EDIT 20/12/2018: Some adjustments to depth biases to virtually eliminate cockpit shadow acne (aka 'elephant butt leather').
At this point, I feel I've explored most relevant options that haven't been detailed extensively elsewhere by others (see Dr. Kaii's thread for stuff regarding the skybox stuff, beyond a resolution bump and the like), except for a complete shadow cascade overhaul.
I'm going to post two override files. The first will have only texture/reflection improvements (8k textures on planets and galaxy background + 1k envmaps, as well as the pool budget cap and extra mip levels to fully enable them) and very conservative shadow changes that can be reliably enabled via the overrides; a bump to slice size/map resolution for the general profile (which is flight in SC, as well as in normal space away from rings and not over planets) only, as there is plenty of performance to spare here on any high-end system, plus some small tweaks to the biases of the cockpit shadows to reduce some minor artifacting. The second set will have all of the changes of the first, plus my personal bloom preferences, which I think go well with the old light balances, but can also help with the new lighting, if one finds bloom excessive.
These tweaks should be compatible with most others, but keep in mind that I've used tab stops, not spaces, in my indents, if you want to start combining things.
Again, the "GraphicsConfigurationOverride.xml" goes in the "%AppData\Local\Frontier Developments\Elite Dangerous\Options\Graphics" directory, by default. There will be a "[n].n[/i]" appended to the file names before the .xml extension, so I can put both overrides in one post without mixing them up.
This needs to be removed for the file to be parsed.
GraphicsConfigurationOverride.1.xml contents (IQ only):
Code:
<?xml version="1.0" encoding="UTF-8" ?>
<GraphicsConfig>
<Shadows_Ultra>
<Profile_General>
<SliceSize>4096</SliceSize>
<FrustumCockpit>
<DepthBias>0.0002</DepthBias>
<DepthSlopeBias>2.0</DepthSlopeBias>
</FrustumCockpit>
</Profile_General>
<Profile_PlanetApproach>
<FrustumCockpit>
<DepthBias>0.0002</DepthBias>
</FrustumCockpit>
</Profile_PlanetApproach>
<Profile_StationInterior>
<FrustumCockpit>
<DepthBias>0.0002</DepthBias>
<DepthSlopeBias>2.0</DepthSlopeBias>
</FrustumCockpit>
</Profile_StationInterior>
<Profile_AsteroidField>
<FrustumCockpit>
<DepthBias>0.0002</DepthBias>
<DepthSlopeBias>2.0</DepthSlopeBias>
</FrustumCockpit>
</Profile_AsteroidField>
</Shadows_Ultra>
<Planets>
<Ultra>
<TextureSize>8192</TextureSize>
<WorkPerFrame>512</WorkPerFrame>
<TexturePoolBudget>40</TexturePoolBudget>
</Ultra>
</Planets>
<GalaxyBackground>
<High>
<TextureSize>8192</TextureSize>
</High>
</GalaxyBackground>
<Envmap>
<High>
<TextureSize>1024</TextureSize>
<NumMips>10</NumMips>
</High>
</Envmap>
</GraphicsConfig>
GraphicsConfigurationOverride.2.xml contents (IQ improvements + bloom reduction):
Code:
<?xml version="1.0" encoding="UTF-8" ?>
<GraphicsConfig>
<Shadows_Ultra>
<Profile_General>
<SliceSize>4096</SliceSize>
<FrustumCockpit>
<DepthBias>0.0002</DepthBias>
<DepthSlopeBias>2.0</DepthSlopeBias>
</FrustumCockpit>
</Profile_General>
<Profile_PlanetApproach>
<FrustumCockpit>
<DepthBias>0.0002</DepthBias>
</FrustumCockpit>
</Profile_PlanetApproach>
<Profile_StationInterior>
<FrustumCockpit>
<DepthBias>0.0002</DepthBias>
<DepthSlopeBias>2.0</DepthSlopeBias>
</FrustumCockpit>
</Profile_StationInterior>
<Profile_AsteroidField>
<FrustumCockpit>
<DepthBias>0.0002</DepthBias>
<DepthSlopeBias>2.0</DepthSlopeBias>
</FrustumCockpit>
</Profile_AsteroidField>
</Shadows_Ultra>
<Planets>
<Ultra>
<TextureSize>8192</TextureSize>
<WorkPerFrame>512</WorkPerFrame>
<TexturePoolBudget>40</TexturePoolBudget>
</Ultra>
</Planets>
<GalaxyBackground>
<High>
<TextureSize>8192</TextureSize>
</High>
</GalaxyBackground>
<Bloom>
<Ultra>
<GlareScale>0.02</GlareScale>
<FilterRadius>0.5</FilterRadius>
</Ultra>
</Bloom>
<Envmap>
<High>
<TextureSize>1024</TextureSize>
<NumMips>10</NumMips>
</High>
</Envmap>
</GraphicsConfig>
Now,
if you want to disable the new lighting balances, which will remove the new global color filter as well as restore nigh-side planet brightness to roughly what it was in 3.2, you only need to edit (with any text editor, I prefer Notepad++, but essentially anything will do) the main "GraphicsConfiguration.xml" in the main game directory. This will normally end in "Frontier\EDLaunch\Products\elite-dangerous-64", the first part will be whereever you, the installer, or Steam, put it. Same location as "EliteDangerous64.exe".
In this file, simply change the "1" in the variable "<PrototypeLightingBalancesEnabled>1</PrototypeLightingBalancesEnabled>" (under the 'HDRNode_Reference' settings) to "0" and save. If you want to revert the change, just change it back to "1", or have the installer verify the game's files (this will revert all files in the main game directory to their defaults, but will not touch you settings/overrides in those folders in your user profile.
With regards to a more comprehensive shadow overhaul, I'm going to wait to see what Frontier does in the next patch, then work on my own rewrite if there are not significant improvements. This will take some time and I have holiday plans, so I'm not expecting to have anything worth releasing until around new year's.
As always, constructive comments and criticism are appreciated.
EDIT: Updated the second file to further reduce bloom intensity, as without the new lighting balances I find the defaults extremely overpowering.