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Topic on User talk:Rose

Scarlet Nexus resolution, fixes and graphical improvements

2
Radmaxx (talkcontribs)

Hi Rose, Given that you already created a tool to select ultra-wide resolutions on Scarlet Nexus, I wanted to ask you is there a way to force any resolutions in unreal 4 full-screen mode? I don't have a ultra-wide screen display so I am unable to test it myself. On what mode does that tool work? And what does the in-game option looks like? Scarlet Nexus only allows 1280x720, 1600x900, 1920x1080, 2560x1440 and 3840x2160 as selectable resolutions on full-screen mode (and slightly modified versions of those on windowed mode). The only way to select 5120x2880 for example, is to set desktop resolution to that and proceed to use borderless full-screen mode as it exclusively uses whatever the desktop resolution is. There is a way to force resolution through "GameUserSettings.ini"; however, it will only work on the splash screens as the game saves the aforementioned resolution values and applies them anyway.

Additionally, where should the following be added? Should they all have their individual text boxes or all be categorized as generic graphical improvements? - Mipmap and LOD bias (reduce texture pop-in and increase overall texture quality on very high resolutions) - Light, reflection and [sharp] shadow quality parameters (requires the user to lower in-game settings) - Draw distance parameters - Loading options (have the game fully load every level and remove the need for asset streaming, potentially removing performance spikes at the cost of longer loading times) - Trade-off between lower GPU usage (DX11) and CPU multi-threading (DX12) on V1.03 and older [V1.04 breaks textures entirely on DX12] (by default (DX11), rendering is single-threaded in this game, which is mostly not a problem but in the city hubs e.g. Suoh area, not even a 9900k can reach 144 FPS) - Mouse sensitivity loss on higher FPS for V1.03 and older [V1.04 fixes this] (also should "Increase mouse DPI to increase sensitivity regardless" be added or is it too obvious?)

Sorry for the long questions and thanks for reading.

Rose (talkcontribs)

Hi,

Setting the width and height values via ResolutionX and ResolutionY works in every Unreal Engine 4 game I can think of, but I cannot rule out that there are some exceptions. In some games, hotsampling via the Unreal Engine 4 Console Unlocker is the answer. Sometimes I just recommend borderless for some of my fixes to work, and I find it to be a tolerable tradeoff, especially now that games have fullscreen optimizations presumably resulting in parity with exclusive fullscreen.

As for your second question, any tweaks to the graphics should be under Video. We do this for Depth of Field, Sharpening and the like, though now all Unreal Engine 4 pages display a note below the Video table to direct to the Unreal Engine 4 article, which is a good way to document all the generic fixes and tweaks and keep the individual articles free of clutter or each user's preferences on what looks best.

Keep in mind though that lowering any graphics settings to achieve better performance could be considered a generic solution rather than a game-specific fix, because it's common sense, just as closing any running apps to free up system resources.