Silent Hill 2 (2024) Ultra Plus
Added 2024-10-07 23:47:17 +0000 UTCHappy Monday π
I've now moved this to Nexus with several updates. Lmk what you think!
https://www.nexusmods.com/silenthill2/mods/24
Copies some settings from Cinematic to the Epic quality so they're active in-game
Reduced black point slightly to glue the game together. Konami have used a slightly milky black, which I normally like but it doesn't work because of slight differences in texture brightnesses. Lowering the black point a smidge helps this a lot (you can still adjust overall brightness in-game)
Sped up disk streaming by enabling DirectX 12 PSO disk cache
Sped up lumen by a few fps
Reduced hair pixelation by increasing MSAA
Enabled separation between materials for subsurface scattering (doesn't look like there is SSS?)
Enabled iris mapping (if supported)
Enabled anisotropic filtering for virtual textures (it was completely disabled)
Increased anisotropic filtering from 8 to 16
Enabled light UE realtime texture sharpening
Switched from Kraken to Selkie texture compression (Kraken is a weird choice!)
Adjusted in-game graphics menu settings (Low, Mid, High, Epic) to better balance options
Increased temp CPU memory from 50MB to 2048MB
Corrected configuration bugs in DLSS and TSR
Forced DLSS preset C
Enabled Ultra Quality Plus in XeSS upscaler
Increased disk requests from 1MB to 16MB each (conservatively)
Increased streamer parallelism
Fixed a hitch by disabling up to 15ms additional frame time for loading
Fixed white flashes at edge of screen
Enabled IO dispatcher system (reduces resource cost)
Enabled the prestreamer system for smoother streaming
Fixed a hitch by disabling texture pre-tiling
Reduced virtual texture uploads from 8 per frame to 4 (expensive)
Enabled downsampled occlusion queries (faster, no quality reduction)
Added sphere bounding to frustum culls (faster, no quality reduction)
Increased lens flare quality at Epic setting
Increased bloom quality at Epic setting
Increased water reflection quality (non RT) at Epic setting
Disabled half resolution water refractions (they look awful)
Increased grass system parallelism to prevent hitches (if grass is used)
Disabled shader energy conservation which is for mobile platforms only
Disabled some debugging which was still active in the shipped game
Enabled saving of found user PSOs to disk for later caching
Fixed mip cache sizing (was '7', needs to be '14' for 4096x textures)
Enabled mesh streaming (it was completely disabled), otherwise meshes won't be built in time for textures and shaders, probably causing hitches
Fixed some pop-ins by increasing LOD and shadow fade time from 0.25s to 2s
Fixed a hitch by correcting shadow predraw resolution (it was enabled at full shadow resolution, so pointless)
Disabled unbuilt shadows to prevent them being drawn in game (expensive)
Possibly fixed fog jitter noise by increasing fog history weight to prevent jittering (might need to be increase it further)
Improved performance of fog by slightly reducing Z resolution from 128 voxels to 96 (expensive, no visual difference in UE)
Fixed a hitch by limiting shader batch time from 16ms per frame (!) to 1.5ms
Prevented particles from running on the RHI, they should only run on the game thread