Clive Barker's Hellraiser Revival
Overview
Ultra+ for Clive Barker’s Hellraiser Revival is a graphics enhancement and performance improvement mod that provides advanced control over lighting, reflections, and visual effects.
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 | Increases the resolution of meshes in global software lumen space, most noticeable in reflections | |
| BlackFloorFix | game,on | fixes raised black levels caused by the ingame color grading | |
| Bloom | game/0-3 | 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 | |
| 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) | |
| DebugLogging | off,on | enable verbose logging and optional native UObjectCache profiling (10s reports, measurement overhead) - ALT+D toggles 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 | |
| FilmGrain | game,off,on | film grain effect control | |
| Flashlight_UpdateSpeed | game,high | increases the speed at which the flashlight updates in Lumen reflections, has a small FPS cost | |
| 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) | |
| HDR | game,off,on | HDR output control | |
| 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 |
| 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,medium,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 |
| LightingUpdateSpeed | default,high,epic,insane | Allows making global illumination update faster | |
| 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 | |
| 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 | |
| ReflectionDownsample | game,on | enables checkerboard downsampling if available in engine version | |
| ReflectionMaxRoughness | game/0.2-1.0 | Maximum roughness for reflections | |
| 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) | |
| 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 | |
| SkylightLeaking | game/0-1 | How much of the skylight is allowed to leak into indoors or occluded areas | |
| TranslucentReflections | game,off,on | 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 | modify light sources to increase radius and indirect lighting and improve issues with overdark corners | |
| Upscaler | off,dlss_4.5,dlss_rayreconstruction,dlss,other | select your active upscaler to auto-configure denoising - dlss_4.5 uses Denoiser none_temporalgihigh, dlss_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 | |
| Vignette | game,off,on | F3 | vignette effect control |
| 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 | |
| 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 |