LiquidMetal14
hide your water-based mammals
As the title states, discuss any fixes, improvements, or even mods.
NVIDIA Latest Driver ----------- AMD Latest Driver
Regarding DLSS
Thank you nikos for this tip
This game is running an older version of DLSS. For those who want to use the latest version, you can download it at the site below and replace the file located in steamapps\common\Hogwarts Legacy\Engine\Plugins\Runtime\Nvidia\DLSS\Binaries\ThirdParty\Win64
Could improve performance/visuals.
NVIDIA DLSS DLL 3.7.20 Download
This download provides various versions of NVIDIA's DLSS DLL for download. In this one file, which is bundled with all games that support NVIDIA's
www.techpowerup.com
EDIT: For those playing with RTX on. Apparently if you disable RTX (while it's enabled) without restarting the game (therefore not applying) it keeps RTX on but improves performance.
Thank you U Unknown Soldier
Thank you C ChazGW7
Recommended sensitivity/camera settings
Thank you winjer
If anyone wants RT Global Illumination, try adding this command to the engine.ini
r.RayTracing.GlobalIllumination=2
But it might be heavy. If you want, you can add SSGI. This will be less demanding, but not as good.
r.SSGI.Enable=1
r.SSGI.HalfRes=1 (set to 0 if you have enough performance)
r.SSGI.Quality=3 (choose a level between 1 and 4, higher number means higher quality)
Thank you LaughingStock
Potential fix for stuttering that worked for him
Navigate to "AppData\Local\Hogwarts Legacy\Saved\Config\WindowsNoEditor" and backup "Engine.ini". Add the following to the bottom of the file and save it:
[SystemSettings]
r.bForceCPUAccessToGPUSkinVerts=True
r.GTSyncType=1
r.OneFrameThreadLag=1
r.FinishCurrentFrame=0
r.TextureStreaming=1
r.Streaming.PoolSize=3072
r.Streaming.LimitPoolSizeToVRAM=1
[ConsoleVariables]
AllowAsyncRenderThreadUpdates=1
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
AllowAsyncRenderThreadUpdatesEditor=1
Source
Changing Control Flow Guard, full screen optimizations, and DPI settings
Open Exploit Protection via your Windows Search bar. Then, click On the Program Settings Tab and click On The “+ Add programs to customise”. Then, click On Choose Exact File Path, find game's exe and open it. Afterwards, you’ll have to navigate its Program Settings, scroll down to “Control Flow Guard”, put check mark in “Override System Settings”, turn it Off and Apply. Restart your PC.
Start/open game. Then the Task Manager. Look for the game executable, then click on Open File Location. This is important, because UE4 creates 2 exe files for each game and we want the right one.
Right click on the game's executable, then properties, then the Compatibility tab. Then click on Disable Full Screen Optimizations.
Then click on Override high DPI scaling Behavior. Choose Application. Apply these settings and restart the game.
engine.ini settings to edit
READ FIRST
Help/explanation about many Unreal Engine 4 Console Variables and Commands
Code:
[/script/engine.renderersettings]
r.Reflections.Denoiser=2
r.Reflections.Denoiser.TemporalAccumulation=1
r.SSGI.Enable=0
r.SSGI.HalfRes=1
r.SSGI.Quality=2
r.MipMapLODBias=0
r.SSR.Temporal=1
