Halo Campaign Evolved
Overview
Ultra+ for Halo Campaign Evolved prioritizes cleaning up the noisy visuals and providing users with options to customize the game to their liking. It also has some fixes like disabling FG in cutscenes.
Game Tips
- Set low latency to vendor specific
- Configure Denoiser and MegaLightsQuality according to your upscaler - either select your upscaler via the upscaler setting or - if DLSS 4.5 use none_temporalgihigh Denoiser and epic_notemporal MegaLightsQuality
- To turn Chromatic Aberration off, set ChromaticAberrationIntensity to 0
- To fix frame generation being on in cutscenes, use DisableCutsceneFG setting
- Use RenoDX for HDR
Configuration
| Setting | Options | Keybind | Description |
|---|---|---|---|
| AutoApplyConfig | off,on | automatically reload settings when config changes - primarily to be used with the UPM overlay | |
| 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) | |
| CustomLocalExposure | game,on | reduces washed out look of game and increases intensity of highlights | |
| 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 | |
| DisableCutsceneFG | off,fsr,dlssg | turns off the selected frame generation during cutscenes and back on afterwards (helps cutscene pacing/artifacts) | |
| 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,veryhigh,epic,insane | epic matches in-game epic, insane is higher quality | |
| FilmGrain | game,off,on | film grain effect control | |
| Fog | game,off,on,on_with_lumen | Turns fog on or off, if on_with_lumen is provided then it allows enabling fog in lumen space (GI and reflections) | |
| 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 | |
| LensFlareIntensity | game/0-2 | Lens flare intensity scale (0.0 = off, 1.0 = default, 2.0 = double, game = use game default) | |
| 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 |
| 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 | |
| MegaLightsQuality | game,veryhigh,epic,epic_no_temporal,insane,insane_no_temporal | increases mega lights quality and changes denoising - for DLSS 4.5 use notemporal variants | |
| MegaLightsVolume | game,off,epic | increases mega lights atmospheric volume quality and changes denoising, or allows turning off which gets rid of some problems | |
| MotionBlur | game/0-1 | Ultra+ 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 |
| RayTracingCullingRadius | game/10000-100000 | controls ray tracing culling radius (10000 = minimum, 60000 = maximum, game = use game default) | |
| 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 | |
| ScreenSpaceGI | game,off,on | Allows disabling the Lumen GI screen space component which can cause flickering on local light sources | |
| ScreenSpaceReflections | game,off,on | Allows disabling the Lumen reflection screen space component, usually safest with hardware lumen to reduce screen space artifacts | |
| 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 | |
| TextureQuality | game,veryhigh,epic | increases pool size and quality | |
| Upscaler | off,dlss_4.5,dlss,other | select your active upscaler to auto-configure denoising - dlss_4.5 uses Denoiser none_temporalgihigh + MegaLights epic_no_temporal minimum, other upscalers use temporal reflection denoising. off leaves Denoiser/MegaLightsQuality under manual control | |
| VignetteIntensity | game/0-2 | Vignette intensity scale (0.0 = off, 1.0 = default, 2.0 = double, game = use game default) | |
| 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 |
Troubleshooting
- This game can be sensitive with GPU crashes when changing a lot at runtime, just start game again if it happens
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