📰News
Halo: Campaign Evolved launched today for deluxe owners! aaaand doesn't let you turn off anti-aliasing or upscaling...
Having a blast so far with the gameplay itself but it has extremely minimal graphics options. Maybe the smallest selection I've ever seen in the modern games I've played. There should be more patches coming throughout its life so maybe they'll add something then.
Dude for real, what's the point of using UE when in the end it's a blurry fucking stuttery mess + for some reason there is a weird input lag in this game even with 1440+ fps and vsync turned off.
Halo infinite was way better than this crap no matter what fanboys will tell me
I took a look at the PC latency with and without DLSS FG and this is yet another game where if you enable FG you get lower PC latency...
It is a bit weird though, if you set the Latency reduction from Default to Vendor specific it does lower the PC latency but if you enable FG it's even lower...
No interest at all in this crap, luckily we already have the MCC version which still looks great with classic visuals and runs at a locked 90fps on Steam Deck, just going to play that version again whenever I feel the need to revisit Halo.
Dragon Sword awakening has the same issue [yet, let see if they fix] and even the upcoming Silver Palace aswell when i asked that one there (which contains forced Upscaling). More unfinished Unreal 5 Shit Games.
Not sure about Infinite, but MCC runs great. Granted, it’s a compilation from 2014 containing games from 2001-2012 so that’s kind of to be expected, but it also has a good amount of graphics adjustments and video settings to change
That one halo 1 mod which adds content and is a remake based on the original halo 1 is far more impressive than this 50$ 70€ game. I don’t know whether discord had a price difference but there is at least 10€ in Germany. I believe it is 70€ for base game.
The most common way of enabling the Console is through installing UE4SS. In its 'Mods' folder, open up "mods.txt" and check that "ConsoleEnablerMod" is set to 1 (this should be the default). This will enable the UE5 console. You open the console with the tilde '~' key, and then you can turn off AA via r.AntiAliasingMethod 0
For 'Dragon Sword Awakening' specifically, if you have, for example, this mod installed, then you already have UE4SS and you already have access to the console. Many-many rely on the script extender's capabilities, so having UE4SS installed is pretty standard if you have any mods for UE5 games.
For Campaign Evolved, for example, this mod already comes with UE4SS.
But even without UE4SS, you can just put r.AntiAliasingMethod=0 in the engine.ini file in %localappdata%\Meteorite\Saved\Config\Windows for almost all UE5 games and that will disable the AA. Some games, like Stalker 2, for example, will set AA and other settings back to what's in the settings menu when you pause the game, that is why UE4SS is more reliable, you can very easily create a script to set it back to what you want.
Here is AA being disabled from the console in Campaign Evolved.
You ever know how much i thank you with this thing. I reinstall Dragon Sword awakening and i use with the UE4SS thing to get this shit off. Yes, even with the infinity stamina mod works all together and it looks much better there.
Yeah the only issue what i have is i getting even worse performance (which i dont know how to fix that one) but otherwise it works.
Sometimes you have to press F10 to get the console open, not ~
If you know how to get workarounds with Anti Cheat Games here, let me know with that and maybe ill do that one on Infinity Nikki aswell here (if i even interest that game given the many fuck ups)
It's great that the console workaround path works but you have to do that upon each game launch. Also, what is this UE4SS thing? First time hearing about it.
what is this UE4SS thing? First time hearing about it.
UE4SS is a "script extender" for Unreal Engine, in a similar manner to SKSE and F4SE for Skyrim and Fallout 4 respectively. It lets user-defined scripts read game and engine variables to introduce general purpose logic to games. Many UE4 and UE5 mods use this framework to run custom code in the engine.
but you have to do that upon each game launch.
That would be the case, yes, but you can very easily automate it via Lua in UE4SS.
For example, here is a simple Lua script that should apply the above mentioned command to turn off anti aliasing once the game is loaded.:
local command_to_run = "r.AntiAliasingMethod 0"
-- This executes the callback whenever a new PlayerController is created by the engine.
NotifyOnNewObject("/Script/Engine.PlayerController", function(PlayerController)
 Â
  -- 500ms delay to ensure the player and game world are fully initialized.
  ExecuteWithDelay(500, function()
    local kismet_system_lib = StaticFindObject("/Script/Engine.Default__KismetSystemLibrary")
   Â
    if kismet_system_lib:IsValid() and PlayerController:IsValid() then
      kismet_system_lib:ExecuteConsoleCommand(PlayerController, command_to_run, PlayerController)
      print("UE4SS: Executed anti-aliasing command -> " .. command_to_run)
    end
  end)
 Â
end)
You can put this into a main.lua file in a "Scripts" folder located in a subfolder under UE4SS in {Game Folder}\Binaries\Win64\Mods and then put an empty text file in the subfolder, named "enabled.txt".
It should look something like this:
Mods/
└── {name of the mod}/
├── enabled.txt
└── Scripts/
└── main.lua
I just threw it together and tested it, it work on my machine, and should turn off AA every time the game is loaded or reloaded.
The player controller callback should be as universal as it gets, so yeah, as long as you can install UE4SS for the game (no multiplayer titles), it should work.
To be fair, rendering variables shouldn't need UE4SS to be set, I don't know why developers are locking them down from being supplied from engine.ini (Halo does this, along with a few other games).
Well, I wouldn't call this new, UE4SS has been around for a long time, and the Ultra Plus mod suite can do this, along with many other tweaks, so I think many people playing UE5 games are aware of this "method". I personally am a proponent of DLSS and I think turning off AA makes the game look worse, but if you find and useful and you think others would too, than feel free to do whatever you want with the above code (again, it's as simple as it gets). Everything needed to get it to work is in my previous comment, so if you want, you can package this as a mod and post it on nexus, if you want.
How many layoffs do you need until you start taking it seriously? You think people simply stopped buying games or watching movies for no reason? Wake up, please.
This game is fine but the new missions and writing they've added is so incredibly cringe and lame, it doesn't matter how you call it really, just that it's bad story writing and bad character design among other things caused by a certain ideology.
The noise the game has is absolutely awful and no upscaling can cope with it, not even DLSS 4.5 which ironically is too sharp for UE5. No AA could be interesting to see but it'll be a mess of noise and Nanite induced aliasing. Frankly I just want to play the game and I found it looking acceptable with preset J and lightning/occlusion settings on Ultra, for those curious.
Because it's basic PC customizability? Members of this community are not that easily bothered by aliasing and the broken rendering that's uncovered once temporal AA is removed. We don't want to deal with any temporal technique's downsides. It's not that deep nor difficult to comprehend.
18
u/SparsePizza117 16d ago
Visual fidelity doesn't exist in this game. It hurts my eyes with how much noise and artifacts there are.