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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.