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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

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:

Feature Overview