ELEX II – Better Ultra Graphics without Glitches

Ini Tweak for Better Ultra Graphics without Glitches

All credit goes to HeyJoe[HUN]!

It’s does what the tile already says. My new values for some specific command lines are tested & working without any graphics glitches on ELEX 2 2.0 & with the latest NVidia GeForce driver. I didn’t try with AMD graphics cards, so can’t tell for sure the same.

The game was just updated today but I already tested & this tweak just fine with the game without any crash or glitch. Obviously, if you wanna have better graphics than the original Ultra graphics, you need a modern, decent Gaming PC or you will suffer by low performance / low FPS.

I run the game on a latest i7 CPU, 32 GB RAM, RTX 3060 12GB OC Edition & SSD.

The tweak is intend to further enhance graphics fidelity.

How to Install:

  • Step 1: Make a copy/save about the original file 1st, just in case in a separate folder.
  • Step 2: Go to ConfigDefault.XML Document (It’s in the ini subfolder within the ELEX 2 game main folder.) And open with notepad.
  • Step 3: Then copy all of this, so simply overwrite the original command lines, then save:
<Memory VertexAndIndexBufferCapacity="1610612736" />
<Shader Quality="2" />
<PostProcessing Dof="true" />
<OceanWater
OceanMaterial="WT_Ocean_1._xmat"
EnableReflections="true"
/>
<Shadows
Quality="Ultra"
>
<Off
TerrainShadowMapSize="512"
TerrainShadowMapCount="3"
TerrainShadowMapMaxDistance="400000.0"
EnableShadows="false"
DetailShadowMapSize="512"
DetailShadowMapCount="2"
DetailShadowMapViewRange="3500.000000"
DetailShadowMapSplitFactor="0.65000"
DetailShadowMapFilterQuality="0"
CachedShadowMapWidth="0"
CachedShadowMapHeight="0"
CachedShadowMapNodeWidth="0"
CachedShadowMapNodeHeight="0"
CachedShadowMapLevelDistanceRatio="1.5f"
CachedShadowMapLevelSizeRatio="1000.0f"
SSAOQuality="0"
/>
<Low
TerrainShadowMapSize="512"
TerrainShadowMapCount="2"
TerrainShadowMapMaxDistance="200000.0"
EnableShadows="true"
DetailShadowMapSize="512"
DetailShadowMapCount="4"
DetailShadowMapViewRange="7500.0"
DetailShadowMapSplitFactor="0.2"
DetailShadowMapFilterQuality="1"
DetailShadowMapFixedFoV="60"
CachedShadowMapWidth="4096"
CachedShadowMapHeight="2048"
CachedShadowMapNodeWidth="8"
CachedShadowMapNodeHeight="4"
CachedShadowMapLevelDistanceRatio="1.0f"
CachedShadowMapLevelSizeRatio="2000.0f"
CachedShadowMapLevelCount="4"
CachedShadowMapQuality="0"
SSAOQuality="1"
SmallObjectThreshold="0.100000"
SmallObjectFadeRange="0.050000"
ShadowDepthBias="6.0"
/>
<Medium
TerrainShadowMapSize="512"
TerrainShadowMapCount="3"
TerrainShadowMapMaxDistance="400000.0"
EnableShadows="true"
DetailShadowMapSize="1024"
DetailShadowMapCount="3"
DetailShadowMapViewRange="8000.0"
DetailShadowMapSplitFactor="0.4"
DetailShadowMapNearSplitFactorOverwrite="700.0f"
DetailShadowMapFilterQuality="1"
DetailShadowMapFixedFoV="60"
CachedShadowMapWidth="4096"
CachedShadowMapHeight="4096"
CachedShadowMapNodeWidth="8"
CachedShadowMapNodeHeight="8"
CachedShadowMapLevelDistanceRatio="1.0f"
