Gaming

No More Heroes 3 Improving Shadows & Draw Distance

Welcome to our No More Heroes 3 Improving Shadows & Draw Distance and extra information. There are a whole lot of variations of .ini tweaks going round, so I made a decision to compile the related instructions into one place! We know that there are individuals who have a tough time ending the No More Heroes 3 recreation. If you’re a type of who discover it tough to complete the sport, let’s take you to our No More Heroes 3 information.

No More Heroes 3 Improving Shadows & Draw Distance

10/13/22: Updated “Main Commands”, now contains “r.Streaming.PoolSize=0” and “r.Streaming.Boost=4” by default; Added “Motion Blur” part; Updated “Texture Streaming” part.

Introduction & Main Commands

Unreal Engine 4 video games are very simple to tinker with, with a mess of instructions that do one million various things. These transcend the “Graphics Settings” menu, and supply much more choices.

As you could have seen, NMH3 on PC has an especially quick draw distance, each for objects and shadows. Thankfully, mitigating these graphical shortcomings is extraordinarily simple! (NOTE: Don’t be afraid to mess around with the values! See what works greatest for you when it comes to high quality/efficiency)

The following instructions must be pasted onto Engine.ini, positioned below %LOCALAPPDATA%No More Heroes 3SavedConfigWindowsNoEditor:

[SystemSettings]
r.MaxAnisotropy=16
r.DepthOfFieldQuality=4
r.Streaming.PoolSize=0
r.Streaming.Boost=4
r.bForceCPUAccessToGPUSkinVerts=1
r.ViewDistance=5
r.ViewDistanceScale=5
r.LandscapeLODDistributionScale=3
r.LandscapeLOD0DistributionScale=3
r.StaticMeshLODDistanceScale=0.01
grass.CullDistanceScale=4
grass.DisableDynamicShadows=1
foliage.LODDistanceScale=4
foliage.ditheredLOD=0
foliage.MinimalScreenMeasurement=0.00000001
foliage.MaxOcclusionQueriesPerComponent=128
foliage.MinInstancesPerOcclusionQuery=65536
r.HLOD=1
r.HLOD.DistanceScale=3
r.MipMapLODBias=0
r.MaxQualityMode=1
r.DetailMode=2
r.MaterialsQualityDegree=1
r.SkeletalMeshLODBias=-2
r.SkeletalMeshLODRadiusScale=0.03
r.LandscapeLODBias=-3
r.LightFunctionQuality=1
r.AllowLandscapeShadows=1
r.AmbientOcclusionLevels=2
r.AmbientOcclusionMaxQuality=100
r.AmbientOcclusionRadiusScale=0.03
r.ExcessiveQualityLightMaps=1
r.LensFlareQuality=3
r.ShadowQuality=5
r.Shadow.DistanceScale=5
r.Shadow.CSM.MaxCascades=10
r.Shadow.MaxResolution=4096
r.Shadow.MinResolution=4096
r.Shadow.MaxCSMResolution=4096
r.Shadow.MinCSMResolution=4096
r.Shadow.RadiusThreshold=0.001
r.Shadow.CSM.TransitionScale=6
r.BloomQuality=4

OPTIONAL: Super-Sampling (SSAA)

Tired of all these jaggies and FXAA blurring your recreation up? Try this command:

r.ScreenShare=###

With it, you may render the sport at a distinct decision than what your monitor can supply (Base worth being one hundred pc). For instance, in case you have a 1080p show and set the “###” to “200”, this is able to make in order that the sport renders internally at 4K, then downsamples to 1080p, producing a pointy picture with loads much less aliasing. This, in fact, is extremely taxing on the {hardware}, so that you may wish to mess around with the share, or attempt TAA as a substitute. (subsequent part)

For low-end customers, you may upsample too, by setting “###” to one thing under “100”!

OPTIONAL: Temporal Anti Aliasing (TAA)

NMH3 makes use of FXAA by default, with three presets within the graphics menu. FXAA is a very low cost however ineffective resolution, blurring the residing hell out of the sport.

In comes TAA, a extra refined resolution, though not excellent by any means. If SSAA is simply too taxing in your {hardware} and nonetheless need a first rate type of AA, attempt these instructions:

r.DefaultFeature.AntiAliasing=2
r.PostProcessAAQuality=6
r.TemporalAASamples=8
r.TemporalAACurrentFrameWeight=0.12
r.TemporalAAFilterSize=1.0
r.TemporalAACatmullRom=1
r.TemporalAAPauseCorrect=1

OPTIONAL: Screen Space Reflections (SSR)

Here comes a giant one. Want nicer reflections? Then you’re kinda not in the precise place. You see, NMH3 wasn’t designed with SSR in thoughts, and so whereas a whole lot of areas can look nice, others… not a lot. I personally suggest towards enabling SSR, however if you wish to see the way it appears to be like or genuinely want it, then attempt these:

r.SSR.Quality=4
r.SSR.MaxRoughness=1
r.RefractionQuality=3

OPTIONAL: Motion Blur

If you’re the kind of maniac that enjoys movement blur, or need the sport look extra just like the next-gen variations, listed here are the instructions:

r.DefaultFeature.MotionBlur=1
r.MotionBlurQuality=4
r.MotionBlur.TargetFPS=0

MEGA OPTIONAL: Screen Space Global Illumination (SSGI)

This is a primitive type of ray-tracing, making in order that the lighting appears to be like extra lifelike, with loopy bounce shadows and the type. However, that is extraordinarily taxing. Not solely that, I additionally don’t assume it appears to be like that nice more often than not.

If you’re an absolute lunatic and/or have a adequate PC to deal with SSGI, do this command:

r.SSGI.Quality=4

OPTIONAL: Texture Streaming Commands

NOTE: The following instructions introduce main stuttering, particularly within the open world

UE4 is fairly notorious for its texture streaming system. Here are some instructions to assist with making it look much less dangerous:

r.Streaming.HLODStrategy=0
r.Streaming.DefragDynamicBounds=1
r.Streaming.MipBias=0
r.Streaming.FullyLoadUsedTextures=1

Alternatively, you may disable texture streaming outright. Sounds nice, don’t it? Well, sadly this extends loading occasions significantly:

r.TextureStreaming=0

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