so, r.lumen.reflections.temporal=0 has been added to my list of engine.ini tweaks to add
Preset L
the biggest takeaway from this video for me,
the UE5 denoiser is so absolutely awful that having no denoising and only DLSS is superior
so, r.lumen.reflections.temporal=0 has been added to my list of engine.ini tweaks to add to an UE5 game before starting it lol
The only preset that I use in my consoles is "on".only showed preset L in combination with no denoising, but I bet this will work with all presets.
Looks like that would only fix the reflections though? Not sure why Alex didn't test the shadow flickering in SH2 as well. May be there is a ".temporal" setting for that too?
Upgrading GI/lumen and res should make things less noisy, you want to increase the numbers for that.I bet there's also a variable for GI. it's sadly hard to find a comprehensive list of this stuff.
.screenprobegather. could be it... not sure tho. I know I once tweaked that in a game to make GI look more stable, but I actually turned it up and not down.
Does that work with 4.5 if it doesn't support RR yet?r.NGX.DLSS.DenoiserMode=1
You need to add the ray recon .dll yourself if a game doesnt have it and no, rr has only transformer 1 upscaling (but itll look overall better than L at least on native resolution, but worse on lower where upscaling/AA matters more, always clearer in my experience tho)Does that work with 4.5 if it doesn't support RR yet?
Does that work with 4.5 if it doesn't support RR yet?
Upgrading GI/lumen and res should make things less noisy, you want to increase the numbers for that.
r.Shadow.Virtual.SMRT.RayCountDirectional,
r.Shadow.Virtual.SMRT.RayCountLocal
these should make impact on the noise in SH2r, i dont have it installed now to check, might check if it uses vsms first tho: r.Shadow.Virtual.Enable=1
Ive also noticed changes in noise when playing around with these
r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated
r.Lumen.ScreenProbeGather.Temporal.MaxRayDirections
r.Lumen.ScreenProbeGather.Temporal.DistanceThreshold
i think these should affect noise too.
Got to love people now pinning this on a "shit denoiser" in UE while previously blaming the upscaler when it came to other systems. I even tried to tell people that the upscaler doesn't handle poor noise before and they pushed back that it was all PSSRs fault back then, now it's the denoiser again.
The only preset that I use in my consoles is "on".
Got to love people now pinning this on a "shit denoiser" in UE while previously blaming the upscaler when it came to other systems. I even tried to tell people that the upscaler doesn't handle poor noise before and they pushed back that it was all PSSRs fault back then, now it's the denoiser again.
Any UE5 games these days should really ship with ray reconstruction. It's a far better solution than the default UE5 denoiser. Especially with Lumen.
So then this thread isn't for you?
So I tried that denosing off command and reflections are indeed better, so that should be useful for UE5 games. Bottom is lumen denoising on (ignore doggo mask lol).
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Zoomed in:
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But lumen still looks like crap with preset M, much more unstable vs. K...
I just tested it in Outer Worlds 2... and my god... it's 1000x better with denoising off. the difference is actually insane.
in screenshots it's already noticeable, but in motion the increase clarity is even more impressive.
this is with preset K (I think that's the one it ships with) at 1440p, hardware RT enabled:
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like... jesus, this should literally become the engine default whenever DLSS is enabled.
anyone who wants do add this to outer worlds 2, beware that the game tries to delete engine.ini files when it closes. so create it, add your variables and then set the file to read only.
EDIT: even when using just UE5's TAA instead of DLSS it looks better btw. and mostly stable.
which makes me wonder what the fuck that denoiser even does... like... why is it there in the first place?
EDIT 2:
another set of screenshots... like... what are we doing here Epic? why is that denoiser enabled by default? every TAA method in the game seems to denoise better than that crap!
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just look how all the surface detail is preserved with the denoiser off! all the little marbling on that wall is there. and with the denoiser on, it just looks like mush.
