Guess this file will kill my system. I have low fps with default ultra spot shadows, and yours is even more ram requesting.
Ok ... I have 4Gb on laptop's 3050. Default high works ok though.It's performance impact is very low when there are no VRAM constrains, but these changes are intended for higher-end hardware and I haven't tested it on any cards with less than 10GiB of memory.
You're right: the game replaced the xml file with the stock one.That looks like the default low shadows. If you've updated the game, it's replaced GraphicsConfiguration.xml with the default.
Also, setting the filter quality to "2" should only be done to get crisper shadow edges in specific scenarios, as it's prone to causing crashes around starports and creating visual artifacts elsewhere.
Ok ... I have 4Gb on laptop's 3050. Default high works ok though.
<?xml version="1.0" encoding="UTF-8" ?>
<GraphicsConfig>
<HDRNode_Reference>
<PrototypeLightingBalancesEnabled>0</PrototypeLightingBalancesEnabled>
<UseCompute>0</UseCompute>
<ExposureType>0</ExposureType>
<GlareCompensation>0.75</GlareCompensation>
</HDRNode_Reference>
<GUIColour>
<Default>
<LocalisationName>Standard</LocalisationName>
<MatrixRed> 1, 0.15, 0 </MatrixRed>
<MatrixGreen> 0, 1, 0.85 </MatrixGreen>
<MatrixBlue> 0, 0, 1 </MatrixBlue>
</Default>
</GUIColour>
<HBAO>
<High>
<RadiusInMeters>8.4</RadiusInMeters>
<NearRadiusInMeters>4.2</NearRadiusInMeters>
<NearDistance>200.0</NearDistance>
<PowExponent>2.0</PowExponent>
<Bias>0.4</Bias>
<BlurSharpness>3.0</BlurSharpness>
</High>
</HBAO>
<SSAO>
<High>
<Enabled>false</Enabled>
</High>
</SSAO>
<Planets>
<Ultra>
<TextureSize>8192</TextureSize>
<WorkPerFrame>512</WorkPerFrame>
</Ultra>
</Planets>
<GalaxyBackground>
<High>
<TextureSize>5632</TextureSize>
</High>
</GalaxyBackground>
<Bloom>
<Ultra>
<GlareScale>0.045</GlareScale>
<FilterRadius>0.8</FilterRadius>
<FilterRadiusWide>4.5</FilterRadiusWide>
</Ultra>
</Bloom>
<Envmap>
<High>
<TextureSize>1024</TextureSize>
<NumMips>10</NumMips>
</High>
</Envmap>
<GalaxyMap>
<High>
<HighResNebulasCount>4</HighResNebulasCount>
<LowResNebulaDimensions>128</LowResNebulaDimensions>
<HighResNebulaDimensions>512</HighResNebulaDimensions>
<LowResSamplesCount>64</LowResSamplesCount>
<HighResSamplesCount>96</HighResSamplesCount>
<MilkyWayInstancesCount>24000</MilkyWayInstancesCount>
<MilkywayInstancesBrightness>0.75</MilkywayInstancesBrightness>
<MilkywayInstancesSize>0.75</MilkywayInstancesSize>
<StarInstanceCount>12000</StarInstanceCount>
</High>
</GalaxyMap>
<Volumetrics>
<Ultra>
<BlurSamples>3</BlurSamples>
</Ultra>
</Volumetrics>
</GraphicsConfig>
That's my 3.8 Horizons GraphicsConfigurationOverride.xml
Code:<?xml version="1.0" encoding="UTF-8" ?> <GraphicsConfig> <HDRNode_Reference> <PrototypeLightingBalancesEnabled>0</PrototypeLightingBalancesEnabled> <UseCompute>0</UseCompute> <ExposureType>0</ExposureType> <GlareCompensation>0.75</GlareCompensation> </HDRNode_Reference> <GUIColour> <Default> <LocalisationName>Standard</LocalisationName> <MatrixRed> 1, 0.15, 0 </MatrixRed> <MatrixGreen> 0, 1, 0.85 </MatrixGreen> <MatrixBlue> 0, 0, 1 </MatrixBlue> </Default> </GUIColour> <HBAO> <High> <RadiusInMeters>8.4</RadiusInMeters> <NearRadiusInMeters>4.2</NearRadiusInMeters> <NearDistance>200.0</NearDistance> <PowExponent>2.0</PowExponent> <Bias>0.4</Bias> <BlurSharpness>3.0</BlurSharpness> </High> </HBAO> <SSAO> <High> <Enabled>false</Enabled> </High> </SSAO> <Planets> <Ultra> <TextureSize>8192</TextureSize> <WorkPerFrame>512</WorkPerFrame> </Ultra> </Planets> <GalaxyBackground> <High> <TextureSize>5632</TextureSize> </High> </GalaxyBackground> <Bloom> <Ultra> <GlareScale>0.045</GlareScale> <FilterRadius>0.8</FilterRadius> <FilterRadiusWide>4.5</FilterRadiusWide> </Ultra> </Bloom> <Envmap> <High> <TextureSize>1024</TextureSize> <NumMips>10</NumMips> </High> </Envmap> <GalaxyMap> <High> <HighResNebulasCount>4</HighResNebulasCount> <LowResNebulaDimensions>128</LowResNebulaDimensions> <HighResNebulaDimensions>512</HighResNebulaDimensions> <LowResSamplesCount>64</LowResSamplesCount> <HighResSamplesCount>96</HighResSamplesCount> <MilkyWayInstancesCount>24000</MilkyWayInstancesCount> <MilkywayInstancesBrightness>0.75</MilkywayInstancesBrightness> <MilkywayInstancesSize>0.75</MilkywayInstancesSize> <StarInstanceCount>12000</StarInstanceCount> </High> </GalaxyMap> <Volumetrics> <Ultra> <BlurSamples>3</BlurSamples> </Ultra> </Volumetrics> </GraphicsConfig>
From HDRNode_Reference settings, I left only <GlareCompensation>1.00</GlareCompensation>. All other modifications were causing severe lighting issues.Of your HDRNode_Reference settings, only GlareCompensation is likely to work, and that may have a different optimal value. Setting UseCompute=0 is likely the cause for the black screen.
HBAO and Bloom have changed to the point that setting the same values is likely to produce a different effect, so those settings should be reevaluated.
SSAO hasn't been parsed in either Horizons or Odyssey in years and any settings related to it can be omitted.
The rest of your settings should be fine.
Hello I am new to this thread but very interested in what can be done with this file.Version 16 is ready.
I was not able to resolve the crashing I was seeing with non-EVSM shadows, so all profiles are likely to stay on FilterQuality=3.
Note, you'll want to set both spot and directional shadows to LOW to fully enable these changes. Also, if you have any of my previous spot shadow entries in your override file, I recommend removing them as they are depreciated with this update.
Changelog:
- Integrated spot shadow overrides with the main GraphicsConfiguration.xml as this is required for full resolution EVSM spot shadows in the "Low" preset. This also simplifies distribution and use of these modifications.
- Significantly increased spot shadow quality. This comes with a modest performance hit, but since the only place with extreme levels of spot shadows are likely to be nighttime CZs, and CZs are much more likely to be CPU than GPU bound for anyone interested in these profiles, I thought it was worthwhile.
- Adjusted filter kernel size of the cockpit frustum of Profile_General to make it slightly less ugly in ships like the Viper.
- Set the EndDistance for Profile_PlanetSurface to 6000m. This is half way between my prior 4500 and the 7500 I was testing and seem acceptable as the main issue I was trying to resolve by increasing the distance in the first place was fixed by correcting a missing variable in spot shadows.
