CODE VEIN
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Better Visuals via Engine Scalability
Por The Guy
This will improve the appearance of the game by loading higher quality assets at the cost of performance.
   
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UPDATE
I have uploaded a superior, newer version of this on NexusMods, which can be found here[www.nexusmods.com] or at https://www.nexusmods.com/codevein/mods/419
This version of this config change is obsolete, and you should use the version there.
Foreword
Before I get into how to do this, I do want to mention that this will do a few things that may be undesirable
  • Textures will appear to have a "shimmering" effect. This is simply because we are forcing the max resolution option for the texture. It's not actually shimmering, there is just too much detail. This effect may be able to be reduced with further tweaking.
  • Performance will be degraded drastically, especially if your GPU has a low amount of memory.

You can see an example of this config here: https://imgur.com/a/YijvusJ
The Code
Head over to
%localappdata%/CodeVein/Saved/Config/WindowsNoEditor/Scalability.ini

Replace it with this:

; Low corresponds to FXAA [AntiAliasingQuality@0] r.DefaultFeature.AntiAliasing=1 r.PostProcessAAQuality=1 r.Tonemapper.Sharpen=0 r.ScreenPercentage=100.000000 r.TemporalAASamples=0 r.MSAA.CompositingSampleCount=0 ; Medium corresponds to SSAA [AntiAliasingQuality@1] r.DefaultFeature.AntiAliasing=0 r.PostProcessAAQuality=1 r.Tonemapper.Sharpen=0 r.TemporalAASamples=0 r.MSAA.CompositingSampleCount=0 r.ScreenPercentage=200.000000 ; High corresponds to TAA [AntiAliasingQuality@2] r.DefaultFeature.AntiAliasing=2 r.PostProcessAAQuality=6 ; Cinematic AA quality r.TemporalAASamples=16 ; Slightly increase TAA Sample count r.TemporalAACatmullRom=1 ; Enable Catmull-Rom algorithm for TAA r.Tonemapper.Sharpen=1 ; Sharpen the result to make it DRASTICALLY less blurry. r.ScreenPercentage=104.000000 ; Slight natural AA r.MSAA.CompositingSampleCount=0 ; Highest corresponds to MSAA [AntiAliasingQuality@3] r.DefaultFeature.AntiAliasing=0 r.PostProcessAAQuality=6 r.MSAA.CompositingSampleCount=8 r.Tonemapper.Sharpen=0 r.ScreenPercentage=104.000000 ; Slight natural AA r.TemporalAASamples=0 [ViewDistanceQuality@3] r.ViewDistanceScale=15.0 ; See more r.SkeletalMeshLODBias=-15 ; Animations scale further r.StaticMeshLODDistanceScale=0.001 ; Static meshes always load best LOD r.ForceLOD=0 ; Try to disable LOD models b.LevelStreamingMaxLODLevel=3 b.LevelStreamingDistanceRatioForLOD=1.0 b.NetMoveEnableByDistance=16384 [ShadowQuality@3] ; Mostly inherited from default scalability settings for "Cinematic" r.LightFunctionQuality=1 r.ShadowQuality=5 r.Shadow.CSM.MaxCascades=10 r.Shadow.RadiusThreshold=0 r.Shadow.DistanceScale=15.0 r.Shadow.CSM.TransitionScale=1.0 r.Shadow.PreShadowResolutionFactor=1.0 r.DistanceFieldShadowing=1 r.VolumetricFog=1 r.VolumetricFog.GridPixelSize=4 r.VolumetricFog.GridSizeZ=128 r.VolumetricFog.HistoryMissSupersampleCount=64 r.VolumetricFog.LightFunctionSupersampleScale=4.0 r.CapsuleShadows=1 r.Shadow.MaxResolution=4096 ; This seems to be the engine max r.Shadow.MaxCSMResolution=4096 ; This seems to be the engine max r.Shadow.DynamicInsetShadowEnable=1 r.Shadow.DynamicInsetShadowRange=16384 r.Shadow.TexelsPerPixel=16 ; Going any higher seems unreasonable r.Shadow.GridToCSM=2 r.Shadow.GridTextureSize=4096 ; Going any higher seems unreasonable r.AllowLandscapeShadows=1 r.Shadow.FilterMethod=1 r.ForceLODShadow=0 ; Try to disable LOD on shadows [PostProcessQuality@3] ; Default scalability settings for "Cinematic" r.MotionBlurQuality=4 r.AmbientOcclusionMipLevelFactor=0.4 r.AmbientOcclusionMaxQuality=100 r.AmbientOcclusionLevels=0 r.AmbientOcclusionSampleSetQuality=1 r.AmbientOcclusionRadiusScale=1.0 r.AOAsyncBuildQueue=1 r.AOMaxViewDistance=16384 r.AOMinLevel=0 r.AOScatterInterpolation=1 r.DistanceFieldAO=1 r.DistanceFieldGI=1 r.DepthOfFieldQuality=4 r.RenderTargetPoolMin=4096 r.LensFlareQuality=3 r.SceneColorFringeQuality=1 r.EyeAdaptationQuality=2 r.BloomQuality=5 r.FastBlurThreshold=100 r.Upscale.Quality=3 r.Tonemapper.GrainQuantization=1 r.LightShaftQuality=1 r.Filter.SizeScale=1 r.Tonemapper.Quality=5 r.LightShaftNumSamples=512 r.ReflectionEnvironment=2 [TextureQuality@3] r.TextureStreaming=0 ; Disable texture streaming r.MaxAnisotropy=16 ; Max anisotropic filtering ; If streamer doesnt get disabled, below apply r.Streaming.PoolSize=0 ; Give us a infinite pool r.Streaming.HLODStrategy=2 ; Load all r.Streaming.HiddenPrimitiveScale=1 ; Try to keep native r.Streaming.MaxEffectiveScreenSize=0 ; Disregard screen size r.Streaming.MipBias=-15 ; Pick best mips r.MipMapLodBias=-15 ; Pick best mips, not sure which is right? r.Streaming.UsePerTextureBias=0 ; Ignore the developers intended mip bias' r.Streaming.FullyLoadUsedTextures=1 ; Fully load every used texture r.Streaming.UseAllMips=1 ; Remove resolution limitations r.Streaming.DefragDynamicBounds=1 ; Remove dynamic bounds from update loop r.Streaming.LimitPoolSizeToVRAM=1 r.Streaming.ScaleTexturesByGlobalMyBias=0 ; Ignore global mip bias r.HighQualityLightMaps=1 [EffectsQuality@3] ; Default scalability settings for "Cinematic" r.TranslucencyLightingVolumeDim=64 ; Going any higher seems unreasonable r.RefractionQuality=3 r.SSR.Quality=4 r.SceneColorFormat=4 r.DetailMode=2 r.TranslucencyVolumeBlur=1 r.MaterialQualityLevel=1 r.SSS.HalfRes=0 r.SSS.Scale=1 r.SSS.SampleSet=2 r.SSS.Quality=1 r.EmitterSpawnRateScale=2.0 r.ParticleLightQuality=2 [FoliageQuality@3] ; Doesn't seem to be used, but if it is, make it very nice foliage.DensityScale=8.0 grass.DensityScale=8.0 r.ViewFoliageDistance=800000.0