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Got to love people now pinning this on a "shit denoiser" in UE while previously blaming the upscaler when it came to other systems. I even tried to tell people that the upscaler doesn't handle poor noise before and they pushed back that it was all PSSRs fault back then, now it's the denoiser again.
If DLSS 4.5 works better with denoiser turned off in UE5 games, could that mean that PSSR might work better too with UE5 games with the denoiser turned off? That could be a very easy fix for games like Silent Hill on PS5 Pro. But here we are completely dependent on the devs for adding that simple patch to the game.![]()
If PSSR fix in UE5 was as simple as disabling the denoiser you'd think we would see a patch from all the various games that have issues.If DLSS 4.5 works better with denoiser turned off in UE5 games, could that mean that PSSR might work better too with UE5 games with the denoiser turned off? That could be a very easy fix for games like Silent Hill on PS5 Pro. But here we are completely dependent on the devs for adding that simple patch to the game.![]()
Probably, though I'm not sure if there will be some different artifacts elsewhere. There is a silver lining in all this. Back then I was making the point that with DLSS nvidia mitigated some of the problems of noise by creating things like RR specifically for DLSS, I got pushback that DLSS RR is a completely different thing to upscaling despite them being very closely tied together. You will notice that enabling RR force disabled preset L/M now. Hopefully with most upscalers now on the same path in terms of standardised denoising and exhibiting similar results they can rely less on proprietary stuff and they can improve results in their game for similar upscalers. Better for both the game devs and the upscaler devs.If DLSS 4.5 works better with denoiser turned off in UE5 games, could that mean that PSSR might work better too with UE5 games with the denoiser turned off? That could be a very easy fix for games like Silent Hill on PS5 Pro. But here we are completely dependent on the devs for adding that simple patch to the game.![]()
DLSS RR was used to lower noise to prevent DLSS from hallucinating with specular noise/RT. Let me guess "DLSS RR is not DLSS, but specular noise is PSSR"?
r.NGX.DLSS.denoisermode=1
Depends on several things including what framerate, res, and settings you play on. Did it have ray reconstruction enabled so you got these sort of trails behind leaves?
It would hallucinate the same with lower sampling.
If you use preset K, the game becomes too noisy if you disable the in-game denoiser.Holy shit on how fucking awful UE5 denoiser is... Will try that command in SH2 myself.
I recently got SH2, how did you disable the denoiser? Unreal unlocker like Alex mentioned or ini tweak in the files?If you use preset K, the game becomes too noisy if you disable the in-game denoiser.
Preset M fixes the noise and makes it look much better but it has the issue with the shadows.
Preset L, however, fixes both issues. I am now using L (quality) with SH2 and disabled the in-game denoiser and it now looks like the best version available.
I hope one day there will be a fix for the abhorrent traversal stutters as well.
No need for the console, you can just add this in the engine.ini file:I recently got SH2, how did you disable the denoiser? Unreal unlocker like Alex mentioned or ini tweak in the files?
Everyones against PSSR, we must defend it with all our might!Got to love people now pinning this on a "shit denoiser" in UE while previously blaming the upscaler when it came to other systems. I even tried to tell people that the upscaler doesn't handle poor noise before and they pushed back that it was all PSSRs fault back then, now it's the denoiser again.
Thx do you have any other tweaks you use for that game? Some ppl mentioned turning it off for GI but idk abt that, reflections I'll absolutely turn it off forTo enable the console like Alex does requires a mod.
But you can just add this in the engine.ini file:
[SystemSettings]
r.Lumen.Reflections.Temporal=0
This way it stays disabled and you don't have to re-disable it via the console.
They don't care about IQ, that's all. They probably use it because it's there and the UE doc says to us it.Wait what the fuck is that denoiser? I mean why is it enabled by default? What are its benefits? Is the performance massively increased with it on because I dont see a point to it. There has to be a catch.
I don't use anything else atm, only this one because the improvement is pretty noticeable and seems to have no negatives.Thx do you have any other tweaks you use for that game? Some ppl mentioned turning it off for GI but idk abt that, reflections I'll absolutely turn it off for