XML:<SpotShadows_Low> <NumCacheShadows>3</NumCacheShadows> <NumSpotShadows>8</NumSpotShadows> <CacheShadowAtlasSize>16384</CacheShadowAtlasSize> <CacheShadowSize>2048</CacheShadowSize> <SpotFilterQuality>3</SpotFilterQuality> <EVSMSpotFullRes>true</EVSMSpotFullRes> </SpotShadows_Low> <Shadows_Low> <Profile_General> <SliceSize>16384</SliceSize> <NumFrustums>9</NumFrustums> <FilterQuality>3</FilterQuality> <Fade>0.999999</Fade> <CrossFadeCascades>true</CrossFadeCascades> <AdaptiveCascades>false</AdaptiveCascades> <NearClipBias>1.0</NearClipBias> <FrustumCockpit> <DepthBias>0.000075</DepthBias> <DepthSlopeBias>6.0</DepthSlopeBias> <FilterKernelSize>3.0</FilterKernelSize> </FrustumCockpit> <Frustum0> <EndDistance>20.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0002</DepthBias> <DepthSlopeBias>5.5</DepthSlopeBias> <FilterKernelSize>3.0</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum0> <Frustum1> <EndDistance>50.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0003</DepthBias> <DepthSlopeBias>6.0</DepthSlopeBias> <FilterKernelSize>2.0</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum1> <Frustum2> <EndDistance>125.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0003</DepthBias> <DepthSlopeBias>5.0</DepthSlopeBias> <FilterKernelSize>1.5</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum2> <Frustum3> <EndDistance>312.5</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0003</DepthBias> <DepthSlopeBias>4.0</DepthSlopeBias> <FilterKernelSize>1.5</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum3> <Frustum4> <EndDistance>625.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0004</DepthBias> <DepthSlopeBias>3.5</DepthSlopeBias> <FilterKernelSize>1.5</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum4> <Frustum5> <EndDistance>1250.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0005</DepthBias> <DepthSlopeBias>3.0</DepthSlopeBias> <FilterKernelSize>2.0</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum5> <Frustum6> <EndDistance>2500.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0005</DepthBias> <DepthSlopeBias>2.5</DepthSlopeBias> <FilterKernelSize>2.0</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum6> <Frustum7> <EndDistance>5312.5</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>2.5</DepthSlopeBias> <FilterKernelSize>2.0</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum7> <Frustum8> <EndDistance>12800.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.002</DepthBias> <DepthSlopeBias>2.5</DepthSlopeBias> <FilterKernelSize>2.0</FilterKernelSize> <TexelStability>0</TexelStability> </Frustum8> <FogShadowMapsEnabled>1</FogShadowMapsEnabled> <EVSMCascadeFullRes>true</EVSMCascadeFullRes> </Profile_General> <Profile_PlanetApproach> <SliceSize>16384</SliceSize> <NumFrustums>9</NumFrustums> <FilterQuality>3</FilterQuality> <Fade>0.999999</Fade> <CrossFadeCascades>true</CrossFadeCascades> <CrossFadeCascadesDistance>300.0</CrossFadeCascadesDistance> <LastCrossFadeCascadesDistance>1000.0</LastCrossFadeCascadesDistance> <AdaptiveCascades>false</AdaptiveCascades> <NearClipBias>1.0</NearClipBias> <AltitudeAdaptation> <MinElevation>100.0</MinElevation> <MaxElevation>350.0</MaxElevation> <Scale>3.0</Scale> <FirstCascadeScalingAmount>2.0</FirstCascadeScalingAmount> </AltitudeAdaptation> <FrustumCockpit> <DepthBias>0.000075</DepthBias> <DepthSlopeBias>6.0</DepthSlopeBias> <FilterKernelSize>3.0</FilterKernelSize> </FrustumCockpit> <Frustum0> <EndDistance>10.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.0003</ShaderSlopeBias> <DepthBias>0.0001</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> <FilterKernelSize>3.0</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum0> <Frustum1> <EndDistance>20.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.0003</ShaderSlopeBias> <DepthBias>0.0002</DepthBias> <DepthSlopeBias>7.0</DepthSlopeBias> <FilterKernelSize>3.0</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum1> <Frustum2> <EndDistance>50.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.0003</ShaderSlopeBias> <DepthBias>0.0002</DepthBias> <DepthSlopeBias>5.0</DepthSlopeBias> <FilterKernelSize>3.0</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum2> <Frustum3> <EndDistance>125.