r.TemporalAA.Algorithm=0
r.TemporalAAFilterSize=1
r.TemporalAAPauseCorrect=1
r.TemporalAACatmullRom=1
r.TemporalAACurrentFrameWeight=0.25
r.TemporalAASamples=4
r.TemporalAASharpness=0
r.Tonemapper.Sharpen=0
r.PostProcessAAQuality=6
r.ScreenPercentage=100
r.TemporalAA.Upsampling=1
r.Upscale.Quality=5
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.MotionBlur.Max=0
r.LensFlareQuality=0
r.MotionBlurQuality=0
r.Vignette=0
r.Tonemapper.Quality=2
r.Tonemapper.GrainQuantization=0
r.TonemapperGamma=0
r.TessellationAdaptivePixelsPerTriangle=64
r.DefaultFeature.LensFlare=0
r.TriangleOrderOptimization=1
r.Shaders.Optimize=1
r.Shaders.Optimize=1
r.OptimizeForUAVPerformance=1
r.AOAsyncBuildQueue=1
r.AOComputeShaderNormalCalculation=1
r.MaxAnisotropy=16
r.VirtualTexture=1
r.FastVRam.BokehDOF=1
r.FastVRam.CircleDOF=1
r.FastVRam.CombineLUTs=1
r.FastVRam.Distortion=1
r.FastVRam.HZB=1
r.FastVRam.Histogram=1
r.FastVRam.SSR=1
r.FastVRam.ShadowPointLight=1
r.FastVRam.Tonemap=1
r.FastVRam.Upscale=1
r.DX11NVAfterMathEnabled=0
fx.ForceCompileOnLoad=1
D3D12.PSO.DiskCache=1
D3D12.PSO.DriverOptimizedDiskCache=1
D3D11.AFRSyncTemporalResources=1
D3D11.AFRUseFramePacing=1
D3D11.AdjustTexturePoolSizeBasedOnBudget=1
D3D11.AsyncDeferredDeletion=1
r.AsyncCompute=1
D3D11.ForceThirtyHz=0
D3D11.InsertOuterOcclusionQuery=1
D3D11.ResidencyManagement=1
D3D11.StablePowerState=0
D3D11.SyncWithDWM=1
D3D11.TexturePoolOnlyAccountStreamableTexture=1
D3D11.UseUpdateTexture3DComputeShader=1
D3D11.ZeroBufferSizeInMB=32
D3D12.AFRSyncTemporalResources=1
D3D12.AFRUseFramePacing=1
D3D12.AsyncDeferredDeletion=1
D3D12.ForceThirtyHz=0
D3D12.InsertOuterOcclusionQuery=1
D3D12.ResidencyManagement=1
D3D12.StablePowerState=0
D3D12.SyncWithDWM=1
D3D12.TexturePoolOnlyAccountStreamableTexture=1
D3D12.UseUpdateTexture3DComputeShader=1
D3D12.ZeroBufferSizeInMB=128
D3D12.MaximumFrameLatency=0
r.CompileShadersForDevelopment=0
r.D3D.ForceShaderConductorDXCRewrite=1
r.ShaderPipelineCache.PreOptimizeEnabled=1
r.ShaderPipelineCache.MaxPrecompileTime=500
r.ShaderPipelineCache.SaveUserCache=1
r.ShaderPipelineCache.Save=1
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.LogPSO=1
r.ShaderPipelineCache.SaveBoundPSOLog=1
r.ShaderPipelineCache.SetBatchMode=fast
r.ShaderPipelines=1
r.ProgramBinaryCashe.Enable=1
r.Shaders.ZeroInitialise=1
r.Shadow.CachePreshadow=1
r.Shadow.CacheWPOPrimitives=1
r.SceneRenderTargetResizeMethod=2
r.SceneRenderTargetResizeMethodForceOverride=1
r.ShaderComplexity.CacheShaders=1
r.ShaderPipelineCache.StartupMode=1
r.ShaderPipelineCache.ReportPSO=1
r.ShaderPipelineCache.GameFileMaskEnabled=1
r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
r.ShaderPipelineCache.BatchSize=50
r.ShaderPipelineCache.PrecompileBatchSize=50
r.Shaders.FastMath=1
r.UseShaderCaching=1
r.UseShaderPredraw=1
FX.AllowGPUParticles=1
FX.AllowAsyncTick=1
FX.EarlyScheduleAsync=1
r.ForceAllCoresForShaderCompiling=1
r.TargetPrecompileFrameTime=-1
r.UseShaderDrawLog=1
r.UseShaderBinaryCache=0
r.PredrawBatchTime=-1
r.InitialShaderLoadTime=-1
r.AccelPredrawBatchTime=0
r.AccelTargetPrecompileFrameTime=0
FX.BatchAsync=1
FX.BatchAsyncBatchSize=1
r.Emitter.FastPoolEnable=1