Make sure to set the file to Read-Only so the game does not modify it.

This works on the "Highest" options; however, for AntiAliasing, "Highest" corresponds to MSAA x8 and "High" corresponds to Cinematic Sharpened TAA.

Edit: Updated to inherit more settings from default scalability @Cine; Added read-only note
Edit 2: Made TAA drastically less blurry.
Edit 3: Modified many more options, added MSAA, added photo references.
Edit 4: Fixed some issues when swapping AA modes. Upped emitter spawn rate.
Edit 5: Drastically increased shadow and volumetric fog quality. Added SSAA option. Made distance scale changes uniform. Updated potentially prevent VRam related crashes.
41 comentarios
The Guy  [autor] 29 AGO 2020 a las 20:30 
To those subscribed, I have updated this guide to include a link to a newer version of this config change on NexusMods
SSRB 2 MAY 2020 a las 18:14 
Also if it matters I'm using the E3FX reshade (https://www.nexusmods.com/codevein/mods/31) and Engine.ini modification (https://www.nexusmods.com/codevein/mods/32 , the best option not the performance oriented)
I used the same things in 2019 and iirc it did look better...
SSRB 2 MAY 2020 a las 18:11 
Does this still work? I remember back in 2019 AA medium actually looked the best because of it being SSAA (I assume the fact that it hit my fps the heaviest compared to other settings is also a good indicator), but now the settings seem like they go from lowest to highest just like normal.
Relvean 2 MAR 2020 a las 6:21 
@mythicaldata probably: " r.EmitterSpawnRateScale=2.0" try setting it to something lower
Mythical 29 ENE 2020 a las 10:16 
Is there a way to change particle density/ intensity? I have great fps in this game until bosses with particle heavy moves start to use their moves. Then I go from 75ish fps to 30ish fps
Wattouat 15 DIC 2019 a las 5:16 
Game crashed 100% of the time during the transition between the cinematics after successor of the throat.

Specs:
W10
GTX 1070
I7-6700K
16GB RAM
cevnyne79 4 DIC 2019 a las 6:39 
Where did you find the default config?
さまよう侍 13 NOV 2019 a las 13:33 
Hi there. I really like the increase on texture detail but the reflection brightness from lamp is too high. How do I reduce it?
https://imgur.com/ZbexNdw
Artins90 22 OCT 2019 a las 23:18 
If your game crashes at the loading screen right after defeating the "Successor of the Throat" boss, remove the scalability file from the game configuration folder and paste it somewhere else.
After crashing 3 times at the exact same spot, I tried defeating the boss without the scalability file and it worked, probably the modifications to the texture caching applied by these tweaks makes the game unstable in this specific spot.
The rest of the game is fine, I played all the game up to this boss and I am currently continuing to play with the scalibility file active. After defeating the Successor of the Throat, you can place your scalability file back in the configuration folder.
Havoc 10 OCT 2019 a las 8:58 
Forgot to mention (and can't edit my post now...), but you can use the console enabler on PCGW to test things instantly without needing to restart, makes it easier to compare things: https://community.pcgamingwiki.com/files/file/1426-universal-ue4-dev-console-launcher/