Black Myth Wukong
Overview
Ultra+ for Black Myth: Wukong is a graphics enhancement and performance improvement mod that provides advanced control over lighting, reflections, and visual effects.
Important Information
Requires mod enabler: Download from Nexus - majority of lighting settings are for non RT - reflection quality, RayReconstruction, RayTracingCullingRadius and RTGI_Bounces are for RT
Add-ons
- NoCharacterLight: Disables fake character lighting
Configuration
| Setting | Options | Keybind | Description |
|---|---|---|---|
| AutoApplyConfig | off,on | automatically reload settings when config changes - primarily to be used with the UPM overlay | |
| BetterLights | game,on,on_forced_shadowcasting | Increases minimum light intensity and indirect per-area, increases specular highlights from the sun. Optionally, allows for forced shadowcasting (very heavy if not using RT) on all local lights. If changing the setting, fast travel or quit to the main menu to apply. | |
| 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 | |
| CloudQuality | game,performance,quality | controls volumetric cloud rendering quality and upsampling method | |
| DLSS_Upscaled_DOF | off,on | Processes depth of field after upscaling for significantly improved detail and generally better stability (only works with DLSS, game default = off) | |
| 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 | |
| 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 | |
| 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 | |
| FilmGrain | game,off,on | film grain effect control | |
| FixedEyeAdaptation | game,on | Replaces the game’s harsh and unstable eye adaptation with a per-chapter tuned fixed exposure system. Also includes per-chapter ray tracing fixes and improvements such as adjusting RTAO and RTSkylight intensity, RTAO radius, RTSkylight ghosting reduction, and RTGI temporal lag reduction | |
| FixedEyeAdaptation_ExposureOffset | game/-1.0-1.0 | Offsets the fixed exposure value globally according to user preference (positive is darker, negative is brighter). Conservative adjustments are recommended, as different chapters use significantly different baseline values | |
| 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 | |
| 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 | |
| LightShaft_Intensity | game/0.01-0.1 | Controls the intensity of lightshafts from the sun (Ultra+ default = 0.02, game default = 0.1) | |
| 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,advanced | F8 | lighting mode - standard for default enhanced lighting, advanced for higher quality - game will disable and revert all lighting changes |
| 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,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 | |
| 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 | |
| RTAO | game,on | enables raytraced ambient occlusion (game default = off) | |
| RTAO_Intensity | game/0.0-1.0 | changes intensity of RTAO and other forms of AO while using RT, automatically adjusted if using FixedEyeAdaptation (game = use game default of 1.0) | |
| RTGI_Bounces | game/1-3 | controls number of RTGI bounces (1-3, game = use default of 2) | |
| RTGI_DiffuseIntensity | game/0.0-3.0 | changes intensity of RTGI diffuse indirect lighting (game = use Ultra+ default of 1.15) | |
| RTGI_Resolution | full,half,half_fast | Controls RTGI resolution and denoising strength. Half looks very similar and performs better, half_fast improves performance further at a minor cost to quality/stability | |
| RTShadow_Denoiser | game,off | toggles the RT shadow denoiser, recommended off for DLSS4.5 and RR to improve performance and shadow detail | |
| RTSkylight | game,on | enables RT skylighting, which can be a considerable improvement in areas with a prominent skylight. REQUIRES Ray Reconstruction for proper denoising and resolve in dim skylit areas without tanking performance with many samples | |
| RTSkylight_Samples | game/1-16 | number of samples for the RT skylight (EXPENSIVE) - only 1 sample is needed for ray reconstruction, otherwise up to 4-6+ may be required to avoid noise and ghosting in some dim skylit areas | |
| RT_VolumetricFog_Intensity | game/0.0-1.0 | Controls the intensity of volumetric fog when using raytracing (Ultra+ default = 0.35, game default typically near 1.0). Warning: also scales the intensity of any lights behind the fog (mainly the sun) | |
| RayReconstruction | game,off,on | enables RR | |
| RayTracingCullingAngle | game/1.0-3.0 | controls ray tracing culling angle (smaller = less obvious culling pop-in) | |
| RayTracingCullingAngle_Foliage | game/1.0-3.0 | controls ray tracing culling angle for foliage (smaller = less obvious culling pop-in) | |
| RayTracingCullingRadius | game/10000-100000 | 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 | Adds smoothing to reflections to make them more mirror like, a small amount is usually beneficial | |
| ReflectionQuality | game,medium,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 | |
| VSync | game,off,on | allow forcing vsync - helps latency in some games | |
| Vignette | game,off,on | F3 | vignette effect control |
| VirtualShadows | game,off,on | Enables UE5 virtual shadow maps which are higher quality | |
| 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 |
Ultra+ 2.0
This game is built on the Ultra+ 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