Lies of P

Lies of P

Not enough ratings
⭐ Lies of P – Ultra Graphics Tweak Guide (Engine.ini + GameUserSettings.ini)
By Valeriya
This guide explains how to unlock ultra-quality graphics in Lies of P using advanced Unreal Engine 4 settings.
You will get:

✔ Sharper textures
✔ Higher shadow resolution
✔ Better Screen Space Reflections
✔ Higher view distance
✔ Better fog & post-processing
✔ Super-sampling (up to 150%)

No mods required.
   
Award
Favorite
Favorited
Unfavorite
📌 Where to Find the Config Files
Unlike many Unreal Engine games, Lies of P stores its configuration files inside the installation folder, not in AppData.

Steam Version – File Location:

SteamLibrary\steamapps\common\Lies of P\LiesofP\Saved\Config\WindowsNoEditor\

This folder contains
GameUserSettings.ini
Engine.ini (⚠️ If missing, you must create it!)
⚙️ 1. Engine.ini – Ultra Graphics Boost
If Engine.ini does not exist, create a new text file and name it: Engine.ini

Paste the following:

[SystemSettings]
r.ShadowQuality=5
r.Shadow.MaxResolution=8192
r.Shadow.MinResolution=4096
r.Shadow.TexelsPerPixel=8
r.Shadow.CSM.MaxCascades=4
r.Shadow.CSM.TransitionScale=2.0
r.Shadow.MaxCSMResolution=8192
r.ContactShadows=1

r.ViewDistanceScale=10
r.SkeletalMeshLODBias=-3
r.StaticMeshLODDistanceScale=0.1

r.TextureStreaming=0
r.MipMapLODBias=-2
r.Streaming.PoolSize=8192

r.VolumetricFog=1
r.VolumetricFog.GridPixelSize=4
r.VolumetricFog.GridSizeZ=256
r.VolumetricFog.HistoryWeight=0.99

r.SSR.Quality=4
r.SSR.Temporal=1
r.SSR.MaxRoughness=1.0
r.SSR.HalfResSceneColor=0
r.SSR.RaycastQuality=4
r.SSR.MaxSteps=1024
r.SSR.AdaptiveResolution=0
r.SSR.Jitter=0
r.SSR.NormalizeNormal=1

r.BloomQuality=5
r.MotionBlurQuality=4
r.AOQuality=4
r.AmbientOcclusionLevels=3
r.DepthOfFieldQuality=4
r.LensFlareQuality=3
r.PostProcessAAQuality=6

r.Tonemapper.Sharpen=1
r.Tonemapper.GrainQuantization=1

r.ScreenPercentage=150

r.MaxAnisotropy=16
r.Streaming.FullyLoadUsedTextures=1
r.Streaming.HLODStrategy=2


⚙️ 2. GameUserSettings.ini – High Quality Setup
Open:
SteamLibrary\steamapps\common\Lies of P\LiesofP\Saved\Config\WindowsNoEditor\GameUserSettings.ini

Paste the following:

[ScalabilityGroups]
sg.ResolutionQuality=100.000000
sg.ViewDistanceQuality=3
sg.AntiAliasingQuality=3
sg.ShadowQuality=3
sg.PostProcessQuality=3
sg.TextureQuality=3
sg.EffectsQuality=3
sg.FoliageQuality=3
sg.ShadingQuality=3
sg.AnisotropyQuality=3
sg.AtmosphereQuality=3
sg.AmbientOcclusionQuality=3
sg.ReflectionQuality=3

[/script/projectp.lgameusersettings]
r.RayTracing.Shadows=True
r.RayTracing.AmbientOcclusion=True
r.RayTracing.Reflections=True

CACAOEnabled=True
DLSSMode=Quality
DLSSSharpness=0.500000
bUseVSync=False
bUseDynamicResolution=False
🔒 IMPORTANT: Set Both Files to “Read-Only”
After editing Engine.ini and GameUserSettings.ini, you MUST set the files to Read-Only.

If you skip this step, the game will overwrite your settings the next time it launches.

How to do it:

Right-click Engine.ini

Select Properties

Check Read-only

Click Apply

Repeat the same for GameUserSettings.ini

✔ Your tweaks are now locked and cannot be reset by the game.