FX.AllowGPUSorting=1
FX.AllowCulling=0
r.D3D.ForceDXC=1
r.GTSyncType=1
niagara.CreateShadersOnLoad=1
r.ShaderPipelineCache.AlwaysGenerateOSCache=0
r.XGEShaderCompile=1
r.XGEShaderCompile.Mode=1
r.XGEShaderCompile.Xml.BatchGroupSize=256
r.XGEShaderCompile.Xml.BatchSize=16
r.XGEShaderCompile.Xml.JobTimeout=0.500000
r.RHICmdAsyncRHIThreadDispatch=1
r.RHICmdBalanceParallelLists=2
r.RHICmdBalanceTranslatesAfterTasks=1
r.RHICmdBasePassDeferredContexts=1
r.RHICmdCollectRHIThreadStatsFromHighLevel=0
r.RHICmdDeferSkeletalLockAndFillToRHIThread=1
r.RHICmdPrePassDeferredContexts=1
r.RHICmdShadowDeferredContexts=1
r.RHICmdSpewParallelListBalance=0
r.RHICmdTranslucencyPassDeferredContexts=1
r.RHICmdUseDeferredContexts=1
r.RHICmdUseParallelAlgorithms=1
r.RHICmdVelocityPassDeferredContexts=1
r.RHICmdUseThread=1
r.RHICmdWidth=16
r.ParallelRendering=1
r.ParallelShadows=1
r.ParallelTranslucency=1
r.ParallelVelocity=1
r.SkeletalMeshLODBias=0
r.LandscapeLODBias=0
r.ParticleLODBias=0
r.HighQualityLightMaps=1
r.CreateShadersOnLoad=1
r.HZBOcclusion=0
r.AllowOcclusionQueries=1
r.OcclusionQueryLocation=1
r.AMDDisableAsyncTextureCreation=0
net.AllowAsyncLoading=1
r.AMDD3D11MultiThreadedDevice=1
r.RayTracing.AMDHitToken=1
[/script/engine.engine]
FrameRateLimit=144.000000
bEnableMouseSmoothing=False
r.OneFrameThreadLag=0
bAllowMultiThreadedShaderCompile=true
[ConsoleVariables]
AllowAsyncRenderThreadUpdates=1
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
AllowAsyncRenderThreadUpdatesEditor=1
s.AsyncLoadingThreadEnabled=True
[TextureStreaming]
r.MeshStreaming=1
r.Streaming.Boost=2
r.Streaming.FullyLoadUsedTextures=1
r.Streaming.HLODStrategy=2
r.bForceCPUAccessToGPUSkinVerts=True
r.Streaming.FramesForFullUpdate=1
r.Streaming.UseBackgroundThreadPool=1
r.Cache.UpdateEveryFrame=1
r.Streaming.DropMips=0
r.Streaming.LimitPoolSizeToVRAM=0
r.Streaming.MaxTempMemoryAllowed=5000
r.Streaming.MinMipForSplitRequest=0
r.Streaming.HiddenPrimitiveScale=1
r.DetailMode=3
r.LODFadeTime=0.2
r.Streaming.MipBias=0
r.Streaming.UseAllMips=1
r.Streaming.UseMaterialData=1
r.Streaming.UseNewMetrics=1
r.Streaming.UsePerTextureBias=1
GeometryCache.InterpolateFrames=1
GeometryCache.OffloadUpdate=1
r.UseAsyncShaderPrecompilation=1
r.AmbientOcclusion.AsyncComputeBudget=1
r.HZB.BuildUseCompute=1
r.MultithreadedLightmapEncode=1
r.MultithreadedShadowmapEncode=1
r.RDG.AsyncCompute=1
RHI.MaximumFrameLatency=3
r.Streaming.DefragDynamicBounds=1
s.AsyncLoadingThreadEnabled=1
r.Streaming.PoolSize=0
r.VirtualTextures=1
r.Streaming.AmortizeCPUToGPUCopy=1
r.Streaming.MaxNumTexturesToStreamPerFrame=3
r.Streaming.NumStaticComponentsProcessedPerFrame=3
s.AsyncLoadingThreadEnabled=1
s.AsyncLoadingTimeLimit=2.0
s.LevelStreamingActorsUpdateTimeLimit=1.00
s.UnregisterComponentsTimeLimit=0.00
s.AsyncLoadingUseFullTimeLimit=0
s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=1
s.PriorityAsyncLoadingExtraTime=10.00
s.IoDispatcherCacheSizeMB=2048
s.LevelStreamingComponentsRegistrationGranularity=1
s.LevelStreamingComponentsUnregistrationGranularity=1
s.MaxIncomingRequestsToStall=1
s.MaxReadyRequestsToStallMB=0
s.MinBulkDataSizeForAsyncLoading=0
Last edited: