S.T.A.L.K.E.R. 2 Heart of Chornobyl
Overview
U+ for Stalker 2 significantly reduces the amount of noise and improves fidelity while maintaining performance. It is also a long running game of whack-a-patch every time they patch the game.
Game Tips
- Do not use any engine.ini mods
- BetterReflectionSDFs will cost a significant amount of VRAM
- HDR borderless support bypasses game’s native limitation
- Run game in borderless
- If Using DLSS4, ensure DLSSAutoExposure is disabled
- Changing some settings may require the user to turn 360 degrees to update the scene
- ENSURE THAT IN GAME SHARPENING IS DISABLED
- ENSURE THAT IN GAME SHARPENING IS DISABLED
- ENSURE THAT IN GAME SHARPENING IS DISABLED
- Lower lighting downsample to reduce flickering in foliage if you experience this problem. LightingAO GTAO can also help if there is excessive shimmering.
- ReduceInputLatency will cause FPS loss for some setups
- ReflectionQuality on very high is the best balance of improving reflections versus introducing weirdness.
Add-ons
- FSR3-FG
Configuration
| Setting | Options | Keybind | Description |
|---|---|---|---|
| AutoApplyConfig | off,on | automatically reload settings when config file changes | |
| BetterReflectionSDFs | game,off,on | Increases the resolution of meshes in global software lumen space, most noticeable in reflections | |
| Bloom | game/0-3 | CTRL+F3 | 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 | |
| ColorGrading | game,off,on | allows disabling developer implemented color grading that can wash out some locations or cause significant transitions in interiors | |
| CustomAutoExposure | game,off,off_medium_brightness,off_darker,on,on_medium_brightness,on_brighter | provides an option for a more stable autoexposure that is not quite as adaptive - should result in a more stable image | |
| 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,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,low,medium,high,epic,insane | separate objects from foliage like stop signs, puddles, and buildings | |
| ExtendedFoliageQuality | game,high,epic,extreme,ihatepopin,keepdistant_high,keepdistant_epic,keepdistant_extreme,keepdistant_ihatepopin | CTRL+F9 | extends the in game foliage quality, high is higher than vanilla epic, keepdistant variants keep r.ViewDistanceScale at 1.0 |
| ExtendedShadowQuality | game,veryhigh,epic,insane | all are higher than vanilla - recommend setting epic in game and then changing this setting | |
| FGCutscenes | off,on,on_spammy | enables support for frame generation in cutscenes - both DLSSG and FSRFG are supported - on_spammy attempts to reenable frame generation more frequently and for many more actions including PDA and menus | |
| FixHairVRAM | game,off,on | fixes hair VRAM leak at high resolutions and reduces hair vram consumption for slightly lower fps | |
| FixSkylightInReflections | game/0-1 | Skylight reflection intensity (0.0 = off, 1.0 = maximum, game = use game default, 0.5 recommended) | |
| Fog | game,off,on | 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 this setting provides a mechanism for using HDR in borderless fullscreen which the game does not support by default | |
| 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,lumen_less_noise,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 |
| LightingMaxIntensity | game/10-50 | Maximum ray intensity for Lumen, lower values are darker and result in less noise (10-50) | |
| LightingMinimizeLeakage | game,on | override some of the lighting settings to minimize light leakage as an alternative to increasing all lighting quality, no need to use this setting if very high lighting quality or above | |
| LightingMode | game,standard | F8 | no other lighting modes at this time |
| LightingQuality | game,standard,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,mediumhigh,high,veryhigh,epic,insane,extreme | 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/20000-60000 | Maximum distance of objects traced in the lumen scene | |
| MotionBlur | game/0-1 | U+ 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 | F9 | Adds smoothing to reflections to make them more mirror like, a small amount is usually beneficial |
| ReflectionQuality | game,high,veryhigh,epic,insane | F10 | Allows more surfaces to be included in reflections, in some games increasing this can cause some noise |
| Reflex | game,off,on | NVIDIA Reflex low latency | |
| 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 | |
| SunMoonIndirectIntensity | game/0-20 | Indirect or bounce lighting intensity for the sun or moon | |
| VSync | game,off,on | allow forcing vsync - helps latency in some games | |
| Vignette | game,off,on | F3 | vignette effect control |
U+ 2.0
This game is built on the U+ 2.0 framework which supports the following new features:
- Vanilla toggle (ALT + F2 default)
- Configurable keybinds (configurable via UPM)
- Full set of presets that are generated on game launch (integrates with UPM)
- Numeric settings
- Overlay integration (UPM overlay)
- Dynamic FPS
- Latest UE4SS features
- And more