Increase biker model (player&ai) texture quality Scale factor for the distance used in computing discrete LOD for static meshes.ĭistance scale for foliage (higher res textures of foliage at distance) More detailed explanations can be found here Ĭhanging this to minus 0.5 alows the game to load higher res textures (grass, road, kerbs etc).Īutomatically limits the poolsize for streaming texture to the VRAM that's availableĭon't stream any mips. Here's a short explanation of the changes we've just made. I have also added this line making the game have a bit sharper overal image to compensate for the TAA upsampling but it's just personal preference: I'd recommend to change r.=5 to r.=2 to have a smoother transition in shadows with the increased high res distance. To fix the ghosting and increase high res shadow distance add these lines to the "engine.ini" as I've described before. (If you have already followed this guide, then you may need to disable "read only" for the "engine.ini" before you can make changes.) I have not found a way to fix it in both gameplay and replay so if you never watch replays and are still bothered by the ghosting when playing use the following: The reason I say during gameplay is because it totally removes the ghosting during gameplay, but it still appears in replays. I have found some commands to add to the "engine.ini" to fix the ghosting during gameplay. If you just followed this guide for the first time, I added this to previous chapter of this guide so you can skip this.Īs many of you probably know TAA in UE4 creates a ghosting effect in racing games (Ride 4, Assetto Corsa, etc.). The argument people use for choosing maximum power is that the time the gpu takes to switch to full power will cause lag or stutters when it changes but this is not true because the gpu will receive this command even before the image is eventually shown on your monitor, so please: just leave it on the default "optimised" setting, or what it is called in your langauge. When you force it in the GPU driver you won't have to worry about the ingame setting because the GPU driver will always overule any ingame setting.įuthermore I litterelly read in almost every guide that you should use "Maximum Power" for the gpu power settings to give better performance/fps: this is very (VERY) untrue.Īll it does is set the gpu to it's maximum power limit all the time, generating more heat and thus decreasing the life span of your GPU and increasing your power usage and energy bill. Let me be so rude and or shameless to share my Ride 4 fan trailer here as well, sorry! hahaįorce x16 anisotropic filtering in your GPU driver settings will improve the rendering distance of textures that are further away. I hope this works for you as well and if it doesnt, you run into issues or have any adjustments/ideas please comment! etc.įor example over sharpening of TAA might look good on one circuit but might introduce flickering and issues on another circuit so that's why I've narrowed it down to the following. There are A LOT of possible graphical commands to use in a UE4 game, changing TAA sharpness, draw distance, texture sharpness, shadow quality/sharpness etc. All other trademarks are properties of their respective owners.I've spent quite some time explorering with an "Unreal Engine 4 Unlocker" tool sending a lot of different commands ingame in the console to see what changes but in the end I've narrowed it down to what actually matters and made this guide so you can hopefully have a better Ride 4 experience.īecause Ride 4 contains quite a couple of street/road courses with high viewing distance, a lot of trees/foliage, I started exploring what was possible. “PlayStation Family Mark”, “PlayStation”, “PS4 logo” and “PS5 logo”” are registered trademarks or trademarks of Sony Interactive Entertainment Inc.”. © 2022 Sony Interactive Entertainment LLC. Unreal, Unreal Engine, the circle-U logo and the Powered by Unreal Engine logo are trade-marks or registered trademarks of Epic Games, Inc. All manufacturers, accessory suppliers, names, tracks, sponsors, brands and associated imagery featured in this game are trademarks and/or copyrighted materials of their respective owners. Published and Developed by Milestone S.r.l. In order to access online functions of the videogame, the platform account (Sony, Microsoft etc) must belong to someone aged 13 or over. By using the Online Service, the user confirms that he/she is 13 or older. In order to use the Online Service, where it exists, users must be 13 years of age or older.
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