CachedShadowMapLevelSizeRatio="1000.0f"
CachedShadowMapLevelCount="4"
CachedShadowMapQuality="1"
SSAOQuality="1"
SmallObjectThreshold="0.100000"
SmallObjectFadeRange="0.050000"
ShadowDepthBias="5.0"
/>
<High
TerrainShadowMapSize="512"
TerrainShadowMapCount="4"
TerrainShadowMapMaxDistance="800000.0"
EnableShadows="true"
DetailShadowMapSize="1024"
DetailShadowMapCount="4"
DetailShadowMapViewRange="10000.0"
DetailShadowMapSplitFactor="0.25"
DetailShadowMapNearSplitFactorOverwrite="500.0f"
DetailShadowMapFilterQuality="2"
DetailShadowMapFixedFoV="60"
CachedShadowMapWidth="8192"
CachedShadowMapHeight="4096"
CachedShadowMapNodeWidth="8"
CachedShadowMapNodeHeight="4"
CachedShadowMapLevelDistanceRatio="1.0f"
CachedShadowMapLevelSizeRatio="2000.0f"
CachedShadowMapLevelCount="5"
CachedShadowMapQuality="2"
SSAOQuality="3"
SmallObjectThreshold="0.100000"
SmallObjectFadeRange="0.050000"
ShadowDepthBias="7.0"
/>
<Ultra
TerrainShadowMapSize="4096"
TerrainShadowMapCount="4"
TerrainShadowMapMaxDistance="800000.0"
EnableShadows="true"
DetailShadowMapSize="6144"
DetailShadowMapCount="4"
DetailShadowMapViewRange="40000.0"
DetailShadowMapSplitFactor="0.04"
DetailShadowMapNearSplitFactorOverwrite="300.0f"
DetailShadowMapFilterQuality="2"
DetailShadowMapFixedFoV="60"
CachedShadowMapWidth="8192"
CachedShadowMapHeight="8192"
CachedShadowMapNodeWidth="8"
CachedShadowMapNodeHeight="8"
CachedShadowMapLevelDistanceRatio="1.0f"
CachedShadowMapLevelSizeRatio="1000.0f"
CachedShadowMapLevelCount="5"
CachedShadowMapQuality="2"
SSAOQuality="3"
SmallObjectThreshold="0.005"
SmallObjectFadeRange="0.005"
ShadowDepthBias="4.0"
/>
</Shadows>
<Fog
Quality="Ultra"
>
<Low
Depth="4"
SizeFactor="12"
MaxViewRange="25600.0f"
ExpDistributionBias="256"
/>
<Medium
Depth="4"
SizeFactor="12"
MaxViewRange="25600.0f"
ExpDistributionBias="256"
/>
<High
Depth="4"
SizeFactor="12"
MaxViewRange="25600.0f"
ExpDistributionBias="256"
/>
<Ultra
Depth="4"
SizeFactor="8"
MaxViewRange="25600.0f"
ExpDistributionBias="256"
/>

Most enhancements are done but you can also try out this:

<Vegetation
Quality="High"
Shadows="True"
WindBase="24.0"
WindFactor="10.0"
WindBendWeight="0.002"
WindWaveSpeed="1.5"
>
<Off
ViewRange="0.0"
Enabled="False"
Density="8"
/>
<Low
ViewRange="3200.0"
Enabled="True"
Density="1.0"
/>
<Medium
ViewRange="6400.0"
Enabled="True"
Density="1.0"
/>
<High
ViewRange="16000.0"
Enabled="True"
Density="1.0"
/>
</Vegetation>
<SceneQuality
ViewRangeQuality="High"
LoDFactor="5.0"
>

Plus:
<Ultra
LoDFactor="5.0"
Item_Small="1000.0"

RAM used 14.7GB on Windows 11, plus 5.8 GB of video memory on average. FPS between 40-60, avg. is 50. I use V-Sync to keep the maximum FPS on 60, it’s forced via NVidia GeForce driver. I playing also only in Full HD, so 1920 x 1080 resolution. If you further increase the resolution, you will definitely needs more video memory than I use to play this game.

Volodymyr Azimoff
About Volodymyr Azimoff 13951 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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