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.0003</ShaderSlopeBias> <DepthBias>0.0002</DepthBias> <DepthSlopeBias>4.0</DepthSlopeBias> <FilterKernelSize>3.0</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum3> <Frustum4> <EndDistance>250.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0002</DepthBias> <DepthSlopeBias>3.0</DepthSlopeBias> <FilterKernelSize>3.0</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum4> <Frustum5> <EndDistance>500.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0005</DepthBias> <DepthSlopeBias>3.0</DepthSlopeBias> <FilterKernelSize>3.0</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum5> <Frustum6> <EndDistance>1050.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.0003</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>2.5</DepthSlopeBias> <FilterKernelSize>3.0</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum6> <Frustum7> <EndDistance>2125.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.0003</ShaderSlopeBias> <DepthBias>0.0015</DepthBias> <DepthSlopeBias>2.5</DepthSlopeBias> <FilterKernelSize>3.0</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum7> <Frustum8> <EndDistance>4250.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.002</DepthBias> <DepthSlopeBias>2.5</DepthSlopeBias> <FilterKernelSize>3.0</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum8> <FogShadowMapsEnabled>1</FogShadowMapsEnabled> <EVSMCascadeFullRes>false</EVSMCascadeFullRes> </Profile_PlanetApproach> <Profile_PlanetSurface> <SliceSize>16384</SliceSize> <NumFrustums>9</NumFrustums> <FilterQuality>3</FilterQuality> <Fade>0.999999</Fade> <CrossFadeCascades>true</CrossFadeCascades> <CrossFadeCascadesDistance>300.0</CrossFadeCascadesDistance> <LastCrossFadeCascadesDistance>900.0</LastCrossFadeCascadesDistance> <AdaptiveCascades>false</AdaptiveCascades> <NearClipBias>1.0</NearClipBias> <FrustumCockpit> <DepthBias>0.000025</DepthBias> <DepthSlopeBias>3.0</DepthSlopeBias> <FilterKernelSize>3.0</FilterKernelSize> </FrustumCockpit> <Frustum0> <EndDistance>5.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0001</DepthBias> <DepthSlopeBias>3.0</DepthSlopeBias> <FilterKernelSize>2.0</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum0> <Frustum1> <EndDistance>10.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0001</DepthBias> <DepthSlopeBias>7.0</DepthSlopeBias> <FilterKernelSize>1.5</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum1> <Frustum2> <EndDistance>20.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0002</DepthBias> <DepthSlopeBias>6.0</DepthSlopeBias> <FilterKernelSize>1.0</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum2> <Frustum3> <EndDistance>40.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0003</DepthBias> <DepthSlopeBias>5.0</DepthSlopeBias> <FilterKernelSize>1.0</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum3> <Frustum4> <EndDistance>80.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0004</DepthBias> <DepthSlopeBias>4.0</DepthSlopeBias> <FilterKernelSize>1.0</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum4> <Frustum5> <EndDistance>160.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0005</DepthBias> <DepthSlopeBias>3.5</DepthSlopeBias> <FilterKernelSize>1.0</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum5> <Frustum6> <EndDistance>450.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>3.0</DepthSlopeBias> <FilterKernelSize>1.5</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum6> <Frustum7> <EndDistance>1500.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0015</DepthBias> <DepthSlopeBias>3.0</DepthSlopeBias> <FilterKernelSize>1.5</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum7> <Frustum8> <EndDistance>6000.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.002</DepthBias> <DepthSlopeBias>3.0</DepthSlopeBias> <FilterKernelSize>1.5</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum8> <FogShadowMapsEnabled>1</FogShadowMapsEnabled> <EVSMCascadeFullRes>false</EVSMCascadeFullRes> </Profile_PlanetSurface> <Profile_StationInterior> <SliceSize>16384</SliceSize> <NumFrustums>1</NumFrustums> <FilterQuality>3</FilterQuality> <Fade>0.999999</Fade> <CrossFadeCascades>true</CrossFadeCascades> <AdaptiveCascades>false</AdaptiveCascades> <FrustumCockpit> <DepthBias>0.000075</DepthBias> <DepthSlopeBias>6.0</DepthSlopeBias> <FilterKernelSize>5.0</FilterKernelSize> </FrustumCockpit> <Frustum0> <EndDistance>1470.