Clair Obscur Expedition 33
Overview
U+ for E33 is an extensive mod that fixes things from hair physics to beards in Flying Waters. It greatly improves the visual fidelity by optimizing poor lumen defaults, reflections, shadows, and other settings for visuals while maintaining performance
HDR
Strongly recommended to use RenoDX. It also has RCAS built in which is our recommended sharpening method. Do not modify in game HDR or color settings.
- Install RenoDX from Nexus RenoDX
- Install the RenoDXBattleDelayFix U+ add-on
- Ensure other reshade addons “Generic Depth” and “Effect Runtime Sync” are disabled in the Reshade menu
- Set the HDR Upgrade Method in RenoDX to Unreal HDR for FG to work correctly
- Restart game
- Click recommended button in RenoDX for recommended defaults
- You must open the Expedition menu for changes to happen live
Game Tips
- Reflections will be noisy unless you set a non-vanilla reflection quality in U+
- Cutscenes and Overworld have some DoF issues. DoF on_less_blurry improves the issues at the cost of a little DoF effect.
- Render4K_FMVs is for use with the U+ Upscaled Cutscenes add-on. If you have ultrawide then select on_ultrawide.
- If using Ray Recontruction, only use preset E with v310.3.0 or later. If using RR DLL 310.4.0 then you must set a per-game override. You can’t have a global override otherwise it won’t use preset E. Preset D is horribly noisy.
- High quality tracing turns on mesh tracing which improves reflections significantly as well.
- Extended shadow quality will improve distant shadows.
- Increase the view distance setting.
- Advanced or higher lighting qualities may occasionally have minor RGB artifacts in a few cutscenes - standard lighting mode and standard lighting quality shouldn’t - RR may also fix them
- If using MotionBlur, only recommend a small amount to avoid character/hair edge issues
Add-ons
- EnemyLODFix: Fixes broken skeletal mesh LOD for two bosses
- FlyingWatersBeard: Fixes neon colored beards and eyebrows in Flying Waters. Costs FPS due to enabling shadow casting on many lights
- HairQuality: Modifies hair physics, LODs, and hair material parameters to provide more natural hair motion and reduce artifacting
- OverworldDrawDistance: Significantly increases draw distance in the overworld
- RenoDXBattleDelayFix: Prevents game from taking uncompressed screenshots and freezing when using RenoDX
- VersosDraftsDrawDistance: Significantly increases draw distance in the Versos Draft
- foliage-quality: Removes hard coded draw distances and LODs and lets nanite handle them natively - costs significant performance in some areas of the game
Configuration
| Setting | Options | Keybind | Description |
|---|---|---|---|
| AutoApplyConfig | off,on | automatically reload settings when config file changes | |
| BattleDisableFrameGeneration | off,on | disables frame generation during battle | |
| BattleUpscalingQuality | off,performance,balanced,quality | adjusts upscaling quality during battle | |
| BetterReflectionSDFs | game,off,on | Increases the resolution of meshes in global software lumen space, most noticeable in reflections | |
| Bloom | game/0-3 | CTRL+F3 | Bloom intensity (0.0 = off, 1.0 = default, 2.0 = double, game = use game default) |
| ChromaticAberration | game,off,on | Recommend disabling in most games as it often just blurs the image for no benefit | |
| CustomEyeAdaptation | game,off,on | custom eye adaptation settings - levels out eye adaptation behavior particularly in locations that become very dark | |
| DLSSAutoExposure | off,on | Toggles DLSS Autoexposure (a DLSS feature) in most games this should be on, but some games like Stalker2 can have artifacts with it on | |
| Denoiser | game,none,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 | |
| DynamicFPS | game/0-240 | Target FPS for dynamic adjustment (0 = off, 30-240 = target framerate) - press ALT + F12 to disable dynamic FPS and save current settings | |
| 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,epic,ultra,insane | epic is the same as in game epic | |
| 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) | |
| FogScattering | game/0.0-1.0 | changes intensity of fog scattering (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,lumen_less_noise,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 |
| LightingMode | game,standard,advanced | F8 | lighting mode - standard for default enhanced lighting - advanced for experimental enhancements (if experiencing RGB artifacts especially during cutscenes switch back to standard) - game resets all lighting settings to game defaults (for the in game settings used when you loaded into the game) |
| 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,mediumhigh,high,veryhigh,epic,insane,extreme | 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 |
| LightingUpdateSpeed | default,high,epic,insane | Allows making global illumination update faster | |
| LumenTraceDistance | game/20000-60000 | Maximum distance of objects traced in the lumen scene | |
| MotionBlur | game/0-1 | U+ improves motion blur quality in every game by default, recommend a small amount of blur ~0.2 | |
| 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 | |
| ReduceSettingsDuringBattle | off,on,on_disable_rr | reduces shadow quality by 1, foliage quality by 1, and lighting downsample to 32 when in battle | |
| ReflectionBias | game/0-1 | F9 | Adds smoothing to reflections to make them more mirror like, a small amount is usually beneficial |
| ReflectionQuality | game,vanilla,medium,high,ultra,insane | F10 | Allows more surfaces to be included in reflections, in some games increasing this can cause some noise |
| Reflex | game,off,on | NVIDIA Reflex low latency | |
| Render4K_FMVs | off,on,on_ultrawide | use with the upscaled cutscenes add on to correctly render 4K FMVs | |
| SharpeningFilter | off,half,on | allows turning off the awful vanilla sharpening filter | |
| Sharpness | game/0-1 | Control UE tonemapper sharpness - recommend setting this to 0 and using RCAS through reshade | |
| SkinAndLightEnhancements | off,on | enables light transmission through materials like skin and adjust/improves the quality of skin - requires restart to change | |
| SkinSubsurfaceScattering | game/1.0-3.0 | changes scale of subsurface scattering (game = use game default) - on DLSS 4.5 it seems like a more viable choice to increase this to ~2 to clean up hair shadows | |
| 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 | |
| ViewDistanceScale | game,one,two,three,four | increases view distance scale, affects foliage most noticeably | |
| Vignette | game,off,on | F3 | vignette effect control |
| VolumetricFog | game,off,on,on_disable_emissive | F5 | Turns volumetric fog on or off, if on_disable_emissive is provided - it disables the emissive component of fog which can cause fog to be overly intense and washed out |
U+ 2.0
This game is built on the U+ 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