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- [Core.System]
- Paths=../../../Engine/Content
- Paths=%GAMEDIR%Content
- Paths=../../../Engine/Plugins/SQEX/OSDKModule/Content
- Paths=../../../Engine/Plugins/2D/Paper2D/Content
- Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
- Paths=../../../Engine/Plugins/Runtime/CriWare/CriWare/CriWare/Content
- Paths=../../../Engine/Plugins/UnrealEnginePython/Content
- [SystemSettings]
- ; Improved graphics INI by emoose (Havoc)
- ; Adjusted for lighting fix (0.0.6) by mike9k1 -- https://www.nexusmods.com/dragonquestxisdefinitiveedition/mods/20
- ; Integrated & edited by Tim Allahn Snackbarr -- https://steamcommunity.com/profiles/76561198071307882
- ; Note that after running the game with these settings, all the nice comments below will disappear!
- ; But don't worry, the online version will always have the comments available to read :)
- ; NEW: NPC DRAW DISTANCE FIX
- ; default value is 5000 in DQXI-S, recommended 12000 (DQXI OG) or more
- r.JackLoadReduction.HiddenThresholdDistance=15000
- ; How much MB to dedicate to the texture streaming system, i'd set to half of your GPUs VRAM.
- r.Streaming.PoolSize=4096 ; game default = 1500
- r.Streaming.MaxTempMemoryAllowed=128 ; game default = 50, lets increase it a little
- ; Allows you to increase the render resolution, as the game doesn't seem to support DSR @ 4k (for me at least)...
- ; I've left it at 100 here as this can be very perf-heavy (if you run the game at very high resolutions), feel free to increase it if you like (125 is my choice)
- ; !!! PLEASE READ !!!
- ; IF YOU RUN @ 1440p or 4K, set to 100 or 125 at the most
- ; IF YOU RUN @ 1080p or lower, set to 150 or higher
- r.ScreenPercentage=150 ; game default = 100
- ; Makes the game try to fully load textures as soon as the map is loaded, instead of loading them as you play
- ; (note: minor slowdown/blurry textures for first couple of seconds after map loads, but then after that no more texture load slowdown!)
- ;r.Streaming.FullyLoadUsedTextures=1 ; game default = 0 -- commented out due to multiple reports of slowdown, no perceptible benefit
- r.Streaming.FramesForFullUpdate=3 ; game default = 5 -- 1 updates *every frame* but is very CPU intensive, changed to 3
- ;r.Streaming.HLODStrategy=2 ; forces all LOD mips to be loaded rather than streamed. game default = 0 -- commented out (same as above)
- r.UseShaderCaching=1 ; game default = 0
- r.UseShaderPredraw=1 ; game default = 0
- ; a.URO seems to be used to optimize animations so that they aren't so taxing
- ; apparently it has interpolation support though, so we'll enable it to try and help improve the 30FPS anims
- a.URO.ForceInterpolation=1 ; game default = 0
- a.URO.ForceAnimRate=2 ; 1 = 30fps, 2 = 60fps? game default = 0
- r.MipMapLODBias = -3 ; more texture detail, game default = 0
- r.LandscapeLODBias = -3 ; more landscape detail, game default = 0
- r.SkeletalMeshLODBias=-2 ; increase character LODs. game default = 0
- r.LightMaxDrawDistanceScale = 2.5 ; increases light distance? game default = 1 (increased to 2.5)
- r.JackMonsterViewDistanceScale = 2 ; game default = 1
- r.ViewDistanceScale=5 ; game default is 5!? no need to change it, just set it here so nothing can override it
- r.StaticMeshLODDistanceScale=0.25 ; similarly, game default is 0.25, seems good enough as is
- ; foliage settings - added MinVertsToSplitNode (set to UE4 default), density scale, LOD distance scale
- foliage.LODDistanceScale=5 ; increase grass LOD distance, not much perf impact. game default = 1
- foliage.MinInstancesPerOcclusionQuery=1024 ; game default = 256, but UE4 recommended is 1024-65536...
