Beast of Reincarnation
Overview
Ultra+ for Beast of Reincarnation aims to fix many things including shadow casting, DLSS, ultrawide, FOV, and more. Overall it should look much better out of the box and provide options to modernize the graphics.
Important Information
Requires mod enabler: Download from Nexus
Game Tips
- TuneLightSources to enable shadow casting on lights which most do not have by default
- VirtualShadows for much better shadows
- Game can have CPU usage issues with default occlusion culling, suggest trying Occlusion Culling Mode HZB or off
- Use Virtual Shadows with the MoreShadows addon
Add-ons
- MoreShadows: Enables shadowcasting for most of the game’s meshes, extremely noticeable on foliage. Working well during minimal testing, may be CPU-heavy for some. Suggest changing Occlusion Culling method if performance is problematic. Will break on patches.
Configuration
| Setting | Options | Keybind | Description |
|---|---|---|---|
| AutoApplyConfig | off,on | automatically reload settings when config changes - primarily to be used with the UPM overlay | |
| BetterReflectionSDFs | game,off,on,on_epic,on_insane | Increases the resolution of meshes in global software lumen space, most noticeable in reflections | |
| Bloom | game/0-3 | Bloom intensity (0.0 = off, 1.0 = default, 2.0 = double, game = use game default) | |
| ChromaticAberrationIntensity | game/0-5 | Chromatic aberration (scene fringe) intensity scale (0.0 = off, 1.0 = default, 5.0 = max, game = use game default) | |
| ChromaticAberrationStartOffset | game/0-1 | Chromatic aberration start offset - distance from screen center where fringing begins (0.0 = center, 1.0 = edges, game = use game default) | |
| CustomEyeAdaptation | game,on | custom eye adaptation settings - levels out eye adaptation behavior particularly in locations that become very dark | |
| DLSS | game,on | allows enabling DLSS because game resets it on launch | |
| DebugLogging | off,on | enable verbose debug logging to UE4SS console - use ALT+D to toggle at runtime | |
| Denoiser | game,none,none_temporalgihigh,temporal,temporal_high,rayreconstruction,rayreconstruction_temporalgihigh | F2 | Changes global illumination and reflection denoising - allows enabling ray reconstruction - temporal high settings increase the amount of temporal information to reduce noise at the cost of ghosting |
| DepthOfField | game,off,on,on_less_blurry | depth of field control - off reduces noise in cutscenes | |
| EnableKeybinds | off,on | Enables individual setting keybinds if they are available, does not change global keybinds | |
| ExtendedFogQuality | game,epic,ultra,insane | extended volumetric fog quality settings | |
| ExtendedShadowQuality | game,veryhigh,epic,insane | epic matches in-game epic, insane is higher quality | |
| FOV | game/65-130 | ! field of view - only replaces the standard gameplay FOV, so aiming and cutscenes keep their own framing | |
| FSRFrameGeneration | game,on | enables FSR frame generation, works with DLSS upscaling, Does NOT support GamePass version | |
| FilmGrain | game,off,on | film grain effect control | |
| Fog | game,off,on | Turns fog on or off, if on_with_lumen is provided then it allows enabling fog in lumen space (GI and reflections) | |
| FogIntensity | game/0-1 | Multiplier applied to height fog density and max opacity (0.0 = no fog, 1.0 = full game fog, game = use game default) | |
| HighQualityTracing | game,off,on | CTRL+F8 | More accurate tracing of meshes for reflections and global illumination |
| LODBias | game,off,minuspoint5,minus1,minus1point5,minus2 | Forces textures to be higher resolution, -0.5 is the safest, more can cause frequency patterns to appear, some games benefit from more than others | |
| LODDistanceScale | game,high,veryhigh,epic,ultra,insane | Draw static meshes and foliage at higher quality further away | |
