I just returned to it again. Each update/patch makes the game better and better, and brings it closer to its potential. I like doing those cantina missions that unlock special upgrades for my mechs.
Yeah, it's feeling reasonably complete and polished at this point. My main save has over 75 years game time on it and I'm in the process of collecting all of the Hero mechs...still haven't played the expansion campaigns.
The last patch brought DLSS to the game, so that is nice if you are having framerate issues. I play it on all high settings (raytracing off) with TAA, using DLSS on "quality." It can look nice in those settings.
DLSS has been in the game for a year and a half. It should also replace TAA entirely, but I haven't tried it as I don't have the game installed on my better NVIDIA setup.
Performance is one area that could still use some polish. There are a lot of UE4 oddities that were never officially addressed that can cause issues. Fortunately, most of them have workarounds.
Running in D3D12 and fixing the game's thread affinity issues helped resolve some stuttering I was getting. Some custom variables regarding TAA, DoF, motion blur, and shadows also helped me get image quality more to my liking while also increasing framerate.
After considerable trial and error, I'm using the following command line arguments:
-d3d12 (D3D11 is, or was the default, and had serious visual artifacts on my setup)
-notexturestreaming (fixes some texture LOD issues I had, with no perceptible downsides)
-preferredprocessor 1 (pointed at the second logical core of my CPU's fastest physical core, fixes some serious stutters due to affinity problems)
-useallavailablecores (still testing this)
I'm also these additions to Engine.ini (which has to be kept read only to keep the game from breaking them), which tune TAA to my tastes, eliminate some annoying shadow artifacts when zooming in, disable all excess blur, knock out the integrated sharpening (as I use driver settings for that), and force some settings that seem to be influenced by others back to what they should be:
INI:
[SystemSettings]
r.DepthOfFieldQuality=0
r.HighQualityLightMaps=1
r.MotionBlur.Max=0
r.MotionBlurQuality=0
r.SceneColorFringeQuality=0
r.ScreenPercentage=100
r.Shadow.CSMDepthBias=0.175
r.Shadow.PerObjectDirectionalDepthBias=0.175
r.Shadow.PointLightDepthBias=0.175
r.Shadow.SpotLightDepthBias=0.175
r.TemporalAA.Upsampling=0
r.TemporalAACatmullRom=1
r.TemporalAACurrentFrameWeight=0.16
r.TemporalAAFilterSize=1
r.TemporalAASamples=4
r.Tonemapper.GrainQuantization=0
r.Tonemapper.Sharpen=0
Still dips lower than I'd like during certain events--like air strikes against buildings that produce a lot of smoke and debris. Unfortunately, most of the in-game settings each cover a mix of things and I don't want to reduce any off them off of in-game maximum, but I'm not sure if there is any way to tune the particle effects with the granularity I'm looking for. Reducing "sg.EffectsQuality" does a bit too much, but I still need to try adjusting "r.ParticleLODBias", to see if that can be an acceptable trade-off.