichever AA option they prefer, though I did add in a command that should help with the TAA Ghosting.

Thanks Roland! Is there any way to remove / reduce the crazy horizontal banding on lights? It's driving me crazy :lunar2019deadpanpig:
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