| LightingAO | lumen,ssao,gtao | F7 | Changes ambient occlusion method between Lumen, SSAO, or GTAO - lumen_less_noise is the safest default as full lumen may introduce shimmering/noise |
| LightingCompatibility | off,on | fixes edge cases with lighting RGB artifacts, such as in splitscreen or when using odd resolutions | |
| LightingMode | game,uplus | F8 | lighting mode - uplus for default enhanced lighting |
| LightingNoiseQuality | game,standard,high,veryhigh,epic,insane | Higher noise quality reduces noise at the cost of performance, but costs less than increasing lighting quality | |
| LightingQuality | game,standard,high,veryhigh,epic,insane | CTRL+F10 | Standard lighting quality is the recommended default, higher lighting qualities will reduce noise and increase the detail of lighting in the scene particularly around smaller object |
| LightingResolution | low,medium,high,veryhigh,epic,insane | F6 | lighting resolution quality - higher quality is more accurate lighting at the cost of performance - standard in-game epic (the same as epic in this setting) is typically x16 downsampling which is usually not necessary, medium (x32) is the minimum recommended |
| LumenDiffuseColorBoost | game/0-5 | Increases diffuse lighting especially from local lights | |
| LumenTraceDistance | game/20000-100000 | Maximum distance of objects traced in the lumen scene | |
| MotionBlur | game/0-1 | Ultra+ improves motion blur quality in every game by default, recommend a small amount of blur ~0.2 | |
| OcclusionCulling | game,hzb,hardware,off | in this game HZB may help performance - stability untested | |
| PostProcessingTonemapperPreset | game,vanilla,morecontrast | CTRL+F6 | more_contrast setting can add more depth to the scene |
| ReduceInputLatency | game,off,on | reduce input latency at potential FPS cost if not GPU bound | |
| ReflectionBias | game/0-1 | Adds smoothing to reflections to make them more mirror like, a small amount is usually beneficial | |
| ReflectionQuality | game,medium,high,veryhigh,epic,insane | F10 | Allows more surfaces to be included in reflections, in some games increasing this can cause some noise |
| Sharpness | game/0-1 | Control UE tonemapper sharpness - recommend setting this to 0 and using RCAS through reshade | |
| SkylightIntensity | game/0-3 | Skylight is a flat amount of light added to the scene, it mostly effects outdoors unless a game uses it to light interiors | |
| SkylightLeaking | game/0-1 | How much of the skylight is allowed to leak into indoors or occluded areas | |
| TuneLightSources | game,on | modify light sources to increase radius and indirect lighting and improve issues with overdark corners | |
| UltrawideFix | off,on,16:10,superultrawide | ultrawide fixes - removes cutscene black bars and realigns the skill tree cursor (on=auto-detect, 16:10=1.6, superultrawide=32:9) | |
| Upscaler | off,dlss_4.5,dlss4_rayreconstruction,dlss,other | select your active upscaler to auto-configure denoising - dlss_4.5 uses Denoiser none_temporalgihigh, dlss4_rayreconstruction uses the rayreconstruction Denoiser variant, both force MegaLights no-temporal variants; other upscalers use temporal Denoiser and MegaLights variants. off leaves Denoiser/MegaLightsQuality under manual control | |
| VSync | game,off,on | allow forcing vsync - helps latency in some games | |
| ViewDistanceScale | game,one,two,three,four | increases view distance scale, affects foliage most noticeably | |
| VignetteIntensity | game/0-2 | Vignette intensity scale (0.0 = off, 1.0 = default, 2.0 = double, game = use game default) | |
| VirtualShadows | game,off,on | Enables UE5 virtual shadow maps which are higher quality |
Ultra+ 2.0
This game is built on the Ultra+ 2.0 framework which supports the following new features:
- Vanilla toggle (ALT + F2 default)
- Configurable keybinds (configurable via UPM)
- Full set of presets that are generated on game launch (integrates with UPM)
- Numeric settings
- Overlay integration (UPM overlay)
- Dynamic FPS
- Latest UE4SS features
- And more