- foliage.MinVertsToSplitNode=16384 ; default 4096
- foliage.DensityScale=7
- foliage.LODDistanceScale=15
- r.DefaultFeature.AntiAliasing=2 ; game default = 1
- r.PostProcessAAQuality=6 ; game default = 6
- r.TemporalAASamples=32 ; game default = 8
- r.TemporalAAPauseCorrect=1 ; game default = 1
- r.TemporalAACurrentFrameWeight=0.08 ; game default = 0.04
- r.TemporalAAFilterSize=0.6 ; game default = 1
- r.MaxAnisotropy=16 ; game default = 8
- ; Adjusted for lighting fix - added lens flare & eye adaptation, particle light quality
- r.Tonemapper.Sharpen=0.5 ; game default = 0
- r.LightFunctionQuality=3 ; game default = 1 (adjusted to 3)
- r.LensFlareQuality=3 ; default 2
- r.EyeAdaptation.MethodOveride=2 ; set basic eye adaptation (the histogram-based method does not work correctly in DQXI and will result in overexposure in certain spots!)
- r.EyeAdaptationQuality=3 ; creates an auto-exposure effect when going from a dark environment to bright or vice-versa (default 0, set in Scalability) -- this can cause an "overexposure" issue in certain spots! disable if necessary
- r.ParticleLightQuality = 2 ; Simple+HQ lights, game default = 1 (only simple lights)
- ; Lighting fix - refraction & reflection quality
- r.RefractionQuality=3 ; default 2
- r.ReflectionEnvironmentScale=1 ; default 0.5
- ; Improved Depth of Field Quality
- r.DepthOfFieldQuality=4 ; default 1
- r.DepthOfField.MaxSize=100
- r.DepthOfFieldNearBlurSizeThreshold=0.005
- ; SSR & SSS effects
- r.SSR.Quality=4
- ;r.SSR.Cone=1 -- matter of personal taste, I prefer cone off (default) but leaving commented out
- r.SSS.Filter=1
- r.SSS.SampleSet=2
- r.SSS.Quality=1
- r.SSS.HalfRes=0
- ; Volumetric fog
- r.VolumetricFog=1
- r.VolumetricFog.GridPixelSize=8
- r.VolumetricFog.GridSizeZ=128
- r.VolumetricFog.HistoryMissSupersampleCount=4
- ; Motion blur quality
- r.MotionBlurQuality=4
- r.MotionBlur.Amount=0.47
- r.MotionBlur.Max=0.85
- r.MotionBlur.Scale=1
- r.MotionBlurScatter=1
- r.MotionBlurSeparable=1
- r.FastBlurThreshold=100
- ; game culls lights based on their size on the screen, lower the culling size so that more lights can stay onscreen.
- r.MinScreenRadiusForLights=0.015 ; game default = 0.03
- r.MinScreenRadiusForSmallLights=0.005 ; game default = 0.01
- ; Shadow fixes, seems to help with shadow fade-in
- ; Additional changes made with lighting fix (increased shadow detail)
- r.Shadow.MaxResolution=8192 ; increase overall max supported resolution of shadows
- r.Shadow.MaxCSMResolution=4096 ; game default = 2048
- r.Shadow.CSMDepthBias=10 ; game default = 20
- r.MinScreenRadiusForCSMDepth=0.0 ; always enable CSM Depth
- r.Shadow.CSM.MaxCascades=16
- r.Shadow.TexelsPerPixel=10
- r.Shadow.RadiusThreshold=0.0
- r.Shadow.CSM.TransitionScale=2
- r.Shadow.SpotLightTransitionScale=512
- r.Shadow.DistanceScale=1.7 ; when used with CSMDepthBias change above this actually seems to work nicely?, game default = 1
- ; Disable some S-edition "optimizations" that weren't in original DQXI, likely just ugly things up
- r.JackLoadReduction.DisableAnimUpdateRateOptimization=1 ; default = 0
- ;r.JackLoadReduction.DisableDitherHidden=1 ; default = 0 -- commented out (leaving dithering on)
- ;r.JackLoadReduction.DisableMovementModeOptimization=1 ; default = 0 -- -- commented out (issue causing NPCs to float)
- ; ----------------------------------
- ; EXPERIMENTAL CHANGES SECTION
- ; REMOVE THESE LINES
- ; IF YOU RUN INTO ANY ISSUES
- ; ----------------------------------
- ; Experimental changes!
- ; If you notice any weird artifacts feel free to remove these!
- r.PostProcessingColorFormat = 1 ; better quality color format, game default = 0
- r.PostProcessing.PropagateAlpha = 1 ; "scene alpha channel support in the post processing", game default = 0
- r.HZBOcclusion = 1 ; "Use HZB occlusion system (less GPU and CPU cost, more conservative results)", game default = 0
- r.GBufferFormat = 4 ; higher-precision GBuffer, game default = 1
- r.Filter.SizeScale = 2 ; scale up sample count for bloom/DOF, game default = 1
- r.EmitterSpawnRateScale = 2 ; double the emitter/particle count, game default = 1
- r.DFFullResolution = 1 ; "full resolution distance field shadowing", game default = 0
- r.SceneColorFormat = 4 ; game default = 4, lets keep it that way
- r.SceneColorFringeQuality = 0 ; game default = 1, doesn't seem used though, disable for possible perf boost?
