SCARLET NEXUS

SCARLET NEXUS

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Cirno Jun 26, 2021 @ 4:52pm
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[Guide] Higher than highest settings - Fix ghosting and blur
Hi,

I provide you the best possible settings you can use on Scarlet Nexus, i've made them for a friend, and it render really well.

Here are some example at 1080p resolution (just after tutorial for avoiding spoilers):
https://imgur.com/a/kA9vnhc

For easy management of versioning files have been moved to NexusMods
https://www.nexusmods.com/scarletnexus/mods/8

Changelog 1.1:
- Slightly increased Shadow and Light quality
(Developpers have set shadows texels per pixel to half the amount of Unreal Engine default settings, i've restored it).
- Increased Reflections quality (From a default resolution settings of 64 to 256 in modded files).
Last edited by Cirno; Jul 7, 2021 @ 7:52am
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Showing 1-15 of 58 comments
ラグナ [Aracune] Jun 26, 2021 @ 11:50pm 
Ok, thats nice. And what should i choose as screen percentage qhen I am playing at native 4k?

If the resolution is getting doubled my PC cant take it at 8k.
Gmork Jun 27, 2021 @ 12:33am 
Probably 100.
Geist Jun 27, 2021 @ 12:39am 
Gonna give this a try. Thanks

EDIT: This is what I was looking for. Now my hardware is doing something.
Last edited by Geist; Jun 27, 2021 @ 12:51am
iStarTAC Jun 27, 2021 @ 1:37am 
Damn, why DX12 support for this game isn't supported from the get go ?
Cirno Jun 27, 2021 @ 3:02am 
Originally posted by ラグナ Aracune:
Ok, thats nice. And what should i choose as screen percentage qhen I am playing at native 4k?

If the resolution is getting doubled my PC cant take it at 8k.


Like Gmork said, 100 is good for 4K.



Originally posted by Geist:
Gonna give this a try. Thanks

EDIT: This is what I was looking for. Now my hardware is doing something.
You're welcome



Originally posted by iStarTAC:
Damn, why DX12 support for this game isn't supported from the get go ?
Because some hardware doesn't support it, that's why it's not the default option in most of games, but recent UE4 games should support it fine, i've tested it a bit and seems there is no issue for using it with Scarlet Nexus and it improve the performance by ~10% on my GTX 1060.
Anuwiel Jun 27, 2021 @ 3:38am 
Originally posted by Cirno:
Originally posted by ラグナ Aracune:
Ok, thats nice. And what should i choose as screen percentage qhen I am playing at native 4k?

If the resolution is getting doubled my PC cant take it at 8k.


Like Gmork said, 100 is good for 4K.



Originally posted by Geist:
Gonna give this a try. Thanks

EDIT: This is what I was looking for. Now my hardware is doing something.
You're welcome



Originally posted by iStarTAC:
Damn, why DX12 support for this game isn't supported from the get go ?
Because some hardware doesn't support it, that's why it's not the default option in most of games, but recent UE4 games should support it fine, i've tested it a bit and seems there is no issue for using it with Scarlet Nexus and it improve the performance by ~10% on my GTX 1060.

With my gtx 1080ti it made me drop 20 fps in some situations. (with the weirds purples shaders effect i guess). I'm playing in 1440p though.
TroNiX_404 Jun 27, 2021 @ 4:37am 
Good Man! Thanks for posting

For reference to all original Unreal Reference Scalability options, properties, and console variables.
Here is the official UE docs;
https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/Scalability/ScalabilityReference/

Setting a negative Mipmap Bias can add more depth detail to textures
sg.TextureQuality 3
r.MaxAnisotropy=8
r.Streaming.PoolSize=1000

r.Streaming.MipBias=0 ; default

ie.
r.Streaming.MipBias=-1 ; -one to three sharper detail
r.Streaming.MipBias=3 ; softer blur

Max default settings

sg.PostProcessQuality 3

r.BlurGBuffer=-1
r.AmbientOcclusionLevels=3
r.AmbientOcclusionRadiusScale=1.0
r.DepthOfFieldQuality=2
r.RenderTargetPoolMin=400
r.LensFlareQuality=2
r.SceneColorFringeQuality=1
r.EyeAdaptationQuality=2
r.BloomQuality=5
r.FastBlurThreshold=7
r.Upscale.Quality=3
r.Tonemapper.GrainQuantization=1

sg.ShadowQuality 3

r.LightFunctionQuality=1

r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=4
r.Shadow.MaxResolution=1024
r.Shadow.RadiusThreshold=0.03
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.TransitionScale=1.0

sg.EffectsQuality 3

r.TranslucencyLightingVolumeDim=64

r.RefractionQuality=2
r.SSR.Quality=1
r.SceneColorFormat=4
r.DetailMode=2
r.TranslucencyVolumeBlur=1
r.MaterialQualityLevel=1

[FoliageQuality@3]
foliage.DensityScale=1.0
grass.DensityScale=1.0
DEVILDICE Jun 27, 2021 @ 4:54am 
There are certainly a lot of these topics now, all with different tweaks. Once someone tests and knows which ones work best together, we should have our perfect visuals =P
Metzli Jun 27, 2021 @ 5:02am 
Originally posted by TroNiX_404:
Good Man! Thanks for posting

For reference to all original Unreal Reference Scalability options, properties, and console variables.
Here is the official UE docs;
https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/Scalability/ScalabilityReference/

Setting a negative Mipmap Bias can add more depth detail to textures
sg.TextureQuality 3
r.MaxAnisotropy=8
r.Streaming.PoolSize=1000

r.Streaming.MipBias=0 ; default

ie.
r.Streaming.MipBias=-1 ; -one to three sharper detail
r.Streaming.MipBias=3 ; softer blur

Max default settings

sg.PostProcessQuality 3

r.BlurGBuffer=-1
r.AmbientOcclusionLevels=3
r.AmbientOcclusionRadiusScale=1.0
r.DepthOfFieldQuality=2
r.RenderTargetPoolMin=400
r.LensFlareQuality=2
r.SceneColorFringeQuality=1
r.EyeAdaptationQuality=2
r.BloomQuality=5
r.FastBlurThreshold=7
r.Upscale.Quality=3
r.Tonemapper.GrainQuantization=1

sg.ShadowQuality 3

r.LightFunctionQuality=1

r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=4
r.Shadow.MaxResolution=1024
r.Shadow.RadiusThreshold=0.03
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.TransitionScale=1.0

sg.EffectsQuality 3

r.TranslucencyLightingVolumeDim=64

r.RefractionQuality=2
r.SSR.Quality=1
r.SceneColorFormat=4
r.DetailMode=2
r.TranslucencyVolumeBlur=1
r.MaterialQualityLevel=1

[FoliageQuality@3]
foliage.DensityScale=1.0
grass.DensityScale=1.0

Do you know of a line we could add to disable the vignette effect?
Cirno Jun 27, 2021 @ 5:21am 
Originally posted by TroNiX_404:
~snip

This is not needed since settings Scalability to 4 already apply max quality settings.
https://github.com/EpicGames/UnrealEngine/blob/4.25/Engine/Config/BaseScalability.ini
(You should link your github account to an epic game account for seeing file)


Originally posted by Metzli:

Do you know of a line we could add to disable the vignette effect?

You can add:
r.Tonemapper.Quality=1

But this will also disable Shadow Tint and Grain.
Last edited by Cirno; Jun 27, 2021 @ 6:22am
Metzli Jun 27, 2021 @ 5:24am 
Originally posted by Cirno:
Originally posted by TroNiX_404:
~snip

This is not needed since settings Scalability to 4 already apply max quality settings.
https://github.com/EpicGames/UnrealEngine/blob/4.25/Engine/Config/BaseEngine.ini
(You should link your github account to an epic game account for seeing file)


Originally posted by Metzli:

Do you know of a line we could add to disable the vignette effect?

You can add:
r.Tonemapper.Quality=1

But this will also disable Shadow Tint and Grain.

Hmm, I think I have some conflicting lines or something then. I already had this line in my file but I still have a vignette effect.
Cirno Jun 27, 2021 @ 5:25am 
Originally posted by Metzli:
Originally posted by Cirno:

This is not needed since settings Scalability to 4 already apply max quality settings.
https://github.com/EpicGames/UnrealEngine/blob/4.25/Engine/Config/BaseEngine.ini
(You should link your github account to an epic game account for seeing file)




You can add:
r.Tonemapper.Quality=1

But this will also disable Shadow Tint and Grain.

Hmm, I think I have some conflicting lines or something then. I already had this line in my file but I still have a vignette effect.

Can you post your Engine.ini ?
Metzli Jun 27, 2021 @ 5:28am 
Originally posted by Cirno:
Originally posted by Metzli:

Hmm, I think I have some conflicting lines or something then. I already had this line in my file but I still have a vignette effect.

Can you post your Engine.ini ?

[SystemSettings]
r.ScreenPercentage=125 ; slight natural AA, game default = 100
r.Filter.SizeScale=2 ; double sample count for bloom/DoF, game default = 1
r.LightFunctionQuality=3 ; use highest light function quality, game default = 1
r.MaxAnisotropy=16 ; use 16x AF, game default = 8
r.TonemapperFilm=1
r.Tonemapper.Quality=5
r.Tonemapper.Sharpen=1 ; sharpens the image slightly (try 1 for even sharper image and see which you prefer), game default = 0
r.Streaming.MipBias=-3 ; always use best mips, default = 0
r.MipMapLodBias=-3 ; always use best mips, default = 0
r.SSS.HalfRes=0 ; use full resolution for SSS, default = 1
r.EmitterSpawnRateScale=2 ; increase emitter (fog/smoke) spawn rate, default = 1
r.ViewDistanceScale=2 ; makes viewable & LOD distance of objects 3x, less pop-in of things, game default = 1
r.StaticMeshLODDistanceScale=0.2 ; increase static mesh LOD distances, lower = larger distance. game default = 1
foliage.LODDistanceScale=5 ; increase grass LOD distance, not much perf impact. game default = 1
r.SkeletalMeshLODBias=-2 ; increase character LOD distances. game default = 0
r.MinScreenRadiusForLights=0.01 ; game culls lights based on their size on the screen, lower the culling size so that more lights can stay onscreen. game default = 0.03
r.DefaultFeature.AntiAliasing=2
r.PostProcessAAQuality=6
r.TemporalAASamples=2
r.TemporalAACurrentFrameWeight=0.01
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.LensFlareQuality=0
r.DefaultFeature.MotionBlur=0
r.MotionBlur.Max=0
r.MotionBlurQuality=0
Metzli Jun 27, 2021 @ 5:29am 
Actually, I see the problem now. I had changed quality to 5 at some point.
Theo Jun 27, 2021 @ 6:06am 
Thanks Cirno these changes made the game look a lot clearer now
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Date Posted: Jun 26, 2021 @ 4:52pm
Posts: 58