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- Unofficial Ultra Plus fixes and improved graphics

Unofficial Ultra Plus fixes and improved graphics
About This Mod
Rework the gameplay to eliminate glitches, balance cropping times, and improve Lod and visuals. It's not an engine. Ini...
It's like the Hogwarts Legacy Ultra+. However, there were several problems with the Jedi, which are now mostly solved.
This mode is a wip that removes one failure at a time. The Hogwarts mode has received community reviews to be perfect. If you have any problems or great success, please let me know in the message!
Why it is necessary
Invert the negative Lod to improve the appearance of the DLSS and Fsr in balance / performance Apply the DLSS / Fsr (Note: for this to work, you need to enable the negative Lod in the GPU control panel).
Completely redesigned texture emitter, which was only partially activated (R.Current.S.you need to enable iodispatchercachesizemb)
Fixed a serious bug with shaders they tried to compile after submission
Improves the quality of half-resolution treated water
Cat scenes have an increase in frame rate without any apparent loss of quality by reducing the excess deck
I freed up ~500MB of video memory by disabling some of the engine's unused features and enabling a larger pool.
Change the balance of in-game graphics settings "Epic" closer to cutscenes, and "Deca" now "Epic" is the previous. Medium and Low look more detailed, but run on lower quality computers
Fixed Taa, scanned by sharp edges of texture. Note: this requires DLSS (unfortunately, FSR2 cannot fix this)
Fast camera movement has improved the white flash on the screen. It didn't disappear completely, but AMI is much better
Replaced SSAO with GTAO (for ray-free tracing)
Improved fog and increased visible fog movement in lighting
We adjusted the sharpness and flowering quality to match the game's appearance
Increase anisotropic filtration by 16 times
Reduce the blur to include texture sharpness and post-operation sharpness
Fix stop when changing camera deck view in rollers
Adjust (slightly reduce) the underground scattering on the skin to better match the appearance of the game.
Increased visibility and lighting distance for high-quality and stunning graphics settings
Widely improved texture quality to correct inconsistent quality of various objects/entities
To make the pop-up window less visible, enable texture and shadow fading for more than 3 seconds
Sharpen your shadows to make them look more realistic
Fixed excessive polygons that cause the frame to fall on the lawn
The increased accuracy of the mesh on small objects (bottles, boxes, bottles, plants) will not look distorted at a distance. Note: This requires further testing, if you find a potato net, please let me know
Constant virtual texture compression, which causes new Ole Selkie texture compression to work on everything and causes a cross stutter when the camera is moved.
Corrected a shadow error
This should help high-performance PCs with frame rates > 60 fps by removing some settings specifically designed for 60 fps
This slowed down implementation of the plan, which increased 1,000 times per frame. Invalid check boxes for BP if they don't want to. Note: This may cause problems with poorly designed BP modes and tasks
Notes
Ultra + improves the performance of the game by a few frames per second, but additional frames per second improve with improved picture quality
It also allows you to play games on a low-powered computer. (Thousands of people were able to play Hogwarts at Ultra+ when they couldn't before.)
It should also work for Mac and Linux. Please inform us by posting
I haven't worked on ray tracing yet. In preparation for RT's launch, there are several settings in RT mode, but at the moment "this may work, but may not work." (If you try, please let us know by mail.)
Set black dots on the screen (Image> Colors). I like mine with a 2.1 gamma, so I really only see a black symbol.
That's all.
How to use
Select a package.
No Streaming: It is based on the original Respawn texture emitter, but corrects the camera panning failure. The graphics card is 3070 or higher and the AMD equivalent should be your first choice. It has not been tested on low quality computers. Streaming: Depending on how Epic intends to use Unreal texture streamer, it's probably the best option if you're using a low-to-mid-sized computer. With both options, please tell me how to send them!
