The Last Remnant

The Last Remnant

101 ratings
Quick guide to graphics and performance tweaking
By DarkSide
This small guide will allow you to make some changes that will improve your gaming experience.
   
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Time to backup!
Before commiting any changes to files it's always wise to make a backup. We'll be changing a file called RushEngine.ini

It's default location is My Documents\My Games\The last remnant\RushGame\Config.
Now, let's tweak it a bit ;)
Texture pop-in fix
Now open the file RushEngine.ini with notepad. Using the combination of Ctrl+F keys find this line [TextureStreaming]

then change all the lines in it like this:

PoolSize=158
HysteresisLimit=20
DropMipLevelsLimit=16
StopIncreasingLimit=12
StopStreamingLimit=7
MinFudgeFactor=0.5
FudgeFactorIncreaseRateOfChange=0.5
FudgeFactorDecreaseRateOfChange=-0.4
MinRequestedMipsToConsider=11
MinTimeToGuaranteeMinMipCount=0
MaxTimeToGuaranteeMinMipCount=0
UseTextureFileCache=FALSE
MaxTextureMipCount=11
MinTextureResidentMipCount=7

These are default settings for UT3, that work better than default settings used in the game. It won't fix texture pop-in altogether (due to the engine used in the game) but will cut down on the loading time. Don't forget to save changes. Now it's time for some more tricks.
Forcing V-sync
There are two options that you can turn on to force the game to use V-sync. First look for the line UseVSync=FALSE under [SystemSettings] and change it for TRUE
Than look for the next line under [WinDrv.WindowsClient] and change it for TRUE

It should force the game engine to use V-sync but I preffer to use a simple application called D3DOverrider to force V-Sync and Triple Buffering in all games that I want. So I highly recommend you to download and use it.
Trilinear and anisotropic filtering and some other tweaks
Next we will turn on trilinear (instead of default bilinear) and anisotropic filtering.

Look for Trilinear=FALSE and change it for TRUE
Next look for MaxAnisotropy= and change it for MaxAnisotropy=16

Few more tweaks:
Change bEnableHighPolyChars=FALSE to bEnableHighPolyChars=TRUE

If set to False, this option will reduce the polygon complexity of characters, which can improve performance.

Change ParticleLODBias=0 to ParticleLODBias=-1

LOD Bias affects the clarity of textures, by determining how Mipmapped textures appear. Higher positive values make things blurrier but can improve performance, while lower values, including negative values, make things clearer at the cost of performance, and can also introduce further aliasing (jaggedness and shimmering) to the scene.
The End
I hope that this quick guide will help to make your gaming experience better.
Cheers ;)
28 Comments
eisprinzessin 25 May @ 10:15am 
None of the v-sync solutions on Steam and the internet worked for my AMD Radeon R7 370, and I did not want to use any third party applications.

These are the ones that work for me:
1. Either add -vsync true to the launch options in the Properties of this game on Steam
2. Or change UseVSync=FALSE under [SystemSettings] to VSync=True in the RushEngine.ini file - ignore the entry under [WinDrv.WindowsClient]
Waffle Washer 11 Aug, 2021 @ 11:25pm 
I'm trying to understand the parameters to work with, with this game. I want the maximum quality available from the engine in order to tweak it with RTGI injection. Anybody know what the max settings are when performance isn't in question?
_m_a_ 28 Dec, 2018 @ 3:29am 
its bugging my eye and its quite unuseful
thank you for your response
DarkSide  [author] 28 Dec, 2018 @ 3:20am 
@Deafen Dawn, as far as I know it, there is no way to disable that.
_m_a_ 27 Dec, 2018 @ 1:51pm 
@DarkSide
Can i disable glowing effects pf characters on battle (like blueish soul effect)
Chad "The King" ThunderCuck 14 Dec, 2018 @ 1:38pm 
erm kind of. it controls the MAXIMUM quality possible. youd need to extract all the textures you wanted to be higher resolution, and replace them with ones that actually are, to have any effect whatsoever. and seeing as a large number of textures here were re-used from ff12 on the PS2, your best bet is to force a negative LOD bias through your drivers. most of the in game textures are well below 1k, the only ones even AT 1k are the handful of remnants in the game and the final boss's female minion, maybe a few others. and we all know how well this version of the unreal engine seems to handle those, as evident by frames dropping to the single digits on any nvidia card under a x60 model.
FineMouche16 [FR] 14 Dec, 2018 @ 7:56am 
thx ^^
DarkSide  [author] 13 Dec, 2018 @ 10:24am 
Seb16120 [FR], these settings are messing with the mipmapping. There is no point in changing MinRequestedMipsToConsider, MinTextureResidentMipCount 'cause it will break the texturing in the game.
MinTimeToGuaranteeMinMipCount and MaxTimeToGuaranteeMinMipCount are the best to keep at 0, to lessen the loading time of textures.
MaxTextureMipCount - increases the maximum possible resolution of textures. You can try to increase it to 13 (4k textures) or 14 (8k textures), but it will be using a lot of video memory so you can expect lower fps. If your pc is powerful enough, you can give it a shot.
FineMouche16 [FR] 13 Dec, 2018 @ 4:27am 
what is mip in MinRequestedMipsToConsider, MinTimeToGuaranteeMinMipCount / MaxTextureMipCount and MinTextureResidentMipCount ? And the best is to have less or more of this things?
Chad "The King" ThunderCuck 18 Sep, 2018 @ 4:09am 
always make sure you set the ini file to READ ONLY after editing it. otherwise the game will randomly overwrite any changes you made.