Dishonored

Dishonored

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Dishonored Max Graphics and Best Settings 2025
By impulse
Best graphics and ini tweaks for Dishonored.
I made this mostly for myself (now for others) as a quick guide for when I want to replay Dishonored maxed out with the best settings.
This is what Arkane's vision would look like if hardware constraints didn't exist.
   
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In-game Settings

Lower brightness to about 30% (darker is better and makes colors and shadows pop more).
Set Fov to 90 or 100 (lets you see more of Corvo's hands and weapons).
Disable most of the HUD clutter and make the important stuff contextual (immersion).
Disable in-game V-sync.
Disable in-game FXAA/MLAA.



Nvidia Profile Inspector Settings
Download Nvidia Profile Inspector (everyone should own this).

Make these changes for Dishonored's NV Profile:

AA compatibility (DX9): 0x080000C1

AA Transparency Supersampling: 4x Sparse Grid Supersampling
AA Behavior Flags: None
AA Mode: Override any app setting
AA Setting: 4x [4x Multisampling]

Anisotropic Filter Optimization: Off
Anisotropic Filter Sample Optimization: Off
Anisotropic Filtering Mode: User-defined
Anisotropic Filtering Setting: 16x

Texture Filtering LOD Bias (DX): -1.0 (use -0.5 for 2xSGSS/2xMSAA, and -1.5 for 8x)
Texture Filtering Negative LOD bias: Allow

(make sure FXAA/MLAA is off in game)

INI Tweaks
These settings will fix Dishonored's ragdoll capacity limitations and improve textures, shadows, lighting, distance, fps cap, and overall quality. Very minimal performance impact.

Go to Documents/MyGames/Dishonored/DishonoredGame/Config folder and then open "DishonoredAI.ini" and make these changes:

[DishonoredGame.DishonoredGlobalAIManager]
m_bCorpseCleanupInView=False
m_CorpseAbsoluteMaximumCount=200
m_CorpseIdealMaximumCount=200

(Save and set to Read Only)

Next, open "DishonoredGame.ini" in that same folder and make these changes:

[Engine.Engine]
bAllowMatureLanguage=TRUE

bUseTextureStreaming=True
bUseBackgroundLevelStreaming=True
bSubtitlesForcedOff=FALSE
MinTextureDensity=0.0
IdealTextureDensity=20.0
MaxTextureDensity=80.0
MinLightMapDensity=0.0
IdealLightMapDensity=1.0
MaxLightMapDensity=3.0

MipFadeInSpeed0=0.3
MipFadeOutSpeed0=0.1
MipFadeInSpeed1=2.0
MipFadeOutSpeed1=1.0
bShouldGenerateSimpleLightmaps=TRUE

bSmoothFrameRate=True
MinSmoothedFrameRate=144
MaxSmoothedFrameRate=200

[TextureStreaming]
PoolSize=4000
MemoryMargin=20
MemoryLoss=0
HysteresisLimit=30
DropMipLevelsLimit=24
StopIncreasingLimit=20
StopStreamingLimit=12
MinEvictSize=10
MinFudgeFactor=1
FudgeFactorIncreaseRateOfChange=0.5
FudgeFactorDecreaseRateOfChange=-0.4
MinRequestedMipsToConsider=11
MinTimeToGuaranteeMinMipCount=0
MaxTimeToGuaranteeMinMipCount=0
UseTextureFileCache=TRUE
LoadMapTimeLimit=3.0
LightmapStreamingFactor=0.04
ShadowmapStreamingFactor=0.04
MaxLightmapRadius=2000.0
AllowStreamingLightmaps=True
TextureFileCacheBulkDataAlignment=1
UsePriorityStreaming=True
bAllowSwitchingStreamingSystem=False
UseDynamicStreaming=True
bEnableAsyncDefrag=False
bEnableAsyncReallocation=False
MaxDefragRelocations=256
MaxDefragDownShift=128

