Lords of the Fallen

Lords of the Fallen

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"Max" Graphics
By IchigoMait
Just an engine.ini tweak.

Enabled virtual shadows it allows you to see dynamic object shadows with the lamp, like when you use it on a character you get an actual shadow behind them.
Tried to reduce the brightness of the volumetric fog while still retaining the volumetric fog inside rooms, prolly can be made even better.
Increased grass texture distance, and whatever else is considered to be the same type of texture.
Foliage distance ironically doesn't do that, it instead adjusts the cloth/flags on buildings, and some overlay kind of thing on waterfalls, but the default value 1 already is 1000x more than needed, no idea how the devs managed to do that.


I'm using Cinematic Settings with DLSS quality and Framegeneration.
Seems they removed the custom scaling %, before it was visible, but every time you changed the preset it reset to 50%, so I'm hoping it's not doing it anymore.

Also the Cinematic settings are basically what Ultra was before. They only shifted the naming.
   
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How to Install
Find Engine.ini
"windows drive"\Users\"username"\AppData\Local\LOTF2\Saved\Config\Windows
and put somewhere in the file separately the systemsettings in brackets and the command text below
no need to make the file "read only", unless you want to keep the flavor text between commands.
ConsoleVariables
[ConsoleVariables]
foliage.LODDistanceScale=3 ; (1)(Scale factor for the distance used in computing LOD for foliage.)
r.ContactShadows.NonShadowCastingIntensity=1 ; (0 constructor)
r.DFDistanceScale=4 ; (1 constructor)(Factor to scale directional light property 'DistanceField Shadows Distance', clamped to [0.0001, 10000]. I.e.: DistanceFieldShadowsDistance *= r.DFDistanceScale. [0.0001,1): shorter distance, 1: normal (default), (1,10000]: larger distance.))
r.Lumen.Reflections.BilateralFilter=0 ; (1 scalability)(Whether to do a bilateral filter as a last step in denoising Lumen Reflections)
r.Lumen.Reflections.GGXSamplingBias=1 ; (0.1 scalability)(Seems to make transparent object inside part reflective side reflect stuff properly instead of being blurry)(No description)
r.Lumen.Reflections.HierarchicalScreenTraces.HistoryDepthTestRelativeThickness=0 ; (0.01)(Distance between HZB trace hit and previous frame scene depth from which to allow hits, as a relative depth threshold.)
r.Lumen.Reflections.MaxRoughnessToTrace=0.5 ; (0.4 scalability)(No description)
r.Lumen.Reflections.SmoothBias=1 ; (0)(Values larger than 0 apply a global material roughness bias for Lumen Reflections, where 1 is fully mirror.)
r.Lumen.TraceDistanceScale=3 ; (1)(Scales the tracing distance for all tracing methods and Lumen features, used by scalability.)
r.MaxAnisotropy=16 ; (8 scalability)(MaxAnisotropy should range from 1 to 16. Higher values mean better texure quality when using anisotropic filtering but at a cost to performance. Default is 4.)
r.MipMapLODBias=-3 ; (0)(Apply additional mip map bias for all 2D textures, range of -15.0 to 15.0)
r.Shadow.CSM.TransitionScale=2 ; (1 scalability)(Allows to scale the cascaded shadow map transition region. Clamped within 0..2. 0: no transition (fastest) 1: as specific in the light settings (default) 2: 2x larger than what was specified in the light)
r.Shadow.DistanceScale=2 ; (1 scalability)(Scalability option to trade shadow distance versus performance for directional lights (clamped within a reasonable range). <1: shorter distance, 1: normal (default), >1: larger distance)
r.Shadow.MaxCSMResolution=2048 ; (2048 scalability)(adjust it to your tastes if you don't want to use virtual shadows, 8192 max, after that it will break shadows, very performance heavy going above 4096, less accurate than virtual shadows)
r.Shadow.Virtual.Enable=1 ; (0 constructor)(Enable Virtual Shadow Maps)
r.Shadow.Virtual.UseFarShadowCulling=0 ; (1 constructor)(If you want to only force max shadows very far away)(Switch between implementing the far shadow culling logic for VSMs)
r.Shadow.Virtual.ForceOnlyVirtualShadowMaps=1 ; (0 constructor)(1 "max" shadows)(If enabled, disallow creation of conventional non-virtual shadow maps for any lights that get a virtual shadow map. This can improve performance and save memory, but any geometric primitives that cannot be rendered into the virtual shadow map will not cast shadows)
r.Streaming.PoolSize=-1 ; (default 1000)
r.ViewDistanceScale=3 ; (1 scalability)(1 is epic, 10 is cinematic, dunno if there are any visual detail gains going above 3)
r.ViewTextureMipBias.Min=0 ; (-2)(works only together r.ViewTextureMipBias.Min r.ViewTextureMipBias.Offset)
r.ViewTextureMipBias.Offset=0 ; (-0.3)(works only together r.ViewTextureMipBias.Min r.ViewTextureMipBias.Offset)
r.VolumetricFog.GridPixelSize=4 ; (8 scalability)(smaller higher quality)
r.VolumetricFog.GridSizeZ=64 ; (128 scalability)(64 little bit more dynamic volumetricfog)
r.VolumetricFog.InjectShadowedLightsSeparately=0 ; (1 scalability)(Whether to allow the volumetric fog feature)
r.VolumetricFog.Jitter=0 ; (1 scalability)(Whether to apply jitter to each frame's volumetric fog computation, achieving temporal super sampling)
r.VolumetricFog.LightFunction.DirectionalLightSupersampleScale=0 ; (2 constructor)(0 makes volumetric fog outside more transparent, dunno what 2 even does differently from 1)
Comparison pictures
Vanilla vs Custom
Main Menu

Lamp usage

right bottom side virtual shadows disabled, the rest still enabled
Shadows and Grass