Silent Hill 2 PC

Now playing on controller, worth noting that by default it sets the controller layout to a Dual Sense so change to Type A or C depending on if you're using XBOX layout of Switch layout.

Have to say controller vibration is superb in this, even without dual sense the aptics are very reactive and strong and dynamic, even in the menu screens just navigating screens etc.

I also increased the aim and look sensitivity to 0.7 for both from the default 0.5. Made camera panning much more responsive (at least on a TMR stick controller anyway).
 
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Looks like I'm waiting till the 8th even tho I had the deluxe edition pre ordered, seems to be a lot of people in the same boat.
Shame I was really looking forward to it tonight.

Anyway enjoy guys.
Get a refund then mate its Steam apparently is the issue a steamclient bug some got it working 4-5 times they had to close reopen Steam & or restart their PC!
 
Some fixes (many already posted) :)

Optimized settings
1. Under Display & Graphics, set Renderer Quality Preset to Custom to enable Advanced Quality Settings.
2. Disable SSR. Screen space reflections are ugly in this game (as proven by this image), and even without SSR, the game uses a combination of Lumen and cube maps for puddles, etc.
3. Set Shadows to Low. It could result in a staggering 35%+ fps gain compared to High for seemingly minimal visual difference.
4. Set Shaders to Medium for a 7% increase in fps.
5. Leave all other options at the highest setting (and texture at what your GPU can handle), as those have a seemingly negligible impact on performance.
6. Disable / do not use ray-tracing, as most of the time its improvements are not noticeable and/or really subjective, and it doesn't provide a replacement for the bad SSR anyway. Turning it off, you can get an additional 27%+ boost to your framerate.
7. Use DLSS Quality at 1080p, DLSS Balanced at 1440p, and DLSS Performance at 1600p UW / 2160p for a significant boost in performance.

FOV
1. Download Unreal Engine 5 Unlocker (https://opm.fransbouma.com/uuuv5.htm)
2. Open the unlocker, run the game, add the executable to the app, and inject DLL.
3. Use the Tilde key to open the console (or set it to a different button under the Configuration menu if you are using a European keyboard).
4. In the console, type "fov 100" (without quotations) or any number of your choice, then hit Enter.

Color fringing and ghosting fix
Similarly to other modern third-person games with lots of post-processing effects (e.g. A Plague Tale: Requiem, Jedi: Survivor, Black Myth: Wukong), when you rotate the camera, there is a very noticeable and distracting, white halo/ghosting/fringing effect around the playable character. Here's how to fix it.

Navigate to C:\Users\YourUsername\AppData\Local\SilentHill2\Saved\Config\Windows and open Engine.ini
Copy the code below to the end of the ini file and save it.
Code:

[SystemSettings]
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.motionblurquality=0
r.Distortion=0
r.DisableDistortion=1
Here's a video (
) after applying the fix (no more ghosting). This also disables Chromatics Abberation.

Frame Gen
The game doesn't have built-in frame generation support, but Unreal Engine 5 does, at least for FSR. You can enable FSR frame generation by following these steps.

Navigate to C:\Users\YourUsername\AppData\Local\SilentHill2\Saved\Config\Windows and open Engine.ini
Copy the code below to the end of the ini file and save it.
Select FSR 3.0 Supersampling option under Display & Graphics.
Code:

[SystemSettings]
r.FidelityFX.FI.Enabled=1.

Keep in mind that:
1. It is more than likely FSR Frame Gen 3.0, not 3.1 (inferior version).
2. You can't enable NVidia Reflex Boost (or its AMD Alternative) in the game, so you need a really high base fps to make the extra input lag added by frame generation less noticable.
3. Frame generation is only possible by using AMD's upscaling method, which generally provides worse image quality than DLSS and XeSS.

Cutscene framerate unlocker
You can use the Silent Hill 2 fps unlocker. made by RoseTheFlower (https://github.com/RoseTheFlower/UltrawideIndex/releases/tag/silenthill2remake)

Ultrawide cutscene fix
You can use the Silent Hill 2 widescreen mod[github.com]. made by RoseTheFlower (https://github.com/RoseTheFlower/UltrawideIndex/releases/tag/silenthill2remake)
 
Interestingly setting Shadows from High to Low increases fps by 15 for me, but there is visible artefacting by going to Low or Medium as a result, although shadow quality is only minimally reduced in accuracy:

Low:
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High:
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Lumen artefacting on Shadows Low with Ray Reconstruction enabled in Engine.ini:
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Lumen artefacting on Shadows High with Ray Reconstruction enabled in Engine.ini
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Lumen artefacting on Shadows High or Low with Ray Reconstruction off (stock Engine.ini):
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From this it is clear that ray Reconstruction once again is transformative for visual fidelity and has no impact to framerate. if you have an RTX card then you absolutely should enable it in any game that supports it whether in settings or via Engine.ini line additions. Shadows being on medium or Low to gain fps does result in some speckling with RR enabled, but it's night and day better than the blobby mess Lumen artefacting that is typical with unreal Engine 5.

Other findings based on discussions above:
1: SSR on vs off makes zero difference to anything if Ray Tracing is enabled as RT reflections takes priority over it from what I can see.
2: Setting resolution scale to 200% makes zero visible difference and has no performance impact at all leading me to determine that this setting is completely broken and does nothing.
3: Ray tracing should be used as the GI and reflections especially are improved, better quality reflections and sharper reflections too.
 
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Very general I know but would you say this is typical for UE5 games?
From this it is clear that ray Reconstruction once again is transformative for visual fidelity and has no impact to framerate. if you have an RTX card then you absolutely should enable it in any game that supports it whether in settings or via Engine.ini line additions. Shadows being on medium or Low to gain fps does result in some speckling with RR enabled, but it's night and day better than the blobby mess Lumen artefacting that is typical with unreal Engine 5.

Other findings based on discussions above:
1: SSR on vs off makes zero difference to anything if Ray Tracing is enabled as RT reflections takes priority over it from what I can see.
2: Setting resolution scale to 200% makes zero visible difference and has no performance impact at all leading me to determine that this setting is completely broken and does nothing.
3: Ray tracing should be used as the GI and reflections especially are improved, better quality reflections and sharper reflections too.
 
Looks good. Remember being scared trying to play silent hill when I was younger.
Might wait for it to have a few patches and go on sale before picking it up.
 
The frametimes can be somewhat or mostly controlled (other than a few traversal hitches) when locked to something decent, I set RTSS to 75fps for the game for example and with mouse ort controller it feels great:


There are some areas that run below this still like in Bluecreek later sections for unknown reasons (likely CPU optimisation as the GPU drops to below 80% use then too).

Mostly it's like the video though now which is neat, with the random area that just drops because why not :o

The animations and combat is genuinely superb, reminds me of The Last of Us in many ways which I also loved.

Take this bit slowed down by 50% for example:

 
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