Mortal Shell II
Overview
Ultra+ for Mortal Shell II focuses on significantly improving visuals and provided full raytracing support.
Game Tips
- Optional ASI fixes require Ultimate ASI Loader.
- Raytracing requires nanite buffer fix for game to be playable.
Add-ons
- GrassShadows: Allows grass to cast shadows, pair with the MoreShadows setting
- MortalShell2NaniteBufferFix: Requires x64 Ultimate ASI Loader as winmm.dll - this addon fixes a buffer shrinking/growth bug in UE 5.6 with HQ tracing enabled - fixes VRAM usage
- MortalShell2SingleLayerWaterFix: Requires x64 Ultimate ASI Loader as winmm.dll - this addon fixes bright blobs from local lights and the sun reflecting on the water and reflecting through geometry
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,on_insane | Increases the resolution of meshes in global software lumen space, most noticeable in reflections | |
| 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 | |
| DLSSFrameGeneration | game,off,on | allows toggling DLSS frame generation | |
| DarkerGrass | game,on | darkens grass and adds more shadowing - could look weird in some places | |
| 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 | |
| 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 | |
| FOV | game/10-30 | !THIS IS INVERTED - 10 is higher than 30 which is roughly the default | |
| 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) | |
| FogIntensity | game/0-1 | controls fog scattering intensity, game = use game default of 0.75 | |
| HDR | game,off,on | HDR output control | |
| 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,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 |
| LumenDiffuseColorBoost | game/0-5 | Increases diffuse lighting especially from local lights | |
| LumenTraceDistance | game/20000-40000 | Maximum distance of objects traced in the lumen scene | |
| MoreShadows | game,on | restores shadow casting for P__Grass foliage and tree meshes. Enabling takes effect immediately; disabling needs a game restart | |
| 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 |
| RayTracingCullingAngle | game/0.0-3.0 | controls ray tracing culling angle (smaller = less obvious culling pop-in) | |
| RayTracingCullingRadius | game/10000-40000 | controls ray tracing culling radius (10000 = minimum, 60000 = maximum, game = use game default) | |
| Raytracing | game,on | enables raytracing | |
| 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 | uses custom checkerboard downsampling for a balance between visuals and performance | |
| ReflectionHitLighting | game,on,on_high | modifies reflections to use hit lighting instead of surface cache (much more detailed and feasible for disabling screentraces) - on_high costs more VRAM | |
| ReflectionMaxRoughness | game/0.2-1.0 | 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 | |
| ReflectionSpecularScale | game/0.5-3.0 | scales Lumen reflection specular intensity, game = use game default of 1.0 | |
| ScreenSpaceGI | game,off,on | Allows disabling the Lumen GI screen space component which can cause flickering on local light sources | |
| ScreenSpaceReflections | game,off,on,minimal | 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 | modify light sources to increase radius and indirect lighting and improve issues with overdark corners | |
| UltrawideFix | off,on | removes camera aspect ratio constraints to eliminate black bars | |
| 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 |
| 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
- If an optional ASI does not load, verify that x64 Ultimate ASI Loader is installed next to the game executable.