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General information
- Steam Community Discussions
Availability
- Steam version requires Denuvo Anti-Tamper DRM.[3]
Monetization
DLC and expansion packs
Name |
Notes |
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Season Pass |
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Accessory: Gold Purifier Mask |
Free DLC item from the Bandai Namco site. |
|
Frozen Empress |
Also available as part of the Season Pass. |
|
Hellfire Knight |
Also available as part of the Season Pass. |
|
Lord of Thunder |
Also available as part of the Season Pass. |
|
- Redeeming the Gold Purifier Mask requires membership in a loyalty program not available in North America, South America, or Asia.
Game data
Configuration file(s) location
Save game data location
Video
- The game engine may allow for manual configuration of the game via its variables. See the Unreal Engine 4 page for more details.
- Advanced video settings variables are stored within encrypted save file and are loaded from save file about 30–40 seconds after launch, making it impossible to override
r.DefaultFeature.AntiAliasing
, r.AmbientOcclusionRadiusScale
, r.DefaultFeature.MotionBlur
, r.Tonemapper.Quality
, r.MaterialQualityLevel
and r.DepthOfFieldQuality
from .ini level.
- Using Temporal AA severely reduces the intensity of bloom effects (or rather greatly increases brightness threshold at which given pixel "emits" bloom)
Change render percentage/resolution scaling[8]
|
- Go to the configuration file(s) location.
- Open
GameUserSettings.ini .
- Below
[ScalabilityGroups] , change sg.ResolutionQuality=xx to the desired resolution percentage (minimum 33.333302 ).
Notes
- This tweak allows for upscaling/upsampling from smaller resolutions while running UI elements at the native screen resolution, which might be helpful for lower-end configurations.
|
Adjust r.ScreenPercentage for downsampling[6]
|
- Go to the configuration file(s) location.
- Open
Engine.ini with a text editor.
- Add
[SystemSettings] to the bottom of the file, if that section doesn't already exist.
- Inside that section, add
r.ScreenPercentage=100 where 100 is the desired resolution percentage.
Notes
- This is the only method besides TAA to fight shader aliasing caused by rim lighting effect.
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21:9 screenshot with aforementioned fix.
48:9 Example with the aforementioned fix.
Centered HUD elements example.
Character Creator 48:9 Example.
Modify the game executable to fix pillarboxing and vert- scaling in the Steam version[9]
|
- Go to
<path-to-game>\CodeVein\Binaries\Win64\
- Make a backup copy of
CodeVein-Win64-Shipping.exe .
- Open the original
CodeVein-Win64-Shipping.exe in a hex editor, such as HxD.
- Search for
F6 41 2C 01 4C , and replace with F6 41 2C 00 4C to remove pillarboxes.
- Search for
35 FA 0E 3C A4 , and replace with 35 FA 3E 3C A4 for ultra-widescreen or EF D4 83 3C A4 for multi-monitor resolutions to change the FOV.
- When finding and replacing these hex values, make sure that the find/replace tools are using "Hex-values" mode, and search direction (if using HxD) is set to All (Forward and Backward).
32:9
- Follow through steps 1-4 normally.
- Replace
35 FA 0E 3C A4 with EF D4 83 3C A4 for multi-monitor resolutions.
- Search for
39 8E E3 3F , and replace with 39 8E 63 40 to change the FOV for 32:9.
Notes
- HUD elements are centered on-screen.
- The game uses Vert- FOV scaling. As a result, users with aspect ratios above 21:9 should use the multi-monitor Hex-value. It is recommended to check the Notes section in WSGF Common Hex Values for instructions on how to get the recommended FOV values for those aspect ratios.
- The FOV hex edit listed here is designed with Vert- in mind. It's not recommended to combine the FOV value mentioned here with the Hor+ FOV scaling tweak.
- At multi-monitor resolutions, Character Creator only moves to the edge of what would be a 16:9 area.
|
Use the related PCGW community tool for Microsoft Store versions of the game.
|
- Automatically adjusts the field of view of every scene for vertical parity with 16:9.
|
Use Hor+ FOV scaling[10]
|
- Go to the configuration file(s) location.
- Open
Engine.ini .
- At the bottom of the file, add
[/Script/Engine.LocalPlayer] .
- Below that line, add
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV .
Notes
- This will cause the FOV to be wider (since the game is still using a Vert- FOV that hasn't been converted to Hor+) and may look distorted as a result. It is recommended to modify the FOV using the Hex-editing method in Ultra-widescreen and by checking the Notes section in WSGF Common Hex Values for instructions on how to get desired FOV values.
- Don't use in conjunction with the ultra-widescreen or multi-monitor fixes unless the FOV hex values get changed to something Hor+ compliant.
|
Custom AF
|
- Go to the configuration file(s) location.