Copy the package to Jedi Survivor \ SwGame \ Content \ Paks or ~ mods (no problem) or use the mod manager
The pool size is now determined by the in-game "Texture Quality". For both packages, use "Epic" for an 8GB card, "High" for 6GB, "Med" for 4GB, and "Low" for a 2GB card
Make sure no other Ray Tracing or Performance Correction modes are set. I completely reconfigured the engine - they do not work with Ultra +
(Optional) Copy the DLSS library to Jedi Survivor\Engine \ Plugins \ Runtime\Nvidia \ DLSS \ Binaries\ThirdParty \Win64
New Graphics Settings
This section is wip.
Ultra + rework all in-game graphics settings (in-game > Gear Icon > Visual. There is no separate menu).
Here's what you need to do with the settings now:
Smoothing> Volumetric fog
The quality of smoothing in the game gave almost nothing, and the voluminous fog was controlled by the quality of shadows.). Consequently, volumetric fog is now controlled by smoothing:
Cost of execution: high
Epic quality is ideal for the 3080+ and AMD analogs
Great for high 2080+/AMD and still looks very beautiful
Med should work well with 10x0 and above / AMD
It must run on a poor computer
Note: In this setting, anti-aliasing scales slowly, but you won't notice any deterioration in quality
Quality
Now you check the memory of the new texture emitter. However, depending on how the texture publisher works in real time, you won't notice any reduction in quality other than the lowest settings. (At least it should be acceptable.)
Video Memory Effect: High
Cost of performance: No, but such a high level will hit the game hard.
Use Epic on cards larger than 10GB
This is for an 8GB card
Med is designed for a 6 GB card
This is for a low 4 GB card
Visibility Distance
Execution cost: moderate
Epic increases range and illumination by 2 times
1.5 times higher.
Med is what was previously Epic (1x) range of vision and lighting
Low viewing distance 0.6 x
Shadow Quality
Cost of execution: from medium to high
The new sharpness of shadows adds epic cascading shadow maps in Oct 2048. Increments to 4096x
It's like a high vanilla saga
The average is 1,024 pixels for worlds and 2,048 pixels for cascading shadow maps. It still looks good, but it's not true, but you might not notice it if you don't pause and analyze a few scenes.
Low is a 512-fold tint/1024-fold gradient tint that should have a slightly smaller distance between shades and very high performance
Troubleshooting
Q: Game failed to start or save download
A: Shader cache is corrupted. Please run the clear-shader-caches script in the solution folder> Crash on load or black spots on landscape
A: If it doesn't work, please confirm your game file
Q: I have black spots in the landscape
A: Shader cache is corrupted. Please run the clear-shader-caches script in the solution folder> Crash on load or black spots on landscape
Complete Troubleshooting Guide
These steps will become more aggressive as the list moves forward:
Make sure you're using the latest version of fashion. I'll fix the problem regularly
Enable dlss (or fsr2 on amd). DLAA and TAA are the heaviest because they use more memory. DLSS, etc. It has lower screen resolution, which saves a lot of video memory
Make sure the texture quality is not too high (see the new graphics settings above) - it is exactly the "right size" for the graphics card, Oh, it should not matter much for the visual quality
Reduce some settings (such as viewing distance and smoothing (it now controls sound fog, not smoothing). You will not notice these low and large differences
If you are an AMD user, run the AMD Auto Search tool even if you have drivers for the chipset and AMD GPU installed.The tool usually finds the missing driver and fixes the problem.
Try removing drawing modes. If they are not carefully written, the sequence of games will be longer, and the frame rate may drop
.
Make sure your video and computer drivers are up to date. Drivers prior to Jedi Survivor 531.68 did not work properly. It is recommended that you run a full regression test of the studio driver (if you suspect a driver problem, try using ddu in safe mode to install a legacy video driver).
Close the demon. The problem occurs even when I run the Epic Games startup program on the system tray (this is crazy because Epic creates Unreal Engine).)
