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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

Detailed RayTracing with HitLighting

Features

Add-ons

Configuration

Setting Options Keybind Description
AddMoreAssetsToRT game,on,shadows_only   makes more asset groups (trees, rocks, vehicles, weapons, debris, critters, flood, etc.) visible in ray tracing, cast dynamic shadows, and affect indirect lighting
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,mintemporal_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)
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)
HighQualityTracing game,off,high,veryhigh,epic 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
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
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/20000-25000   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
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/10000-25000   controls ray tracing culling radius (10000 = minimum, 60000 = maximum, game = use game default)
ReduceInputLatency game,off,on,on_max   on turns off custom halo deferred movement, on_max turns that off and disables the engines ability to delay by a frame - max may be CPU intensive and cause more stuttering
ReflectionBias game/0-1   Adds smoothing to reflections to make them more mirror like, a small amount is usually beneficial
ReflectionHitLighting game,on   modifies reflections to use hit lighting instead of surface cache (much more detailed and feasible for disabling screentraces)
ReflectionMaxRoughness game/0.2-0.6   Maximum roughness for reflections (0.2 = less rough, 0.6 = max roughness used by game, game = use game default) - lowering this can change visuals but drastically reduce noise and increase performance especially with hit lighting
ReflectionRadianceCache game,on   modifies reflections to use radiance cache to reduce noise and improve performance (may not look quite as good but can significantly improve performance in some locations)
ReflectionRoughnessFadeLength game/0.0-1.0   Roughness fade length for reflections (0.0 = zero length, 1.0 = max fade length, game = use game default of 0.2) - this can drastically change forerunner architecture appearance in combination with max roughness and other reflection settings, suggest trying lower max roughness ~0.45 with a fade length around 0.25 or 0.3, or higher roughness with lower fade length
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
TranslucentReflections game,off,on,on_with_raytracing,on_veryhigh_raytracing,on_epic_raytracing   adds detailed reflections to translucent materials - on_with_raytracing includes more materials and effects that were missing in raytracing and requires ReflectionHitLighting with Nanite RT fix, costs 3-4 fps
TuneLightSources game,on   enable shadow casting on all level PointLights, SpotLights, and RectLights
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
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