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0005</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> <FilterKernelSize>3.0</FilterKernelSize> <TexelStability>0</TexelStability> </Frustum0> <FogShadowMapsEnabled>1</FogShadowMapsEnabled> <EVSMCascadeFullRes>true</EVSMCascadeFullRes> </Profile_StationInterior> <Profile_AsteroidField> <SliceSize>16384</SliceSize> <NumFrustums>9</NumFrustums> <FilterQuality>3</FilterQuality> <Fade>0.999999</Fade> <CrossFadeCascades>true</CrossFadeCascades> <AdaptiveCascades>false</AdaptiveCascades> <NearClipBias>1.0</NearClipBias> <FrustumCockpit> <DepthBias>0.000075</DepthBias> <DepthSlopeBias>6.0</DepthSlopeBias> <FilterKernelSize>5.0</FilterKernelSize> </FrustumCockpit> <Frustum0> <EndDistance>20.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0002</DepthBias> <DepthSlopeBias>5.5</DepthSlopeBias> <FilterKernelSize>3.0</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum0> <Frustum1> <EndDistance>50.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0003</DepthBias> <DepthSlopeBias>6.0</DepthSlopeBias> <FilterKernelSize>2.0</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum1> <Frustum2> <EndDistance>125.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0005</DepthBias> <DepthSlopeBias>5.0</DepthSlopeBias> <FilterKernelSize>1.5</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum2> <Frustum3> <EndDistance>312.5</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>4.0</DepthSlopeBias> <FilterKernelSize>1.5</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum3> <Frustum4> <EndDistance>625.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.002</DepthBias> <DepthSlopeBias>3.5</DepthSlopeBias> <FilterKernelSize>1.5</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum4> <Frustum5> <EndDistance>1250.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.003</DepthBias> <DepthSlopeBias>3.5</DepthSlopeBias> <FilterKernelSize>2.0</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum5> <Frustum6> <EndDistance>2500.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.003</DepthBias> <DepthSlopeBias>3.0</DepthSlopeBias> <FilterKernelSize>2.0</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum6> <Frustum7> <EndDistance>5000.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.003</DepthBias> <DepthSlopeBias>2.5</DepthSlopeBias> <FilterKernelSize>2.0</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum7> <Frustum8> <EndDistance>10000.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.003</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> <FilterKernelSize>2.0</FilterKernelSize> <TexelStability>0</TexelStability> </Frustum8> <AsteroidShadowsEnabled>1</AsteroidShadowsEnabled> <FogShadowMapsEnabled>1</FogShadowMapsEnabled> <EVSMCascadeFullRes>false</EVSMCascadeFullRes> </Profile_AsteroidField> </Shadows_Low>
Morbad's custom settings are applied to the 'low' setting on the basis that anyone wanting extra pretty may want to compare to the standard ultra but probably doesn't have much use for the standard low settings so they are replaced.Hello I am new to this thread but very interested in what can be done with this file.
Why is it recomanded to set SHADOWS to LOW for this settings?
Morbad's custom settings are applied to the 'low' setting on the basis that anyone wanting extra pretty may want to compare to the standard ultra but probably doesn't have much use for the standard low settings so they are replaced.
So if I use LOW - after using your files - the engine reads your settings for the specific effect (spot shadow) at LOW instead of what FD had set as LOW?Also, spot shadow quality controls a rather intensive smoke shader. Using the low preset here lets me get better quality shadows than ultra, often with better performance than ultra.
I personally have extreme difficulty seeing the difference between the different smoke shaders, so there is almost no reason for me to want to use it.
Reading the OP again you are only talking about shadows, so the rest is untouched I guess`?
I tried the file but it made the game crash. I wonder if using VR makes a difference?
3090 tiWhat GPU is this?
%s/16384/8192/ = 6 substitutions on 6 lines.I suggest trying 2D to rule out some other issue, then try reducing all "16384" slice and atlas sizes to "8192".
Unfortunately it crashed again.