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General Information

DLSS & FSR & XeSS

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  • vid_scale
  • vid_scale_mode
  • vid_scale_preset

Upscale

Upscale (DLSS/FSR2/XeSS) renders the game at a lower resolution and reconstructs it to a higher one, increasing FPS.

TAA

DLSS anti-aliasing uses temporal upscaling with resolution reconstruction and aggressive edge smoothing. It blends multiple frames for a sharper, smoother image without large detail loss.

CAS

CAS (Contrast Adaptive Sharpening) is a sharpening filter that boosts contrast on object edges for a crisper image, without amplifying noise or flat-surface artifacts. image

PBR

PBR (Physically Based Rendering) is a rendering approach based on physical light/material interaction. It produces realistic surfaces (metal, wood, skin, etc.) and maintains consistent look across different light sources.

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Chromatic Aberration

Chromatic aberration slightly splits colors at object edges, adding subtle “color outlines” to mimic lens distortion for extra realism. image

Vignette

Vignette darkens the image edges toward the corners, focusing attention on the center and adding a cinematic feel. screenshot_1

Saturation

Saturation controls color intensity: high saturation makes colors bright and punchy, low saturation makes them pale or nearly gray.

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Reflections

Water reflections simulate a mirror of the environment on the surface, accounting for ripples, waves, and transparency to keep scenes believable.

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Ambient Occlusion

Ambient Occlusion darkens creases and corners where light is occluded.

GTAO

screenshot_3GTAO is more accurate and physically grounded, modeling light distribution for softer, more realistic small-scale shadows.

SSAO

screenshot_4SSAO is a fast screen-space method; it approximates darkening from depth/normals and can show minor artifacts.

Hashed Alpha Test

Hashed Alpha Test discards transparent pixels using (pseudo)random hashing to smooth edges and reduce jaggies on alpha textures, especially vegetation and meshes.

Snow Mask

Snow Mask dynamically lays snow on outdoor objects (static and dynamic) based on their normal maps. image

  • engine_external.ltx
    • UseDynamicSnowMask = true

Published under the MIT license.