- Open
Engine.ini with a text editor.
- Add
[SystemSettings] to the bottom of the file, if that section doesn't already exist.
- Inside that section, add
r.MaxAnisotropy=16 or the desired sample rate.
|
Chromatic aberration
Disable chromatic aberration
|
- Go to the configuration file(s) location.
- Open
Engine.ini with a text editor.
- Add
[SystemSettings] to the bottom of the file, if that section doesn't already exist.
- Inside that section, add
r.SceneColorFringeQuality=0 .
- Save the file.
|
Ambient occlusion
- In-game SSAO setting actually controls Distance Field Ambient Occlusion (DFAO). SSAO is always on unless Post-Processing is set to "Low."[11]
Input
Instructions[12]
|
- Go to the configuration file(s) location.
- Open
Engine.ini .
- At the bottom of the file, add
[/Script/Engine.InputSettings] .
- Below that line, add
bEnableMouseSmoothing=xx , replacing the "xx" with "True" or "False".
|
Audio
Audio feature |
State |
Notes |
Separate volume controls |
|
"Music", "Sound Effects", and "Voice" |
Surround sound |
|
Plays up to 7.1.[13] |
Subtitles |
|
|
Closed captions |
|
|
Mute on focus lost |
|
|
Royalty free audio |
|
|
Localizations
- Text Language settings can be changed via the Game's properties on Steam, or can be launched with a specific text language via one of the .bat files in <path-to-game>.[14]
Language |
UI |
Audio |
Sub |
Notes |
English |
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Traditional Chinese |
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French |
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German |
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Italian |
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Japanese |
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Korean |
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Brazilian Portuguese |
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Russian |
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Spanish |
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Latin American Spanish |
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Network
Multiplayer types
VR support
Issues fixed
Re-enable developer console
- The developer console can be re-enabled by following the steps on the Unreal Engine 4 page.
Elevator not moving or taking a long time to start moving
- At frame rates above 60 FPS, certain elevators will not move even after the player has activated them.
Temporarily cap the frame rate to 30 or 60 FPS
|
Damage over time attacks not working as intended
- At frame rates other than 60 FPS (assuming 60 FPS is the actual intended behavior), DOT attacks such as spells (Twilight, Sands of Depravity, etc) will do either less damage ticks if below 60 fps or more if above 60 fps. This behavior does not scale in any predictable way and varies between attacks. For example at 120 FPS Twilight spell will do one extra damage tick but at 30 FPS or less it will always do exactly one tick, however Sands of Depravity will do one tick less below 60 FPS but always do same amount of damage ticks at 60 FPS or more.
Cap the frame rate to 60 FPS for "intended" behavior or higher for potential advantage.
|
Issues unresolved
DPI Scaling Issues
- Doesn't work properly with DPI Scaling in Windows.[15]
- Adjusting the DPI Settings using Windows' compatibility settings doesn't seem to fix this issue, and will limit the in-game resolution when using Windowed or Borderless Windowed modes. Use Exclusive Fullscreen mode when using a DPI percentage higher than 100%.[16]
Other information
Graphical Enhancement
- Graphics can be improved beyond the games highest settings by editing UE4 console variables in the
Engine.ini
file.
- The "Improved Graphics and Performance" mod includes a config file that tunes these variables to improve various things such as LoD distances, filtering, sharpness & more.
API
Technical specs |
Supported |
Notes |
Direct3D |
11 |
DirectX 12 can be enabled using the -d3d12 command line argument. However, crashes can occur during FMV playback (including screen blood effects), and requires using Borderless Fullscreen mode to prevent the game running at 640x480. Deleting/renaming the CriWareData folder in <path-to-game>\CodeVein\Content can be used to circumvent crashing during FMV playback in DX12 mode, but will not play them as a result. |
Executable |
32-bit |
64-bit |
Notes |
Windows |
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System requirements
Windows |
|
Minimum |
Recommended |
Operating system (OS) |
7 SP1, 10 | |
Processor (CPU) |
Intel Core i5-2300
| Intel Core i5-7400 AMD Ryzen 3 2200G |
System memory (RAM) |
6 GB |
8 GB |
Hard disk drive (HDD) |
35 GB | |
Video card (GPU) |
Nvidia GeForce GTX 760 AMD Radeon HD 7850 2 GB of VRAM DirectX 11 compatible
| Nvidia GeForce GTX 960 AMD Radeon R9 380X 4 GB of VRAM DirectX 12 compatible |
Sound (audio device) |
DirectX compatible | |
- A 64-bit operating system is required.
Notes
- ↑ 1.0 1.1 Notes regarding Steam Play (Linux) data:
References