The Elder Scrolls IV Oblivion Remastered
Overview
U+ for Oblivion is a massive visual overhaul mod. It is capable of changing lighting based on location, provides color grading presets, changing the behavior of all light sources, and much more. It pushes graphics far beyond the limits of vanilla.
Add-ons
- EnhancedRayTracing
- EnhancedRayTracing_LessVRAM
Configuration
| Setting | Options | Keybind | Description |
|---|---|---|---|
| BetterTorches | off,on | makes the torches not have a 2 foot radius and blind you - need to unequip and reequip torch if changing live | |
| Bloom | off,percent_20,percent_40,percent_60,percent_80,percent_100,percent_120,percent_140,percent_160,percent_180,percent_200,percent_250,percent_300,percent_350,percent_400,percent_450,percent_500,percent_1000 | 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 | |
| CustomAutoExposure | game,off,on | provides an option for a more stable autoexposure | |
| DisableFogIndoors | off,on,disable_emissive | controls volumetric fog | |
| 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 | |
| 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 | allows turning off depth of field which can cause a lot of noise in cutscenes/dialogue - note that enabling RR already turns depth of field off | |
| EnableKeybinds | off,on | Enables individual setting keybinds if they are available, does not change global keybinds | |
| ExtendedFogQuality | game,ultra,insane | extends fog quality setting - increases the resolution of fog | |
| ExtendedViewDistance | game,default,ultra,insane,more_insane,even_more_insane | extends view distances for lights, skeletal meshes, and static meshes | |
| EyeAdaptation | vanilla,dark_atmospheric,darker_atmospheric,more_stable | F3 | dark_atmospheric balanced the lighting a little better at different times of day and in dungeons - will increase contrast against shadowed areas and blacks are more black, darker_atmospheric is a more intense version, more_stable minimizes drastic changes |
| FixFoliageAgainstSky | off,on,on_fpshit_noflicker | fixes the foliage and other outline artifacts against the sky but causes some above water flickering when player is underwater | |
| 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) | |
| GrassDensity | game,percent_50,percent_60,percent_70,percent_80,percent_90,percent_100,percent_150,percent_200,percent_250,percent_300,percent_350,percent_400,percent_450,percent_500 | changes density of grass | |
| 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 | |
| LightShaftBlur | game,none,percent_10,percent_20,percent_30,percent_40,percent_50,percent_60,percent_70,percent_80,percent_90,percent_100 | amount that light shafts blur or spread across the screen, percent_100 is vanilla | |
| LightingAO | lumen,ssao,gtao | CTRL+F9 | Changes ambient occlusion method between Lumen, SSAO, or GTAO - lumen_less_noise is the safest default as full lumen may introduce shimmering/noise |
| LightingDownsampleFactorInteriors | off,x48,x32,x28,x24,x20,x16,x12,x8 | downsample factor specific to interiors | |
| 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,advanced_v2,advanced_brighter_foliage,advanced_brighter_foliage_v2,advanced_indoors_only,advanced_indoors_only_v2 | F8 | standard for default enhanced lighting, advanced for experimental lighting |
| LightingQuality | game,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 |
| MotionBlur | game,off,low,medium,high,reallyhigh,alltheblur | U+ improves motion blur quality in every game by default, recommend a small amount of blur ~0.2 | |
| PostProcessingPreset | game,vanilla,vanilla_adjustedshadows,obluevion,neutral,vibrant,morevibrant | CTRL+F8 | |
| PostProcessingTonemapperPreset | game,vanilla,morecontrast | CTRL+F6 | more_contrast setting can add more depth to the scene |
| RayTracingRadius | game,default,high,epic,insane,evenhigher | F7 | Hardware Lumen only - increases the raytracing radius to include more objects further away - particularly noticeable in reflections - recommend turning this up and screen space reflections off |
| ReflectionBias | game,off,low,medium,high | F9 | Adds smoothing to reflections to make them more mirror like, a small amount is usually beneficial |
| ReflectionBounces | default,two,three | CTRL+F2 | allows increasing the number of reflections bounces |
| ReflectionQuality | game,vanilla,epic | Allows more surfaces to be included in reflections, in some games increasing this can cause some noise | |
| 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 | |
| SkinAndLightEnhancements | off,on | enables light transmission through materials like skin and adjust/improves the quality of skin - must restart game | |
| 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 | |
| SkylightIntensityNight | 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 | changes intensity of the skylight for nighttime - this is automated | |
| SkylightLocationProfile | off,uplus_choice,uplus_choice_v2,uplus_choice_brighter,uplus_choice_brighter_v2,interiors_zero,custom | controls the skylight per location in the game according to the selected profile - goal is to tune the global light sources to be more correct and amplify the effect of local light sources, custom can be tuned to your own liking via copying skylight_uplus_choice.ini and creating skylight_custom.ini inside of the ue4ss UltraPlusExtensions config folder | |
| TexturePoolSize | game,fourgb,sixgb | allows increasing texture poolsize for use with high quality texture packs | |
| TuneCityLights | off,cozy,balanced,subtle | makes lights in cities brighter and more diffuse | |
| TuneDungeonLights | off,on | rework lighting in sewers, forts, and caves - experimental | |
| TuneInteriorLights | off,cozy,balanced,subtle | makes lights in interiors like inns and shops brighter and more diffuse | |
| TuneOutdoorFog | off,on | reduces and changes behavior of outdoor volumetric fog to make it less invasive and less scattered | |
| Vignette | game,off,on | game/off/on | |
| VolumetricFog | off,on | CTRL+F7 | 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 |
| VolumetricFogDistance | game,default,high,max_without_issues,epic,insane,evenhigher | increases the distance that high quality volumetric fog is rendered, this can greatly improve the issue with vanilla fog being an overly white blob too close to the player |