Fixes animation hitches shown here: youtube.com/watch?v=B1Et12RgWlQ (fixed in v0.2)
Reduced black point slightly to glue the game together to fix the raised black floor (you can still adjust the brightness in game)
Updated Increases FPS by around 20-30% with no quality loss through several optimisations (these methods aren't used in Engine.ini mods)
Significantly improves ray traced lighting quality by enabling RTAO
New Reduced boiling noise in shadows and some areas (credit to soulicro)
New Fixes black polygons in the apartments
New Adds ability to toggle via function keys vignette, fog, depth of field, RTAO/GTAO, ray tracing, DLSS presets, DLSS Ray Reconstruction, FSR3 Frame Generation, UE frame time statistics, reflection quality
New Significantly improves ray traced reflections by removing the reflection roughness clamp (cyclable with F8)
New Fix screen tearing for some people even with VSync (vanilla bug) due to game being sync'd to the render thread instead of the RHI
Fixes particle trails for leaves and trash (may sometimes become re-enabled, goes away again if you restart the game)
Auto-enables FSR3 Frame Interpolation (FSR3 only, togglable with F3). Note, FSR3 FI uses its own RHI implementation which is more stable than UE's RHI (i.e. using FSR3 FI is one way to stabilise frame times)
Improves noisy ray traced reflections without requiring Ray Reconstruction, saving the 20% RR FPS costs
(Optional) Disables Chroma64 DLL, which is only used for Razer hardware LED light synchronisation, but is known to cause stutters. Note I have disabled the UE plugin, so there's no need to replace the Chroma64 DLL
Reduces hitching and frame time spikes due to volumetric fog. Fog is one of the main causes of frame time instability in this game, this is now greatly improved
Improves fog disocclusion black areas when turning around (it can't be completely fixed in UE)
Sped up disk streaming by enabling DirectX 12 PSO disk cache and increasing disk read size from 1MB to 4MB each (tuned for SSD)
Made faces more fleshy by increasing subsurface scattering for skin and enabling separation between materials (eyes and face)
Smoothed James' hair a bit and increased its quality
Enabled iris bump mapping for eyeballs (if supported)
Enabled anisotropic filtering for virtual textures (it was completely disabled for this type of texture)
Increased anisotropic filtering to 16
Enabled light UE realtime texture sharpening by texture group (some needed more sharpening than others)
Adjusted in-game graphics menu settings (Low, Mid, High, Epic) to better balance options
Increased temp CPU memory from 50MB to 2048MB
Replaced TSR Quality with TAAU, because TAAU looks much better in this game. High and Low are still TRS because it's faster
Corrected configuration errors in DLSS and TSR
Forced DLSS preset E which looks the best for the new reflections in v1.0.
Enabled XeSS Ultra Quality Plus which is available but was not used
Fixed a hitch by disabling up to 15ms additional frame time for asset loading
Fixed white flashes at edge of screen when turning around
Fixed a hitch by disabling texture pre-tiling
Improved texture streaming using various methods
Increased bloom quality
Disabled shader energy conservation which is for mobile platforms only
Disabled developer debugging which was still active in the shipped game for 4% FPS gain
Fixed mip cache memory sizing (was '7', needs to be '14' for 4096 textures)
Fixed occasional pop-ins by increasing LOD and shadow fade time from 0.25s to 1s
Fixed a hitch by correcting shadow predraw resolution (it was enabled at full shadow resolution, so pointless)
Disabled unbuilt shadows to prevent them being drawn in game (expensive)
Fixed jittery fog noise by increasing fog temporal history weight and tuning jitter upscaling
Fixed a hitch by limiting shader batch time from 16ms per frame (!) to 1.5ms
Increased overall sharpening of the game from 0.25 to 0.7