Discussion in 'PC Discussion' started by hightower, Nov 19, 2020.
R.ColorMid=* higher the brighter
R.EyeAdaptationLevel=* higher the lightsource is more intense.
To control glaring brights and highlights,
r.ColorMax = * (1.0 is default, higher is brighter, lower is dimmer. I'm using 0.7)
Also. disable bloom, either r.DefaultFeature.Bloom=0 or r.BloomQuality=0
Note that BloomQuality is not a sliding scale of bloom intensity; 1 is just as intense as 5, just uses less processing power to do it. You can't have a little bit of bloom, it's all or nothing.
Yes you can.
That was a helpful post.
Thanks for the pointers.
I'd turn bloom right down if I could. Didn't want lose it completely as it turns the sun off...
Could you expand on this?
Put r.BloomQuality=0 in your engine.ini.
The number ranges from 1 to 5 where 5 is the default. I generally have it at about 2 or 3 which seems like a good compromise. 0 is off.
I have it on 3 I think.
r.BloomQuality is NOT an intensity command, as in 5 = max, 1 = a little bit.
"0: off, no performance impact.
1: average quality, least performance impact.
2: average quality, least performance impact.
3: good quality.
4: good quality.
5: Best quality, most significant performance impact. (default)"
So anything over 0 you get the same amount of bloom, just more refined versions of it.
Sorry, but I believe that is incorrect.
If you set up a summers day with it set to 5 then look at the sun and save the game. Then step it down to 0 reloading to the same point each time for comparison. You can see the amount of bloom around the sun change with each setting. It might ‘say quality’, but I believe in this instance the quality also affects the ‘amount’ being used.
Sorry but that simply is not true. If you set the values real time with Unreal Engine Unlocker, you’ll see that there’s a clear difference in intensity.
Yes, it makes the sun look a bit blockier, but it also reduces the intensity too.
Used the collective settings from this thread with i5-9700FK, 32GB RAM, RTX 3070, SSD and it didn't change my frame rate (still 60) but does it ever look better and works fine with DX12.
Struggling to find the right file here if anyone can help......When I open the engine file all I am getting is a load of paths to DLC files and when I open the Game user settings one I can see none of the above people are talking about. I think i'm being dumb.
This is it. Engine.ini (files extensions are hidden by default)
Open in the Notepad or something similar and just copy-paste some settings from this thread, in the bottom.
Ah makes sense. I’m a newbie to this.
Step 1... save original file
To restore default settings just edit again and remove the [SystemSettings] line and all below
PS Even if you delete this file, the game will recreate it in its original form. It's hard to spoil something for good
I don't recommend using the motion blur one.
Just a matter of taste. And a rig spec.
Am I right in thinking there is nothing that can be done to improve these two shadow issues?
In the first picture it's the fact that I was in a cutting with trees either side but as can be seen it looks as though in the distance the sun is out when in reality it constantly turns from sunny to shaded at that distance.
In the second picture the shadow along the side of the rail suddenly appears at this same distance just in front of the train constantly.
Unfortunately the shadows are hard coded by DTG to render at ridiculously short distances, because obviously everyone has a potato system, so you won’t be able to do anything about that sadly.
Didn't think so.....
Is there an overall setting for brightness that we can easily adjust?
My monitor is set for photography and I don’t want to play with it’s settings.
r.Color.Mid may be what you are after. The default value is 0.5; higher values are brighter, lower values are darker. There are also min and max settings but these are less straightforward to tweak.
ReShade for color settings
Ready to stop fiddling and get back to playing.
davidh0501 I have tuned monitors as well for photo and video production - check if your monitor can have multiple profiles, I've got them tuned on "standard" for the photo/video work and one of them has one other profile and the one I use as the main screen for gaming has several. I swap profiles depending on what I'm doing which is really helpful.
Quick question... If you've changed any of these settings in the console to see how they look, having used the unreal unlocker, I presume you still have to set that in the engine.ini to make it permanent?
Yes. That’s correct.
https://docs.unrealengine.com/en-US...g/Scalability/ScalabilityReference/index.html Has anyone looked into some of these?
I have in the past. The game seems to be hard coded in these instances and no matter what you set, it will only ever go as high as the hard stop imposed in the build.
DTG must have their reasons, but I still don’t understand why they won’t allow the end user (PC only I guess) to determine the quality settings they are happy with. ‘Ultra’ in TSW is not ultra.
Given up on shadow distance. Maybe shadow transition? Currently testing grass and foliage density.
A lot of these values don’t work or don’t change anything as a lot of commands have been disabled and/or hard coded in by DTG.
It would certainly be great if DTG made the settings more tunable by those of us who wish to do so. I can understand coding in a set of values for consistency for when they're not present in the engine.ini file but when they are present we should be able to override. The simplest way to do this would be to remove all the coded values and publish an engine.ini with the game with all of these controls so we can fiddle.
Got some settings that Im happy with.
Got the sky to be the correct colour, taken the green tinge out.. Next task, to brighten, smudge the Sun without it ruining the environment as a whole.
Optimisations are coming, just have to be a little more patient.
You gotta post them Rob.
(Thinks: Must find way to reduce ini it's getting the size of a small novel.)
Got the sun sorted..
Here are my settings if you want to try them,
Does the passenger density actually work?
Had mine at 10 plus too. No ones launched into space yet either. Got it 8 now as Im not seeing too much difference.
Wow, its like peak hour with those passenger settings. Every seat full. Doesn't seem to hurt FPS unless you go into the carriage with them then it drops a lot.
I took some of your settings and applied them into what I've got. I didn't see much difference for the cab sway stuff but I'll leave it there for now. The lighting changes are nice.
My full set is
Yeah there might be some redundant settings in there, but why risk breaking it.
Fantastic work to everyone that tested and shared on this thread!
I am experimenting with the settings present in this Steam topic: https://steamcommunity.com/sharedfiles/filedetails/?id=1378928501
I recently installed the game on an NVMe drive but the same micro freezes are present so it's not caused by slow texture loading as I thought initially. This mainly happens with the "High power" settings from that thread though on the second on they are present but to a smaller extent.
I am also running DX12 together with these. Are the settings in this thread tested on DX12 as well?
I play the game on an RTX 3070 and Ryzen 5 3600 with fps cap at 144.
I have tested the config from martschuffing above and it still stutters a bit. I will give it a try on DX11 to see what the diffference is.
From experience on my system. Running DX12 might improve general fps but comes with micro stutters.
DX12 is very system-dependent/demanding. It worth a try.
I seem to be the only one who likes motion blur...
You might want to have a look into this thread since it fixed stuttering for me almost entirely.
tldr; GarbageCollector tweaking via engine.ini
Looks good in certain settings. The fact it carries a small performance cost sways me not to use it.
I am using paul.pavlinovich setup now and it's better than the previous one with one exception. All graffitis are disappearing then when I get closer to them they reappear but flicker like crazy.
I'm testing on Koln-Aachen starting from Koln 13:43 ICE still on DX12 (I don't really want to go back to DX11).
Thank you @hyperlord I will look into that as well.
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