🧪 Recommended Hardware

These settings are ideal for:

RTX 4070 / 4070 Ti / 4070 Ti SUPER
RTX 4080 / 4090
RX 7900 XT / XTX

If performance is too low, reduce:

r.ScreenPercentage=150

Try 140, 130, or 120.
🎯 Final Result
You can expect:

✔ Ultra-sharp visuals
✔ Huge shadow resolution improvement
✔ Better SSR reflections
✔ High-quality fog and materials
✔ Zero texture pop-in
✔ A “next-gen” look without mods

My main monitor is 2K, but by increasing the internal resolution to 150% using r.ScreenPercentage=150, it becomes equivalent to 4K

https://steamproxy.com/sharedfiles/filedetails/?id=3608957056
📘 Explanation of All Parameters in Engine.ini
Shadow Settings

r.ShadowQuality=5
Forces the highest possible shadow quality, improving shadow detail and reducing blocky edges.

r.Shadow.MaxResolution=8192
Increases the maximum resolution of shadow maps, making shadows sharper at close and medium distances.

r.Shadow.MinResolution=4096
Raises the minimum shadow-map resolution, preventing low-resolution fallback versions.

r.Shadow.TexelsPerPixel=8
Increases shadow sampling density for smoother, more accurate shadow transitions.

r.Shadow.CSM.MaxCascades=4
Enables more cascades in the Cascaded Shadow Maps system, improving shadow detail over long distances.

r.Shadow.CSM.TransitionScale=2.0
Makes transitions between cascades smoother, reducing visible lines between shadow regions.

r.Shadow.MaxCSMResolution=8192
Maxes out the resolution for cascaded shadows for extremely sharp outdoor shadows.

r.ContactShadows=1
Enables small, localized shadows around fine geometry for added realism.

View Distance / LOD

r.ViewDistanceScale=10
Dramatically increases how far objects are rendered at full detail.

r.SkeletalMeshLODBias=-3
Forces characters and animated meshes to use higher-resolution LODs.

r.StaticMeshLODDistanceScale=0.1
Keeps static objects (buildings, props, environment) at higher detail for much longer distances.

Texture Quality / Streaming

r.TextureStreaming=0
Disables texture streaming. Textures load at full resolution at all times (requires more VRAM).

r.MipMapLODBias=-2
Forces the game to use higher-resolution mipmaps, making textures appear sharper.

r.Streaming.PoolSize=8192
Increases the amount of VRAM reserved for textures, reducing texture pop-in.

r.MaxAnisotropy=16
Enables 16x anisotropic filtering for sharper textures at oblique viewing angles.

r.Streaming.FullyLoadUsedTextures=1
Forces all textures in the scene to fully load instead of dynamically swapping.

r.Streaming.HLODStrategy=2
Improves hierarchical LOD loading logic for smoother transitions and fewer pop-ins.

Volumetric Fog

r.VolumetricFog=1
Enables high-quality volumetric fog.

r.VolumetricFog.GridPixelSize=4
Increases the resolution of the fog grid for sharper fog effects.

r.VolumetricFog.GridSizeZ=256
Increases vertical fog resolution to improve depth and layering.

r.VolumetricFog.HistoryWeight=0.99
Makes fog accumulation smoother and reduces flickering.

Reflections / Screen-Space Effects

r.SSR.Quality=4
Highest-quality screen-space reflections.

r.SSR.Temporal=1
Enables temporal smoothing for cleaner reflections.

r.SSR.MaxRoughness=1.0
Allows SSR on rougher materials, improving overall reflectiveness.

r.SSR.HalfResSceneColor=0
Forces full-resolution SSR for maximum clarity.

r.SSR.RaycastQuality=4
Increases the accuracy and length of the reflection raycasts.

r.SSR.MaxSteps=1024
Allows more steps per ray for sharper, more complete reflections.

r.SSR.AdaptiveResolution=0
Disables dynamic resolution scaling in reflections to avoid blur.

r.SSR.Jitter=0
Removes jittering artifacts in SSR.

r.SSR.NormalizeNormal=1
Improves normal map accuracy in reflections.

Post-Processing

r.BloomQuality=5
Maximum bloom quality for more realistic light glow.

r.MotionBlurQuality=4
Improved motion blur samples and smoothness.

r.AOQuality=4
Highest-quality ambient occlusion.

r.AmbientOcclusionLevels=3
Increases AO layer complexity for more depth.

r.DepthOfFieldQuality=4
Enables maximum-quality depth of field blur.

r.LensFlareQuality=3
Improves lens flare rendering.

r.PostProcessAAQuality=6
Highest-quality anti-aliasing available in UE4 (TAA).

Tonemapping

r.Tonemapper.Sharpen=1
Adds image sharpening for clearer final output.

r.Tonemapper.GrainQuantization=1
Makes film grain smoother and less noisy.