Clear the DirectX shader cache. In the Mod Solution folder> Download failed or black dots in the landscape, run the bat file there. See the Furhter folder for details
If you have an ISLC or other memory cleaner running in the background, and you clear memory while the game is running, it's great that the game stutters on ultra+ and frees up memory while running the game on collision, but it's not very good while running
If the ISLC (or otherwise) reduces the resolution of the system timer to 0.5 ms, it can also cause instability. Unreal works best at 1.0 ms system resolution (which the game requires - less is not always better)
You can use Steam coverage or any other coverage (e.g., Ansel, MSI, etc.).) Try turning it off.). I had no problem with that, but it would reportedly cause performance problems at Hogwarts
Check your game files in Steam. (Right-click Games > Properties> Local Files > Integrity Check.) Note that you will need to copy the DLSS and splf again after this)
If you are having problems with flickering, turn off Windows Multiple-Wing Overlay (MPO).The reg file is available in Nvidia and is located under Solution> Blinking Black Screen
Please check your Windows installation. 1) Make sure you have a suitable backup of important files, 2) Right-click the command prompt and type Run as Administrator> dism / online / cleanup-image / restorehealth 3) Reboot as needed, 4) Run as Administrator again, 5) Type sfc / scannow 6) Reboot as needed
Please send me a message. The more details you provide, the more I can help you!
My Other Modes
Hogwarts Heritage
Super Plus
Ultra Fog
Fairy lighting
Harry's top lights
Disable Vignetting
RoboCop: A Rogue City
Super Plus
2077 Cyber Punk
Super Plus
Star Wars: The Jedi Survivor
Super Plus
Participants
I can't test the entire game myself, so I rely heavily on community feedback and tests. Thank you very much to the participants below for your great help and feedback. 😊 ❤️
Bsherrod
Black Guard
Antioxidant 101
Yellow 1991
bkmas001
Change Log
Version 2.1
To do this, I removed the thread (if) until I figured out how to fix the performance
You can now use an additional packet (and a stream/not a stream) to return the GTAO/Ray trace to ssr.
The streaming version should have a much higher frame rate. In particular, the leaves seemed to have many polygons. The "new" add-on states "polys doesn't matter, just draw calls", but this is not true if ray tracing is enabled and an object such as grass intersects with other networks (landscapes), and RT is recalculated several times. Thus, it helps to reduce poly.
All newly created occlusal fields should be temporarily enlarged by 170 cm to completely smooth out the white flashes on the screen. This is a better solution than disabling costly occlusion removal.
We have significantly reduced the resolution of the Hlod network of buildings by 10 times, which (at the moment) contributes to increased productivity in multi-story buildings without significant loss of quality. If you see any objects with a low grid in the game, please let me know
Sharper / realistic shadows
To make it more meaningful and improve performance, further refine your shadow game quality settings. Even the "medium" looks good, and the low seems reasonable
Changed the leaf viewing distance to the graphical settings in the game
Lek's physique (tentacle head) of researcher Tuilek needs correction (thanks to antikitizen101, which discovered him).)
Fixed electricity Cobo Observatory (thanks to the Black Guard.)
Version 2.0.1
Fixed Ultra + ray tracing. Reborn ray tracing expects most textures to have an additional LOD texture resolution (prepared separately).
Fixed problem of stutter / failure to regenerate using the original texture flow method (most noticeable when moving camera) by releasing the pipeline that feeds texture to texture publisher.
Accelerate real-time streaming ("streaming") paks at 5-10 fps, depending on the region, by adding more Lod cells
Improved drawing quality, especially for rocks and buildings (by changing texture settings and adding slatted ice)
Increasing the number of ray tracing samples by 2 or 3 pixels using vanilla ray tracing causes flashes and/or irregularities in dark areas controlled by leaf quality, as the leaves do nothing but change the visibility of the vegetation and they are easy to scale. It should also be noted that blinking occurs even with poor leaf quality (but only in some places).
Added a script to reset the settings file to fix vanilla crash scenarios when you can't change the game settings correctly
Fixed redefinition of Lod visibility using special Respawn engine code. I annulled their cancelation. There he is.
I added a new package called "NoStream". This is the same as a regular Ultra+, but does not include a real-time texture translator
I applied texture sharpness to some texture groups and normal maps to eliminate post-processing blur
We fixed the gems in Cabo and elsewhere, applying 2.0 times the flow increase for Epic and 1.5 times the viewing distance. This of course affects performance
Fog intensity increased slightly (again)
The missing particles in the area have been corrected. Where. There are particles on the floor
Water, etc. Fixed missing dust / and swelling clouds on the ground around it. F X
Fixed an issue where video quality in the game> shadow was overwritten
Fixed an issue where the color quality was canceled
It's a bit convenient for performance, so we've changed the quality/shade quality of all the graphics settings. Notice the "spectacular" tones.
