Metal Gear Solid Delta Snake Eater
Overview
U+ for Metal Gear Solid Delta: Snake Eater is a graphics enhancement and performance improvement mod that provides advanced control over lighting, reflections, and visual effects.
Configuration
| Setting | Options | Keybind | Description |
|---|---|---|---|
| BetterReflectionSDFs | game,off,on | Increases the resolution of meshes in global software lumen space, most noticeable in reflections | |
| Bloom | off,percent_20,percent_40,percent_60,percent_80,percent_100,percent_120,percent_140,percent_160,percent_180,percent_200 | CTRL+F3 | changes intensity of bloom |
| ChromaticAberration | game,off,on | Recommend disabling in most games as it often just blurs the image for no benefit | |
| 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 | |
| DLSSFrameGeneration | game,off,on | force enable FG | |
| DiffuseLightAdjustments | game,off,on | controls diffuse light boost and indirect lighting intensity | |
| Denoiser | game,none,temporal,rayreconstruction | 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 | allows turning off depth of field which can cause a lot of noise in cutscenes/dialogue, on_less_blurry turns off part of DOF effects to reduce some blurring | |
| EnableKeybinds | off,on | Enables individual setting keybinds if they are available, does not change global keybinds | |
| ExtendedShadowQuality | game,epic,insane | epic is the same as in game epic, insane is higher | |
| FOV | game,fov_75,fov_80,fov_85,fov_90,fov_95,fov_100,fov_105,fov_110,fov_115,fov_120 | sets field of view, press F10 to reset FOV to default | |
| FilmGrain | game,off,on | controls film grain effect | |
| HDR | game,off,on | CTRL+F7 | |
| HardwareLumen | game,off,lighting_mode0,low,medium,high,epic | hardware ray traced lumen with scaled quality levels - lighting mode 0 will be least accurate overall but may have fewest artifacts | |
| 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,vanilla,medium,high,ultra | Draw static meshes and foliage at higher quality further away | |
| LightDrawDistance | game,x1_0,x1_5,x2_0,x2_5,x3_0 | extends view distance for lights | |
| 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 |
| LightingDownsampleFactorOverride | lighting_mode_controlled,x48,x32,x28,x24,x20,x16,x12,x8 | F6 | allow users the ability to downsample the lighting more than the mod allows by default, it will be applied after other lighting settings - this is one of the settings that impacts performance the most - lower downsampling will resolve smaller details and have less flickering |
| LightingMode | standard,advanced | F8 | standard for default enhanced lighting, advanced is more experimental enhanced lighting |
| LightingQuality | performance,standard,high,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 |
| LightingUpdateSpeed | default,high,epic,insane | Allows making global illumination update faster | |
| MotionBlur | game,off,low,medium,high,reallyhigh,alltheblur | F4 | U+ improves motion blur quality in every game by default, recommend a small amount of blur ~0.2 |
| PostProcessingTonemapperPreset | game,vanilla,morecontrast | CTRL+F9 | more_contrast setting can add more depth to the scene |
| ReduceInputLatency | game,off,on | option to reduce input latency at a potential FPS cost if you are not mostly GPU bound or have a weak CPU | |
| ReflectionBias | game,off,low,medium,high | F9 | Adds smoothing to reflections to make them more mirror like, a small amount is usually beneficial |
| ReflectionQuality | game,vanilla,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 | CTRL+F6 | enables reflex low latency |
| Sharpness | game,none,percent_10,percent_20,percent_30,percent_40,percent_50,percent_60,percent_70,percent_80,percent_90,percent_100 | Control UE tonemapper sharpness - recommend setting this to 0 and using RCAS through reshade | |
| SkylightIntensity | default,less_50,less_37_5,less_25,less_12_5,more_12_5,more_25,more_37_5,more_50,more_75,more_100 | 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,percent_0,percent_1,percent_2,percent_3,percent_4,percent_5,percent_6,percent_7,percent_8,percent_9,percent_10,percent_20,percent_30,percent_40,percent_50 | CTRL+F2 | How much of the skylight is allowed to leak into indoors or occluded areas |
| UncapFPS | game,off,on,on_120 | off is 60, on uncaps fps | |
| VSync | game,off,on | ||
| ViewDistanceScale | game,one,two,three,four | increases the view distance scale so that more can be seen from further away, effects foliage most noticeably | |
| Vignette | game,off,on | F3 | game/off/on |
| VolumetricFog | 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 |