PC Specs: i5-10500H, 16GB RAM, RTX 3060, 1080p
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; Default - 90FPS | Option 1 - 102FPS | Option 2 - 118FPS (Jinzhou view from Grand Library entrance) ; Tests done at night time, should be more FPS during the day ; FPS gain is not as big if you have a low-end GPU 650&800&1000&1500&120&150&200&350&80&160&200&200&1500&5000&100&160&200&1000&1500 650&800&850&1000&90&120&150&250&60&120&150&150&1000&4000&75&120&200&900&1250 |
By setting the loading range values boosts the FPS quite a bit for almost no change by not rendering far away objects you don’t see.
; Forcing Anisotropic Filtering x16 for AMD GPUs doesn't work, x8 works fine ; Forcing AFx16 works fine on NVIDIA GPUs |
The game's anisotropic filtering doesn't work properly even when r.MaxAnisotropy is set to 16. Setting Anisotropic Filtering in the GPU Control Panel greatly improves the texture details and doesn't look as blurry/low resolution anymore.
Anisotropic Filtering Image Comparison
; Default view distance is 1, higher increases distance but costs more FPS ; Don’t see a difference when using a value higher than 3 |
The game's default view distance is pretty low and by increasing it a bit does help to make the area not look as empty.
View Distance Image Comparison
; SSR Quality 0 to 4 - off to very high |
Game’s default max roughness is pretty low, increasing it to the max value shows more objects in the reflections and makes it look nicer in my opinion.
Reflections Image Comparison
; 0 - Uniform PCF (Default) r.Shadow.MinResolution=2048 r.Shadow.PerObjectShadowMapResolution=2048 r.Shadow.PerObjectResolutionMax=2048 r.Shadow.PerObjectResolutionMin=2048 |
The default values used by the game for certain shadows is low by default which is the reason why it doesn't look great, even bumping it to 1024 makes it look better already. For the shadow filter the PCF Shadows looks better and fits the game's style better in my opinion.
SHADOW FILTER METHOD IMAGE COMPARISON
Shadows Resolution Image Comparison
; r.Color.Max - Default 1, lower values darken the highlights |
The default tonemap used by the game looks pretty washed out and has this bright haze lookin filter applied. Turning it off makes the bloom slightly more tolerable and looks a bit better in my opinion. I've gone with slightly higher values for the r.Color commands to fix the colors to match the original.
FULL IMAGE COMPARISON: OUTDOORS | INDOORS
Tonemap Image Comparison
; 0 Disable Fog, 1 Enable Fog | Not included in configs (except low end) |
The game has the "Volumetric Fog" options in the game settings but turning off doesn't seem to change anything. Changing it through the Engine.ini file is the only way to remove the fog and this one is personal preference, I think it doesn't look great due to the far away objects with it turned off.
Fog Image Comparison
Honestly the Volumetric Lighting in game doesn't look good and just flashbangs you, wish it was implemented better. Personally I prefer it turned off in settings so I can see stuff better.
Volumetric Lighting Image Comparison
; r.TemporalAA.Algorithm - 0 Gen 4 TAA, 1 Gen 5 TAA (more blurry, less shimmering) ; r.TemporalAACurrentFrameWeight - Higher value more aliasing, less blurry when moving |
The default TAA used by the game is pretty blurry and with the values used above there's better clarity in motion and any ghosting issues should be reduced.
; Load required textures at max resolution within VRAM limit ; Allow meshes to use same pool as textures r.Streaming.HLODStrategy=2 |
Using the settings above should reduce the amount of stutters/FPS drops during exploration/combat but increases the load times by a bit at the start of the game as it loads more textures into the VRAM. Remove all r.Streaming commands if you have 4GB VRAM or less.
VRAM Usage Comparison
; Disable most of the logging |
The game logs a bunch of stuff by default and the file size can be quite big if you play for a while I guess. Not sure if the game even deletes old log files (default to purge is 5 days) and it creates a new log file when launching the game.
THE 7MB LOG FILE IS WITHIN 5 MINUTES OF PLAYING AND GETS BIGGER, DISABLING MOST LOGGING KEEPS IT AT A SMALLER SIZE.
Log File Comparison
; Group and schedule particles that can run async earlier in frame FX.BatchAsync=1 |
Tweaks to try and reduce the amount of FPS drops in combat and make it more stable.
; r.DetailMode changes object details, lights and particle effects ; Higher anim rate value makes animation update less often for better performance ; Interpolate to make animation look normal for anim rate 2 or higher a.URO.ForceAnimRate=2 a.URO.ForceInterpolation=1 ; Improve culling for better performance r.AllowUseAnyLODAsOcclusionData=1 r.AlsoUseSphereForFrustumCull=1 ; Disable as it can lead to slow shader compile, meant to be used with multiple machines r.XGEShaderCompile=0 ; Use async for cleanup and dispatch of tick functions (game logic) tick.AllowAsyncTickCleanup=1 tick.AllowAsyncTickDispatch=1 ; Lower value ensure textures are loaded in without delay lod.TemporalLag=0 ; Use cache for mesh pass processors (might reduce stuttering) r.EnableMeshPassProcessorsCache=1 |
DOESN’T WORK ANYMORE
; Default - 1 (90FPS), 0.8 (102FPS), 0.7 (108FPS), 0.5 (120FPS) |
By setting the streaming range overall scale to 0.8 boosts the FPS quite a bit for very little change, even when CPU/GPU is not at 100% as shown in the comparison pictures. Not sure if game engine bottleneck or just poor optimization.
STREAMING RANGE OVERALL SCALE COMPARISON (0.5, 0.7, 0.8, 1)
; Lower value enables lens flare effect |
The game has lens flare off by default except for the sun which uses a different command. Prefer to have it off as this effect annoys me.
Lens Flare Image Comparison