← Back to Games

Phantom Blade Zero

Overview

Ultra+ for Phantom Blade Zero fixes many of the base game’s graphical issues, especially with path tracing. It reduces noise and boiling, keeps more of the world dynamic, in ray tracing and in shadows, and stops the game from constantly overwriting graphics CVars. The HDNatureTextures add-on replaces rock, cliff and nature textures with sharper 4K versions.

Features

Game Tips

Add-ons

HDNatureTextures is a large download (about 2.9 GB, 6.6 GB installed) and needs the main Ultra+ mod, which raises the game’s texture size limits so the 4K textures can display.

Configuration

Setting Options Keybind Description
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)
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)
ColorGrading game,off,on   allows disabling developer implemented color grading that can wash out some locations or cause significant transitions in interiors
ContactShadows game,off   disables contact shadows
CustomEyeAdaptation game,on   more stable and generally more exposed eye adaptation
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
ExtendedDrawDistance game,veryhigh,epic   keeps world position offset animation and programmable Nanite rasterization further out and extends instanced ray tracing WPO culling (less distant foliage pop and stiffness) - game uses 4000, 1 and 1.25
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)
FoliageShadows game,on   on makes shrubs, bamboo, grass, ivy, leaves, water plants, ground moss, small stones and branches the game cooked without shadows cast ray traced shadows (trees, cliffs and bare ground are left alone) - applies to areas loaded after the change, reload a save to apply everywhere
GameCVarProfiles game,frozen,pinned   frozen stops the game from changing CVars at runtime (per area, volume and cutscene) so it cannot overwrite Ultra+, in-game graphics settings still apply - pinned keeps every game CVar profile running and only pins the CVars Ultra+ sets to Ultra+ values (a CVar Ultra+ stops setting stays pinned until restart) - game lets the game change CVars at runtime
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
LightingAO lumen,ssao,gtao,rtao,rtao_nrd 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
LocalExposure game,off,on   allows disabling local exposure which can be paired with disabled color grading
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
PTIndirectDownsample game,off   disables path tracing indirect downsample - very expensive (quarter resolution by default)
PT_EnableSharc game,on,on_max   enables sHARC for PT (experimental), greatly reduces boiling noise especially on foliage, on_max will reduce boiling further but lose more fine detail in motion
PostProcessingTonemapperPreset game,vanilla,morecontrast CTRL+F6 more_contrast setting can add more depth to the scene
RayTracingAOIntensity game/0.1-1   Ray traced AO intensity (0.1 = faint, 1.0 = full occlusion, game = use game default) - only with ray traced AO
RayTracingAORadius game/25-2000   Ray traced AO radius in units - larger reaches further occluders (game = use game default, UE default 200) - only with ray traced AO
RayTracingCullingAngle game,veryhigh,epic   smaller ray tracing culling angles keep small and instanced objects in ray tracing for longer (less obvious culling pop-in in reflections and shadows) - game uses 1.5 and 3 for instances
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
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
ViewDistanceScale game,one,two,three,four   increases view distance scale, affects foliage most noticeably
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)
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