Ultra, Balanced and Purist — what differs, what to reach for, and how to switch.
285 of NVR's 688 settings differ from stock here.
Every one of them is listed with its original value in
Docs/UngodlyNVR/CHANGES-ULTRA.md inside the archive. This page covers the parts
worth knowing before you start turning things.
Three complete files
Ultra, Balanced, Purist
These are not partial overlays. Each is a complete configuration — copy one over
nvse/Plugins/NewVegasReloaded.dll.toml, keeping that exact filename, and it becomes
the live preset.
Installed and active
Ungodly Ultra
Everything at maximum. 32-bit EVSM4 shadow maps, 2048 cascades, a 2048 ortho map, 1024 interior shadow cubemaps, 12 shadow-casting point lights, night point light shadows, high quality terrain parallax to 4096 units, MSAA plus SMAA plus sharpening.
Cost: Reference
In Docs/UngodlyNVR/Presets/
Ungodly Balanced
The same grade and the same atmosphere. The savings all come out of the passes that actually cost: 16-bit 1536 cascades, no night point shadows, 512 cubemaps, 8 point lights, SMAA off, six bloom passes instead of eight.
Cost: Roughly 25–35% cheaper
In Docs/UngodlyNVR/Presets/
Ungodly Purist
Ultra lighting and shadows with every camera simulation removed — no chromatic aberration, no film grain, no vignette, no dirt lens, no depth of field, and a neutral grade with no split tone.
Each is a one-line edit in the TOML or a couple of taps in the O menu.
[_Shaders.PBR.Status] Enabledtrue
The single biggest change to how surfaces read. It adds a physically based specular term to object shaders. First thing to switch off if a texture pack starts looking oddly shiny or oddly flat.
[_Shaders.Cinema.Status] Enabledtrue
Chromatic aberration, film grain and vignette. AspectRatio is set to 1.0, so there are no black bars. If you dislike lens effects, set this false or switch to Purist.
[_Main.Main.Misc] ForceMSAAtrue
Fixes the black squares around trees and tumbleweeds. Set it false if you run ReShade depth buffer effects or ENB — both need MSAA off to read depth.
Gameplay stays sharp. The values underneath it are already tuned for a subtle look with distance blur to hide LOD, so flip it true whenever you want it.
[_Shaders.VolumetricFog] and [_Shaders.GodRays]raised
The only two effects that can wash the sky toward white if pushed. Both were raised conservatively. If your weather mod is unusually bright and the sky blows out, drop VolumetricFog.Main.Amount and GodRays.Main.RayIntensity first.
What changed in 1.1.0
Night visibility
Version 1.0.0 crushed outdoor nights to near-black. Three things were stacking, and the first
is a genuine trap in the plugin itself.
The auto-exposure was switched off at night
Exposure.fx.hlsl ends on a blend between the original colour and the corrected one,
weighted by MaxBrightness:
So MaxBrightness is the blend weight of the correction, not the
"brightness threshold above which the screen will be darkened" that the wiki describes.
MinBrightness is the target average luma the correction aims for. Stock ships
[_Shaders.Exposure.Night] MaxBrightness = 0.0, which multiplies the whole correction
by zero — at night, stock NVR does no exposure compensation at all, and whatever the tonemapper
hands over is what you see.
With MinBrightness = 0.16 and MaxBrightness = 0.6, the correction
scales with how dark the scene actually is:
Average scene luma
Stock
Documented Ultra
0.01 — moonless
1.00×
2.66×
0.04
1.00×
1.83×
0.12
1.00×
1.17×
0.16 — the target
1.00×
1.00×
0.25 — lit street
1.00×
0.81×
The lift is strongest where it is darkest and cancels itself once the scene reaches the target,
so already-lit areas and neon are left alone.
The grading stages were crushing shadows
ImageAdjust applies contrast as (c - 0.5) * Contrast + 0.5. At night nearly every
pixel sits below 0.5, so the 1.05 used in 1.0.0 dragged the entire frame down. It is
0.99 now, with Brightness at 1.18 and the dark-tone
multipliers raised. Those are taken to the power 2.2 in the shader, so
DarkColorB = 1.30 is roughly a 1.75× gain on shadows, with blue kept highest to
hold the moonlit cast. Tonemapping.Main.WeatherContrast is back at 0.0 —
the author's own comment warns it causes black crush, and it does.
Everything that subtracts light was pushed at once
Night ambient scale is up in both PBR.Night and Terrain.Night
(AmbientScale 1.05 → 1.45), shadow darkness and the AO floor are backed off, the
vignette is lighter and starts further out, and the night dirt lens is down from 0.3
to 0.1 — that last one was what threw soft blobs across the lower half of the frame.
One repair
WetWorld ships dead in stock NVR
The puddle and rain-ripple system has Amount, Increase and
Decrease all at 0.0 by default, so puddles never form and never dry.
