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WindS

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Wspirit82

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About this mod

Trying to get better TSAA anti aliasing, and details from the game.

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I tested some values and they have little effect.

The idea was to get better Anti Aliasing, less jagged edges.
At the same time lower effect of TAA to
remove the blur smear on the Marines when they move.


So far seems this effects AntiAliasing maybe.
Leave  r.ForwardShading=false.
Making it "true" crashes the game; at start.
Don't use it.

I was trying to get MSAA
but it Don't work in this game.
I cant get MSAA to work .But i left it in some of the edits.
You can remove whatever u want to test.


For some definitions ( Mips), low values are better.
Higher values can cause textures to not load fully.





If you want to try and search some definitions: 
https://pongrit.github.io/

( Note! Using Engine.ini  may cause more game Lag
and slow to a crawl because of some number
values represent High graphics settings
for Unreal Engine 4. Or could have opposite effect.
Pick and choose what best works for you.)




Copy paste this at the end
of the Engine.ini file.
Found:
"C:\Users\PCName\AppData\Local\ASF\
Saved\Config\WindowsNoEditor\Engine.ini"


Updated conservative list.
( This appears to offer stable textures an anti aliasing.
If your GPU (graphics-card) specifically has internal ram more than 4099 (mb aka 4gb's)
enter what yours specifically is in Mega Byte numbers. ( not about Ram sticks).
If useless then just delete Engine.ini and game will replace it next restart.

( This goes at the very bottom of all the stuff in Engine.ini.

[SystemSettings]
r.maxanisotropy=16
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.PoolSize=4099
r.Streaming.MaxTempMemoryAllowed=80
r.DefaultFeature.MotionBlur=0
r.motionblurquality=0
r.MipMapLODBias=-1
r.TemporalAACatmullRom=1
r.TemporalAACurrentFrameWeight=-0.01
r.TemporalAASamples=64
r.MaxQualityMode=0
r.TemporalAAFilterSize=1.1

-----------------------------
2nd test configs:


[SystemSettings]
r.MipMapLODBias=-1
r.D3D11.UseAllowTearing=1
r.D3D12.UseAllowTearing=1
r.motionblurquality=0
r.DefaultFeature.MotionBlur=0
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.PoolSize=4099
r.Streaming.MaxTempMemoryAllowed=1
r.TemporalAACatmullRom=1
r.TemporalAACurrentFrameWeight=-0.01
r.TemporalAASamples=8
r.MaxQualityMode=0
r.TemporalAAFilterSize=1.1
r.FlushRHIThreadOnSTreamingTextureLocks=0
r.Streaming.PerTextureBiasViewBoostThreshold=1
r.Streaming.MinLevelTextureScreenSize=1
r.Streaming.MaxTextureUVDensity=1
r.Streaming.FullyLoadUsedTextures=1
r.PreTileTextures=1
r.ForceHighestMipOnUITextures=1
r.TextureStreaming=1
r.ResolutionQuality=140.000000
sg.ResolutionQuality=140.000000
r.maxanisotropy=16

-----------------------------------------------------------------
( 3rd test configs: r.TemporalAAFilterSize=0.32 (1.0 = smoother, 0.0 = sharper but aliased BUT seems not to have any effect I can notice...)
And r.TemporalAACurrentFrameWeight=0.17 ( Low values cause blurriness and ghosting, high values fail to hide jittering. This has Most effect. Lowest you can go before it gets sharp is 0.10. At 0.09 its jagged.)

By adjusting the effect of the anti aliasing TAA on the game. Lowering the CurrentFrameWeight allows less blurry image. Same with FillterSize. Higher values is less flicker but more blur when Marines are in motion. This attempts to find a tolerable middle ground that avoids blur in exchange for some sharp edge flicker.)

Right now 3rd test has a flicker. For the fact r.PostProcessAAQuality is set to ""2"". 
Defines the postprocess anti aliasing method which allows to adjust for quality or performance.
0:off, 1:very low (faster FXAA), ""2:low (FXAA)"", 3:medium (faster TemporalAA), 4:high (default TemporalAA), 5:very high, 6:max


3rd test I think looks best because No blur.
There is a lot of light flickering. Change r.PostProcessAAQuality=3 to  three, if you want blur again
Or set 0.10 or higher for TemporalAACurrentFrameWeight. Most other stuff is testing and not sure what they all do.


[SystemSettings]
r.DynamicRes.CPUBoundScreenPercentage=1
r.SSR.Temporal=0
r.MSAACount=2
r.MSAA.CompositingSampleCount=2
r.PostProcessAAQuality=1
r.TemporalAAFilterSize=0.30
r.TemporalAACurrentFrameWeight=0.9
r.CustomDepthTemporalAAJitter=1
r.TemporalAACatmullRom=1
r.SupportMaterialLayers=0
r.MipMapLODBias=0
r.Streaming.MaxTempMemoryAllowed=100
r.DefaultFeature.MotionBlur=0
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.PoolSize=4080
r.MaxQualityMode=1
r.FlushRHIThreadOnSTreamingTextureLocks=0
r.Streaming.PerTextureBiasViewBoostThreshold=1
r.Streaming.MinLevelTextureScreenSize=1
r.Streaming.MaxTextureUVDensity=1
r.Streaming.FullyLoadUsedTextures=1
r.PreTileTextures=1
r.ForceHighestMipOnUITextures=1
r.TextureStreaming=1
r.ResolutionQuality=140.000000
r.maxanisotropy=16
r.TemporalAA.Upsampling=0
r.D3D11.UseAllowTearing=1
r.D3D12.UseAllowTearing=1
r.motionblurquality=0
r.TemporalAASamples=4
r.TSR.History.ScreenPercentage=60





4TH test. This time softer again. And messing with mipmaps 


[SystemSettings]
r.MipMapLODBias=-0
r.MaxQualityMode=0
r.PostProcessAAQuality=4
r.TemporalAACurrentFrameWeight=0.10
r.Tonemapper.Sharpen=1
r.DynamicRes.CPUBoundScreenPercentage=0
r.SSR.Temporal=0
r.SSR.Quality=2
r.SSR.MaxRoughness=0.5
r.TemporalAAFilterSize=0.29
r.CustomDepthTemporalAAJitter=1
r.TemporalAACatmullRom=1
r.SupportMaterialLayers=0
r.Streaming.MaxTempMemoryAllowed=100
r.DefaultFeature.MotionBlur=0
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.PoolSize=4090
r.FlushRHIThreadOnSTreamingTextureLocks=0
r.Streaming.PerTextureBiasViewBoostThreshold=1
r.Streaming.MinLevelTextureScreenSize=1
r.Streaming.MaxTextureUVDensity=1
r.Streaming.FullyLoadUsedTextures=1
r.PreTileTextures=1
r.ForceHighestMipOnUITextures=1
r.TextureStreaming=1
r.ResolutionQuality=140.000000
r.maxanisotropy=16
r.TemporalAA.Upsampling=0
r.D3D11.UseAllowTearing=1
r.D3D12.UseAllowTearing=1
r.motionblurquality=0
r.TemporalAASamples=4
r.TSR.History.ScreenPercentage=60