
Disabled Post Process Effects - Bloom, Film Grain, Motion Blur, Depth Of Field, Ambient Occlusion

The main goal of this tweaks is to make the game look better by enable, disable, enhance and alter settings. In Mass Effect 2 we don't see all graphical settings in main menu or in MassEffect2Config utility. GamerSettings.ini - is user's custom configuration where graphical settings are stored.Ĭ:\Users\\Documents\BioWare\Mass Effect 2\BIOGame\Config Mass Effect trilogy is build on Unreal Engine 3 which base settings can be tweaked by editing game configuration files. changed from =64 for stability and performance - differences barely noticeable after some testing it's just better not to mix Anisotropic filtering and Trilinear filtering: AF x16 works excellent standalone Maxwholescenedominantshadowresolution=2048īest way to test dynamic shadows is in Shepard's captain cabin on the Normandy ! note: sharpening shadows may reduce performance - if you experience performance decrease (FPS drops) reduce shadows resolution: increased shadows sharpness and draw distance from character ini file fogvolumes=false doesn't disabled fog entirely // īindings=( Name="End", Command="Show FOG" )ĭynamic shadows fix (stripy shadows on characters): this setting not present and cannot be disabled in. It also supports the application of volumetric fog with respect to opaque and transparent materials.ĭisabling fog most noticeable in open terrain - on the planets with seeable horizon Volumetric fog supports regular light and sunlight with dynamic shadows, environment probes, ambient light, as well as variations in fog density.

Volumetric fog uses volume textures as a view-frustum-shaped voxel buffer to store incoming light and its properties. Found neat graphical setting - disabling Volumetric Fog:ĭisables EngineMaterials.FogVolumeMaterial rendering, which simulates fog on the horizon.