Turning those on is only half of it. In Effects/WetWorld.fx.hlsl the puddle specular
is evaluated as:
Those are DebugVar1 and DebugVar2 from
[_Main.Develop.Main], both 0.0 by default. A GGX distribution with
alpha = 0 has a numerator of alpha², so the entire specular term
evaluates to zero — puddles render as darkened ground with no highlight at all.
The line directly below it in the source is the author's own commented reference:
// float roughness = lerp(0.00015, 0.00007, puddlemask);. Setting
DebugVar1 = 1.0 and DebugVar2 = 0.7 reproduces that curve exactly. That
is what this preset does, and it is why rain leaves real reflective water on the ground here.
Reference
Every shader, stock against this preset
Eight are switched on that stock leaves off. Nothing that stock enables has been turned off.
AmbientOcclusion
on
Blood
off
BloodLens
off
Bloom
on
BloomLegacy
off
Cinema
on · changed
Coloring
off
Debug
off
DepthOfField
on
Exposure
on
Flashlight
off
GodRays
on
Grass
off
ImageAdjust
on
Lens
on · changed
LowHF
off
MotionBlur
off
PBR
on · changed
POM
on
Precipitations
on
SMAA
on · changed
ShadowsExteriors
on
ShadowsInteriors
on
Sharpening
on · changed
Skin
off
Sky
on
Snow
on · changed
SnowAccumulation
on · changed
Specular
on · changed
Terrain
off
Tonemapping
on
Underwater
on
VolumetricFog
on
Water
on
WaterLens
on
WetWorld
on
Ultra → Balanced
All 26 differences
Same grade, same atmosphere, same colour. Every saving comes out of shadow resolution, shadow
range, and the number of things allowed to cast one.
Section
Setting
Ultra
Balanced
Effect
_Main.Main.Misc
ForceMSAA
true
false
Biggest single saving. Turn it back on if trees grow black squares.
_Shaders.ShadowsExteriors.ShadowMaps
Format
1
0
32-bit shadow maps down to 16-bit.
_Shaders.ShadowsExteriors.ShadowMaps
CascadeResolution
2
1
2048 cascades down to 1536.
_Shaders.ShadowsExteriors.ShadowMaps
Distance
8500
6500
Sun shadows stop closer to the camera.
_Shaders.ShadowsExteriors.Ortho
Resolution
4
3
Ortho map 2048 down to 1024.
_Shaders.ShadowsExteriors.Ortho
Distance
4500
3500
Smaller ortho coverage radius.
_Shaders.ShadowsExteriors.ScreenSpace
RenderDistance
180000
90000
Contact shadows over half the range.
_Shaders.ShadowsExteriors.Main
UsePointShadowsNight
true
false
Street lamps stop casting shadows at night. Large saving in lit towns.
_Shaders.ShadowsExteriors.FormsNear
MinRadius
0.5
1.0
Skips the smallest near objects.
_Shaders.ShadowsExteriors.FormsMiddle
MinRadius
0.75
1.5
Skips small mid-range objects.
_Shaders.ShadowsExteriors.FormsFar
MinRadius
5.0
8.0
Skips small far objects.
_Shaders.ShadowsExteriors.FormsLod
MinRadius
6.0
10.0
Skips small LOD objects.
_Shaders.ShadowsInteriors.Main
ShadowCubeMapSize
1024
512
Interior shadow cubemaps at quarter the area.
_Shaders.ShadowsInteriors.Main
LightPoints
12
8
Four fewer shadow-casting interior lights.
_Shaders.ShadowsInteriors.Main
DrawDistance
6000
4500
Interior shadows fade sooner.
_Shaders.ShadowsInteriors.Main
MinRadius
5.0
10.0
Small interior objects stop casting.
_Shaders.Terrain.Parallax
HighQuality
true
false
Cheaper terrain parallax stepping.
_Shaders.Terrain.Parallax
MaxDistance
4096
2560
Parallax stops earlier.
_Shaders.SMAA.Status
Enabled
true
false
MSAA carries anti-aliasing alone.
_Shaders.SnowAccumulation.Status
Enabled
true
false
No accumulation pass. Rarely visible in the Mojave.
_Shaders.DepthOfField.VanityView
Enabled
true
false
No depth of field in the vanity camera.
_Shaders.Bloom.Main
Passes
8
6
Two fewer blur passes.
_Shaders.Bloom.Night
Passes
8
6
Two fewer blur passes at night.
_Shaders.Bloom.Interiors
Passes
8
6
Two fewer blur passes indoors.
_Shaders.AmbientOcclusion.Exteriors
BlurRadiusMultiplier
2.5
2.0
Narrower AO denoise.
_Shaders.AmbientOcclusion.Interiors
BlurRadiusMultiplier
2.5
2.0
Narrower AO denoise indoors.
Ultra → Purist
All 25 differences
Identical lighting and shadows. What comes off is the camera simulation — the grain, the
aberration, the vignette, the dirt lens, the depth of field — and the split-toned grade.