ROM Hack RELEASE Outer Worlds Graphics and FPS Mods

  • Thread starter Thread starter DemetriusBlack
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I think we need more graphic degradation for a handheld mode for better performance on 460mhz
maybe you can try disable SSR, lower texture quality (vanilla quality), shadow quality (lower is 0 - which seem doesn't disable shadow but decrease shadow draw distance)... The one thing that improved image quality the most is SSAO so I dont recommend disabling it
 
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Upload the lower config:
-Texture Quality=1
-SSR=0
-Bloom OFF
-MaxAnisotropy=4 (x8 in my default config)
-StaticMeshLODDistanceScale=1.0 (1.5 in default config, 2.0 in docked mode)

Lowest config: Like above plus:
-MinDynamic Res=50% (55% in other configs)
-DOF OFF
-Effects Quality=0
-Foliage Quality 0
2020061620505600-1BD3CFAB1BD3FF0CA4B85344319D6C52.jpg
2020061620522400-1BD3CFAB1BD3FF0CA4B85344319D6C52.jpg
2020061621574400-1BD3CFAB1BD3FF0CA4B85344319D6C52.jpg
2020061622260200-1BD3CFAB1BD3FF0CA4B85344319D6C52.jpg
2020061622282800-1BD3CFAB1BD3FF0CA4B85344319D6C52.jpg

I decided not to set PostProcessQuality=0 in lowest config (as result is in the screenshot there), and with ShadowQuality=0 the shadow draw distance is so low that the spaceship there will have no shadow

Edit: I just discovered that lower StaticMeshLODDistanceScale mean higher quality (higher value will switch lod faster, shorter distance) xD
 

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Last edited by NotACat,
Upload the lower config:
You can delete folders Program and save from engine folder cause it is not need it.
And why you don't use r.SSS.Scale= that was in original config?
Anddid you try to play with this settings?
foliage.MinOcclusionQueriesPerComponent=2
MaterialBaking.UseMaterialProxyCaching=1
CoverGrass.FadeDepthRange=20
CoverGrass.FadeMinAlpha=0.2
FX.ParticleSystemPool.Enable=0
Ak.DisableRoomComponents=0
Ak.DisableReverbComponents=0
Ak.DisablePortals=0
 
Last edited by Stepik,
I considered disabling SSR but with the water reflections and metal everywhere it's a huge improvement to the alternative IMO. I didn't have time to look into shadow rendering much, but shadow quality, particle counts and foliage can be reduced for performance; one you see infrequently and the other doesn't ever really improve. It's not adding neon grass you can hide in, just some clumps of weeds.

Right now using the file @Huy98vn generously uploaded on pg 19 (Ty!), the first one mentioned-with the improved aliasing. So far looks good and runs well handheld and dock, with just below max oc which is my preference. Now if we could just find a way to get those glitchy skyboxes without resorting to xpass. Thanks for all the quality work Huy98vn, you're an asset to the community
 
Last edited by ValenValentine,
I considered disabling SSR but with the water reflections and metal everywhere it's a huge improvement to the alternative IMO. I didn't have time to look into shadow rendering much, but shadow quality, particle counts and foliage can be reduced for performance; one you see infrequently and the other doesn't ever really improve. It's not adding neon grass you can hide in, just some clumps of weeds.

Right now using the file @Huy98vn generously uploaded (Ty!), the first one as I mentioned the foliage is 'meh' imo with the improved aliasing. So far looks good and runs well handheld and dock, with just below max oc which is my preference. Now if we could just find a way to get those glitchy skyboxes without resorting to xpass

--------------------- MERGED ---------------------------
SSR mostly affect the water ponds on the ground (which is still ugly with SSR=1 or 2) as I experienced so far.
Btw you should down the default config on this page (or at lower end of page 19) which was improved texture filtering
 
Last edited by NotACat,
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hi I'm curious to know if there's any mod like this for hellblade senuas sacrifice for Nintendo switch because is also an unreal engine game and looks very bad on switch u.u

--------------------- MERGED ---------------------------

hi I would like to know if there's any mod for senuas sacrifice hellblade for Nintendo switch because is also build on unreal engine and would be nice to improve the poor graphics that show on switch
 
You can delete folders Program and save from engine folder cause it is not need it.
And why you don't use r.SSS.Scale= that was in original config?
Anddid you try to play with this settings?
foliage.MinOcclusionQueriesPerComponent=2
MaterialBaking.UseMaterialProxyCaching=1
CoverGrass.FadeDepthRange=20
CoverGrass.FadeMinAlpha=0.2
FX.ParticleSystemPool.Enable=0
Ak.DisableRoomComponents=0
Ak.DisableReverbComponents=0
Ak.DisablePortals=0

I've never seen the original config and I also don't understand/learn the in-depth of the engine and those graphics settings like you mentioned here too. What I did is searching on google to know about some settings xD
 
Last edited by NotACat,
Wow, that is not a small difference. The "before" image looks like N64 graphics by comparison. Everything just looks more dead, all the detail and life is gone. I've only played it on PC and that's probably still the best way to experience it. And the Switch of course has the benefit of being a handheld you can take anywhere and play on the go, and I'm willing to put up with somewhat worse graphics and worse framerates for that, but I think too many sacrifices were made here in order to keep framerates good passable. Nintendo should just enable higher clock speeds on a game by game basis as long as temperatures are kept in check, they've already enabled overclocking in bursts so why not.
 
Last edited by The Real Jdbye,
Can yo do that on witcher 3? I really hope someone make improve that game to run in 720p or Disable dynamic resolution without use OC :'(
I can't do anything about TW3... Panic Button already did a very good job, especially after the patch that add sharpening and antialiasing setting (although I would like some AA like SMAA or FXAA instead just enable/disable TAA)
 
Here's my config based on vanilla ver with these addtional settings:
-Enable SSAO
-Enable DOF
-Improved AA quality and image sharpness
-Change texture filtering to anisotropy (based on PS4 ver in DefaultDeviceProfiles.ini) and MaxAnisotropy=4
-Adjust dynamic resolutions (docked mode lowest is 60%=1152x648, handheld lowest is 60%=768x432)
-Disabled lens flare (It's known for causing light flickering issues)
-SSR is enabled as vanilla ver

-Increase ViewDistanceQuality, ShadowQuality, TextureQuality, FoliageQuality for Docked ver

I don't have time to test the performance yet, so you guy can try it out and tell me
 

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Last edited by NotACat,
Why can the dev not unlock overclock on Switch?

Why do users need to fix bad ports?

In any case, good work on this.
 

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