[SystemSettings]
SkeletalLODDistanceFactorMultiplier=1
StaticLODDistanceFactorMultiplier=1
TextureForcedLODBias=0
iType_AntiAlias=0
bUseMaxQualityMode=False
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=10.0
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=False
SHSecondaryLighting=True
DirectionalLightmaps=True
MotionBlur=False
MotionBlurPause=False
DepthOfField=True
AmbientOcclusion=False
Bloom=True
UseHighQualityBloom=True
bAllowLightShafts=True
bAllowRatsShadow=True
Distortion=True
FilteredDistortion=True
DropParticleDistortion=False
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=True
SpeedTreeFronds=True
OnlyStreamInTextures=False
LensFlares=True
FogVolumes=True
FloatingPointRenderTargets=True
OneFrameThreadLag=False
UseVsync=False
UpscaleScreenPercentage=True
Fullscreen=True
AllowD3D10=False
AllowRadialBlur=True
SkeletalMeshLODBias=0
ParticleLODBias=0
DetailMode=4
ShadowFilterQualityBias=10
MaxAnisotropy=16
MaxMultisamples=1
MinShadowResolution=64
MinPreShadowResolution=8
MaxShadowResolution=4096
MaxWholeSceneDominantShadowResolution=4096
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=.25
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
FoliageDrawRadiusMultiplier=1.000000
ShadowTexelsPerPixel=16
PreShadowResolutionFactor=.5
bEnableVSMShadows=True
bEnableBranchingPCFShadows=False
bAllowHardwareShadowFiltering=True
bAllowBetterModulatedShadows=True
bEnableForegroundShadowsOnWorld=True
bEnableForegroundSelfShadowing=True
bAllowWholeSceneDominantShadows=True
ShadowFilterRadius=4
ShadowDepthBias=.012
CSMSplitPenumbraScale=.5
CSMSplitSoftTransitionDistanceScale=4
CSMSplitDepthBiasScale=.7
UnbuiltWholeSceneDynamicShadowRadius=20000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=50

TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=2048,LODBias=0)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=2048,LODBias=0)
TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=2048,LODBias=0)
TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=2048,LODBias=0)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=2048,LODBias=0)
TEXTUREGROUP_Weapon=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=256,MaxLODSize=2048,LODBias=0)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=256,MaxLODSize=2048,LODBias=0)
TEXTUREGROUP_Vehicle=(MinLODSize=512,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=512,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=512,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_Cinematic=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_Effects=(MinLODSize=128,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=2048,LODBias=0)
TEXTUREGROUP_UI=(MinLODSize=512,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_Lightmap=(MinLODSize=512,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_Shadowmap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,NumStreamedMips=0)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_MobileFlattened=(MinLODSize=8,MaxLODSize=256,LODBias=0)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear)

bForceNoStartupMovies=true

(Save and set to Read Only)


5 Comments
impulse  [author] 26 Oct @ 9:56pm 
And yeah, I did some testing and capping the fps at 200 seemed to be most stable and didn't create the "sticky leaning" bug that happens when having high fps. The fps cap unfortunately doesn't work with SmoothFrameRate off otherwise I always leave that off in all my games.
impulse  [author] 26 Oct @ 9:51pm 
Besides the essential ragdoll capacity fix and higher fps cap, ini tweaks will usually be small. But when you do a lot of small changes, they all add up to compliment each other. The biggest changes are farther and sharper shadows and better texture streaming.
The Flying Butchman 25 Oct @ 9:03pm 
I will say, in a UE3 game like this, it's usually better to turn off bSmoothFrameRate for more consistent frame times on modern hardware in my experience.
Ark Strike 24 Oct @ 12:18am 
From experience, a lot of these ini tweaks rarely ever do anything noticeable (or at all) but I'm gonna try it regardless.
Danicchi 21 Oct @ 5:36pm 
If only I had this guide before I did my first playthrough one or two months ago lmao. I did do the SGSSAA stuff myself, none of the ini tweaks tho. Will gladly copy those over, thank you so much!