▷ Terminator: Resistance – How to improve the images and adjust the configuration

This guide will help you improve the overall visual quality and clarity of Terminator: Resistance.

Introduction

If you want to improve the visual quality of the game, such as increasing the drawing distance, adjusting the memory limit for the textures, turning off the chromatic aberration / object detonation / depth of field, then improve the quality texture, improve screen space reflexes, and improve flexibility, then this guide is for you.

Installation

Primero, vaya a C: Users AppData Local Terminator Saved Config WindowsNoEditor and search for Engine.ini and then work with a text editor (for example the Notes block).

Then, below the values ​​that are already there, add two links to the line and add all this section:

[
SystemSettings ] r.MaxAnisotropy = 16
r.TemporalAACurrentFrameWeight = 0.2
r.TemporalAASamples = 2
r.PostProcessAAQuality = 6
r.Tonemapper.Sharpen = 0.75
R.SceneColorFormat = 4
r.SceneColorFringeQuality = 0
r.SSS.HalfRes = 0
r.SSR.Quality = 5
r.SSR.Temporal = 1
r.SSS.Filter = 1
r.SSS.SampleSet = 2
r.SSR.MaxRoughness = 1
r.StaticMeshLODDistanceScale = 0.25
r.SkeletalMeshLODBias = -2
r.MipMapLodBias = -1
r.Streaming.MipBias = -1
r.Streaming.HiddenPrimitiveScale = 1
r.Streaming.UseAllMips = 1
r.Streaming.FullyLoadUsedTextures = 1
r.Streaming.HLODStrategy = 2
r.Streaming.PoolSize = 4096
r .Shadow quality = 5
r.Shadow.RadiusThreshold = 0.01
r.Shadow.RadiusThresholdRSM = 0.01
r.MotionblurQuality = 0
r.DefaultFeature.Motionblur = 0 follaje.LODDistanceScale =
6
r.ViewDistanceScale = 13
r.DepthOfField

/ script = 0 .user interface settings]
bEnableMouseSmoothing = false
bViewAccelerationEnabled = false

[ConsoleVariables]
r.ScreenPercentage = 125

retrocar

You can change any previous values ​​to your liking, you can disable all customizations simply by removing them from Engine.ini

Here’s a general explanation of what to do:

MaxAnisotropy guarantees that the game always uses 16x Anisotrope Filtering (in principle does not affect performance on modern PCs).

TemporalAACurrentFrameWeight, TemporalAASamples, PostProcessAAQuality and Tonemapper.Sharpen improves the quality of temporal anti-aliasing and makes the overall image cleaner and smoother.

SceneColorFormat and SceneColorFringeQuality disable chromatic aberration.

SSS.HalfRes, SSR.Quality, SSR.Temporal, SSS.Filter, SSS.SampleSet, and SSR.MaxRoughness improve the quality of screen space reflections (a slightly more expensive result than the standard configuration).

StaticMeshLODDistanceScale and SkeletalMeshLODBias improve the quality of the character model by a distance (no performance impact, so if it’s there it’s insignificant).

MipMapLodBias, Streaming.MipBias, Streaming.HiddenPrimitiveScale and Streaming.UseAllMips improve the texture quality a bit (zero rendering impact so to speak).

Streaming.FullyLoadUsedTextures and Streaming.HLODStrategy make the game load textures in memory at the beginning into place during the game, which greatly reduces the chance of problems or bugs (the inconvenience is that the INITIAL load times increase a bit, but only in the first launch of the game per session).

Streaming.PoolSize determines how much video memory is allocated to the textures, you have to configure it exactly at the VRAM level of your graphics card, since I have 8GB of VRAM, it is configured in 4096 (aka 4GB).

The usual values ​​for this are 6144 for 12 GB VRAM, 4096 for 8 GB VRAM, 3072 for 6 GB VRAM and so on (this is how the game loads and manages the textures better with the loading structures at the beginning of the previous adjustments).

ShadowQuality, Shadow.RadiusThreshold, and Shadow.RadiusThresholdRSM slightly improve the quality of the shadows (less performance impact).

MotionblurQuality and DefaultFeature.Motionblur completely disables disabling motion (the game configuration only disables shutting down the camera, but not shutting down objects, where shutting down this object is also disabled).

foliage.LODDistanceScale and ViewDistanceScale significantly improve character spacing and drastically reduce pop-in; in fact, this almost completely eliminates the pop-in (it has a small impact on performance).

DepthOfFieldQuality disables depth of field in scenes if you find it too boring for your taste.

bEnableMouseSmoothing and bViewAccelerationEnabled keep Mouse Acceleration/Smoothing always on, Unreal Engine 4 games keep it re-enabled when you start especially if you have a controller connected, with this guarantee that it will always stay on.

ScreenPercentage controls the super muestreo, this is by far the most intensive adjustment in performance as the game has a higher resolution in % of the current resolution and then lowered. This significantly improves visual clarity at a moderate to high performance cost, depending on the value it retains and the potential of the graphics card.

100 is the predetermined value (without upper) and any value greater than 200 is the percentage value of the applied upper. I found that the 125 is quite a compromise between visual quality and performance cost on my GTX 1070, but I may want to shrink or enlarge it based on its graphics card (if it’s better).

Conclusion

Luckily, you’ll enjoy these tweaks, they’re also universal for all Unreal Engine 4 games, of course, so you can use them to improve quality in other EU4 titles.

Related Posts

Leave a Reply

Your email address will not be published. Required fields are marked *