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
- Suggest trying 0.45 reflection roughness with 0.25 roughness fade length combined with ReflectionHitLighting, HighQualityTracing, no SSR, and Nanite RT fix for optimal performance and visual balance.
- Always use ultra reflections in game.
- Use RenoDX for HDR
Detailed RayTracing with HitLighting
- The vanilla game uses a minimum hardware raytracing configuration that relies entirely on the surface cache. This represents a low quality version of all geometry, is missing many things, and is wrong color. It requires screen space reflections to have a presentable result
- Ultra+ has backported some fixes from UE 5.6 and implemented custom nanite modifications to resolve issue with streaming a large amount of detailed nanite geometry. This allows us to disable screen space reflections and use high quality raytraced reflections instead.
Features
- Drastically reduces noise, especially during motion
- Fixes shadows, reflections, megalights, various broken foliage, missing assets from RT
- Improves texture quality
- Allows optimizing for your specific upscaler (DLSS 4.5 preset M is recommended if you can use it)
- Full control over post processing
- Fixes frame generation being enabled in cutscenes
Add-ons
- NaniteRayTracingFix: Requires Ultimate ASI Loader as version.dll or winmm.dll - this addon fixes bugs in UE 5.5.4 Nanite RT with r.RayTracing.Nanite.Mode=1 which allows us to have detailed nanite meshes represented in RayTracing. This enables the HighQualityTracing and ReflectionHitLighting settings in Ultra+. Suggest disabling SSR as well - this will have a significant performance cost as it enables much higher quality raytracing.
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 |