"Cinematic" quality takes some selective quality from the used graphic settings. You don't have to notice anything, but it's enough to boost performance
I have moved all LOD texture groups to basedeviceprofiles. I have removed all of them from ini and defaultdeviceprofiles. I am tired of updating devices one by one, so I use ini
GPU scene buffer increased from Dec 512,000 to Dec 768,000, bugfixes
I changed the method of compressing Udle's texture from Mermaid to Selki. This is 25-75% when unpacking (depending on the amount of data transferred). Important for tissue flow
Constant movement to show distance and minimum leaf percentage in graphics settings
Fixed an issue where the driving light trace was not updated correctly
I halved the resolution of the Parameters texture created in another file. Renaissance ray tracing probably checks for reflection, but it should not exceed 2048x quality
Fixed an issue where the flowering quality was ignored in the settings of the deck
Hopefully this will fix some performance issues
Fixed a bug with visual> post-processing, which caused a failure when starting or trying to change the game quality
Improved texture resolution for minor characters up to 2048x
I changed the sharpness of the DLSS in a crazy way that I found. DLSS initially uses a mask of sharpening (r.NDH.DLS.Sharpness = -1.0 (i.e. Smoothing), then sharpness UE. The advantage of it is that it fully captures the residual shaking of the TAA and looks very beautiful thanks to its new sharp texture.
Slightly increased volume density of fog according to the new appearance
Version 1.3.1
Note: Texture memory has changed. Use "Epic" texture quality, 8GB "High", 6GB "Medium" and 4GB "Low" for cards larger than 10GB
The reference was removed by compressing DXR and ZLIB textures for virtual textures. You should never enable dxr because all textures are now forced to shrink. You should not activate zlib in the texture.
Just by reducing the pool size, we fixed the failure because the thread pool size ran out of memory.
More adjusted texture flow time.
Hard rock regression resulting in poor rock texture
Optimized compression of Oodle fabrics is done correctly. According to UE, the normal compression level should be between 5 and 15, and vanilla games use 40 decs, which adversely affects the quality. Ultra+ is currently 60 for textures and masks, etc. For 40. It uses a level. and normalde15 looks a lot better to me and saves memory
This allowed us to enhance the texture quality of several other game textures more actively
Removed missing dust from the floor (thanks to bkmac001)
Clear the shader cache.now the bat correctly clears not only the DirectX shader cache, but also the non-real shader cache
The game does not use ray tracing at all, so I removed the ray tracing optimization that I had added to the latest version. The RT you are using is currently mostly unknown, but is based on taskgraph
False lens flash reduces bubble smoothing
Increased resolution of faceted shadows of excellent quality. This will give the hero and personal staff a better shadow
I found and disabled some additional debugging features and features that were not used (EarlyZ, October reverse texture reading, capsule shadows and even something I forgot about).
Version 1.2
.
We've included source code so you can create and test your own Ultra+. Note: I have copyright and this is for those who are interested and want to help solve the problem with the game
Improved water refraction treated at half resolution now has full resolution and is no longer cloudy
The optional Lod texture was removed because it was not used and simply created more textures than needed
R.I tried to prevent the white screen flashing at the edge of the screen by reducing the numberedocclusionqueries from 2 to 1 (thanks for the request from yellaloon1991)
He forced all textures to use the new Ole texture compression. There were only a few, better than the compression of DX textures
v1.1-rc2
We have reduced the volumetric fog to compensate for the GTAO (the volumetric fog looks more satisfying in the gtao rather than as the artist intended)
The volume quality of the fog is now controlled by switching to anti-aliasing in the game graphics settings (the fog is intensified in the Shadow Quality section). This setting still scales aa a bit, but at low and medium levels you should not notice any degradation
Reduced particle blocking and fx
v1.0-rc1
First Version
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