- r.CreateShadersOnLoad = 1 ; "create shaders on load, which can reduce hitching, but use more memory", game default = 0, unsure if this has any effect but maybe can help
- ; ---------------------------------------------------
- ; ---------------------------------------------------
- [ConsoleVariables]
- ; Render Target Buffer
- r.RenderTargetInitializeBufferSizeX=2560 ; default 1600 x 900
- r.RenderTargetInitializeBufferSizeY=1440 ; changed to 2560x1440
- ; Light Propagation Volume
- r.LightPropagationVolume=1 ; default 0
- ; SSAO
- r.AmbientOcclusionRadiusSkin=10 ; default 5 in DE, 10 in OG
- r.AmbientOcclusionRadiusScale=0.8 ; slight scaling of general model AO radius
- r.AmbientOcclusionSampleSetQuality=1 ; improve quality of ambient occlusion
- r.AmbientOcclusionStaticFraction=1 ; same with this
- r.AmbientOcclusionMaxQuality=-100 ; fixed to (negative) 100 (overrides postprocessvolume setting)
- r.AmbientOcclusionLevels=2
- r.AmbientOcclusionMipLevelFactor=0 ; 0 will always use the highest mip level regardless of postprocessing (set in Scalability), but may cause cache to be wasted (less RAM efficient), default 0.5
- ; Bloom
- r.BloomReverseStages=1
- r.BloomQuality=5 ; default 3, 5 is highest quality
- r.Bloom.Cross=-0.7 ; strengthen bloom effect
- ; Distance Fields Atlas Texture Size
- r.DistanceFields.FixedSizeAtlasTexture=0 ; default 1 -- dynamic size for atlas texture
- r.DistanceFields.AtlasSizeZ=1024 ; default 512, changed by devs from 1024 (UE4 default)
- ; Distance Fields Shadow Light Tiles
- r.DFShadowFixedLightTiles=256 ; default 128
- ; Enable planar reflection
- r.AllowGlobalClipPlane=1
- ; HDR for 2D Rendering -- improves 2D render quality, but significant performance impact *comment these out if you experience frame drops in menus*
- ; r.TextureRenderTarget2DDefaultHDR=1 ; default 0 -- commented out (no real improvement, possible performance hit)
- r.TextureRenderTarget2DScale=1.5 ; 1.5x scale for 2D renders (UI, etc)
- ; Tonemapper Settings
- r.TonemapperGamma=1.5 ; enable tonemapper gamma (improved s-curve to linear gamma by default), default 2.0 / 0-(reverts to linear gamma)
- r.Color.Mid=0.7 ; added to counteract a slightly lower tonemappergamma value, improves colors (less "washed-out"), default 0.5
- ; Translucency Lighting Volume
- r.EnableAsyncComputeTranslucencyLightingVolumeClear=1 ; disabled by the devs due to issues w/ the PS4 version
- ; Cache Scene Shadows (more RAM heavy - performance tradeoff)
- r.Shadow.CacheWholeSceneShadows=1
- ; AO Distance Field Properties
- r.AOGlobalDistanceField=1 ; default 0
- r.AOHeightfieldOcclusion=1 ; default 0
- r.HeightfieldGlobalIllumination=1 ; default 0
- ; Shadow sizes (improved shadow detail w/ larger size, more VRAM use)
- r.Shadow.MinWholeSceneShadowMapSizeX=6144 ; default 3072 in DE, set to OG value
- r.Shadow.MinWholeSceneShadowMapSizeY=2048 ; default 1024 in DE, set to OG value
- r.Shadow.MinPointLightShadowResolution=128 ; adjusted in 0.0.2 (32 -> 128)
- r.Shadow.MaxPointLightShadowResolution=2048 ; adjusted in 0.0.2 (1024 -> 2048)
- ; Higher reflection quality
- r.MinNumReflectionCaptures=200
- ; Enable jittering for TAA (UE4 default, devs set to 2 for FXAA only)
- r.Jittering=1
- ; Enable tiled deferred shading
- r.TiledDeferredShading=1 ; "false" by default, 1 is UE4 default -- "no 80 point lights are placed", so devs turned off
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