TheOuterWorlds2
Overview
U+ for The Outer Worlds 2 overhauls the visual experience, signficantly improves performance, and reduces input latency. It allows pushing Raytracing capabilites much further than vanilla.
Game Tips
- Dynamic Skylight automatically adjusts skylight intensity based on time of day for more appropriate day and night intensity
- RT Shadows can have incorrect geometry, recommended to turn off
- If using Reno with DLSS Frame Generation, turn on the RenoDLSSFGFix setting
- Install the Enhanced RT mod for many more objects to be included in RT (most importantly foliage) and to fix interiors with incorrect emissives
- Use the EnhancedRTMod setting if you have installed the mod and set RoughSpecularMode to one
- HardwareLumen above low will break things in this game, low can also cause more bottlenecking
- Character reflections are still black if using HardwareLumen above lighting_mode0 and screen space reflections are disabled
- Turn off ScreenSpaceGI if you are bothered by scenes with a lot of flickering light sources
Add-ons
- OptimizedCrowds
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 | 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 | |
| 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 | |
| DynamicFPS | game/0-240 | Target FPS for dynamic adjustment (0 = off, 30-240 = target framerate) - press ALT + F12 to disable dynamic FPS and save current settings | |
| DynamicSkylight | off,on | dynamically adjusts skylight intensity based on time of day for more appropriate lighting | |
| EnableKeybinds | off,on | Enables individual setting keybinds if they are available, does not change global keybinds | |
| EnhancedRTMod | game,on | turn this on if using the enhanced raytracing mod | |
| ExtendedCloudQuality | game,epic | primarily fixes object outlines against clouds/the sky | |
| ExtendedFogQuality | game,epic,ultra,insane | extended volumetric fog quality settings | |
| ExtendedShadowQuality | game,high,epic,ultra,insane | epic is the same as in game epic | |
| FixRenoDLSSFG | game,on | turn this on using reno with DLSS Frame Gen | |
| 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) | |
| HardwareLumen | game,lighting_mode0,lighting_mode1 | HW lumen quality - lighting mode 1 can be much more expensive for some | |
| 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 | |
| LightDrawDistance | game,x1_0,x1_5,x2_0,x2_5,x3_0 | light draw distance scale | |
| 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 |
| LightingMode | game,standard | F8 | no other lighting modes at this time |
| 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,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 | |
| RayTracingCullingRadius | game/10000-60000 | controls ray tracing culling radius (10000 = minimum, 60000 = maximum, game = use game default) | |
| 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 | |
| RoughSpecularMode | game,zero,one | changes how rough specular is sampled for GI | |
| ScreenSpaceGI | game,off,on | Allows disabling the Lumen GI screen space component which can cause flickering on local light sources | |
| 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 | |
| SkylightIntensityNight | game/0.1-0.7 | Night skylight intensity when DynamicSkylight is enabled (0.10-0.70, default 0.15) | |
| SunMoonIndirectIntensity | game/0-20 | Indirect or bounce lighting intensity for the sun or moon | |
| TuneContactShadows | game,on | reduces contact shadow intensity to blend better | |
| TuneFog | game,on | push fog back out of interiors | |
| TuneFoliageWind | game,on | reduces foliage wind speed so it is less like foliage is having a seizure | |
| TuneLightSources | game,on | modify light sources to increase radius and indirect lighting and improve issues with overdark corners | |
| VSync | game,off,on | allow forcing vsync - helps latency in some games | |
| ViewDistanceScale | game,one,two,three,four | increases view distance scale, affects foliage most noticeably | |
| 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 |
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