Output Resolution

r.ScreenPercentage=150
Renders the game internally at 150% resolution (supersampling) for a much sharper image.
📘 Explanations — GameUserSettings.ini
[ScalabilityGroups]

sg.ResolutionQuality=100.000000
Menu-resolution setting (100 = native).
Note: this value is purely the in-game scalability value; the actual render scale is controlled by r.ScreenPercentage in Engine.ini.

sg.ViewDistanceQuality=3
How far objects and LODs are rendered. 3 = highest detail/draw distance.

sg.AntiAliasingQuality=3
Anti-aliasing quality level. 3 = highest available AA preset.

sg.ShadowQuality=3
Shadow quality preset used by the in-game scalability system. 3 = highest.

sg.PostProcessQuality=3
Controls post-process effects quality (bloom, chromatic aberration, tone mapping). 3 = highest.

sg.TextureQuality=3
Texture quality preset; affects streaming aggressiveness and intended texture LODs. 3 = highest.

sg.EffectsQuality=3
Particle and VFX quality preset. 3 = highest complexity/particle count.

sg.FoliageQuality=3
Vegetation density and LOD quality. 3 = maximum foliage detail.

sg.ShadingQuality=3
Material/shader complexity and quality. 3 = most detailed shaders.

sg.AnisotropyQuality=3
Anisotropic filtering preset (3 = 16x / maximum in UE4).

sg.AtmosphereQuality=3
Atmosphere, sky/volumetric scattering and lightshaft quality. 3 = highest.

sg.AmbientOcclusionQuality=3
Ambient occlusion preset (contact shadows/occlusion quality). 3 = highest.

sg.ReflectionQuality=3
Reflection quality preset (SSR/reflective fidelity). 3 = highest.

[/script/projectp.lgameusersettings]

IsInitedGraphic=True
Internal flag marking that the graphics system has been initialized.

LastResolution=(X=0,Y=0)
Stored last-detected resolution (here zeroed/outdated).

bPrevVSync=False
Internal flag tracking previous VSync state (informational).

r.RayTracing.Shadows=True
Ray-tracing shadow CVAR — present, but has no effect unless the engine/product includes RT pipelines. In Lies of P this is effectively a placeholder.

r.RayTracing.AmbientOcclusion=True
Ray-tracing AO CVAR — same note: only functional if game includes RT support.

r.RayTracing.Reflections=True
Ray-tracing reflections CVAR — again, only meaningful if the engine/build contains DXR/RT support.

RayTracingShadows=False
Alternate (legacy) RT flag — ignored in engines/builds without RT. Redundant with r.RayTracing.* style.

RayTracingAmbientOcclusion=False
Legacy RT AO flag — informational / redundant.

RayTracingSkyLight=False
Legacy RT skylight flag — informational / redundant.

RayTracingGlobalIllumination=False
Legacy RT GI flag — informational / redundant.

RayTracingTranslucency=False
Legacy RT translucency flag — informational / redundant.

RayTracingReflections=False
Legacy RT reflections flag — informational / redundant.

VRSEnabled=False
Variable Rate Shading toggle (if supported by engine/drivers). False = VRS disabled.

CACAOEnabled=True
CACAO (a high-quality ambient occlusion implementation) enabled. Improves contact occlusion if supported.

DLSSMode=Quality
NVIDIA DLSS mode selection. Quality prioritizes image quality over max FPS.

DLSSSharpness=0.500000
DLSS sharpening amount (0.0–1.0 scale).

DLSSFrameGeneration=False
DLSS Frame Generation (DLSS 3) toggle — False = off.

MetalFXMode=Off
AMD MetalFX toggle (if platform/driver supports it). Off = disabled.

FSR1Mode=Off
AMD FSR 1 toggle (legacy spatial upscaler). Off = disabled.

FSR2Mode=Off
AMD FSR 2 toggle (temporal upscaler). Off = disabled.

FSR2Sharpness=0.500000
FSR2 sharpening level (if FSR2 enabled).

FSR3Mode=Off
FSR3 mode toggle (if supported). Off = disabled.

FSR3Sharpness=0.500000
FSR3 sharpening amount (if used).

FSR3FrameInterpolation=False
FSR3 frame interpolation toggle. False = off.

XeSSMode=Off
Intel XeSS toggle. Off = disabled.

ReflexMode=Off
NVIDIA Reflex low-latency mode toggle. Off = disabled.

HDROutputEnabled=False
HDR output toggle for displays that support HDR. False = HDR disabled.

ColorBrightness=50
General color/brightness slider (UI/SDR scale).

HDRBrightness=50
HDR display brightness calibration value (if HDR enabled).

HDRContrast=50
HDR contrast calibration.

FirstBrightnessSetting=True
Internal flag for first-time brightness setup.

PlayStyle=1
Internal preset index (controls control/visual presets in some games).

bHFREnabled=False
High Frame Rate mode toggle (unused or platform-specific).

bUseVSync=False
VSync toggle. False means VSync is disabled here (game should not force vsync).

bUseDynamicResolution=False
Dynamic resolution scaling toggle. False = disabled.

ResolutionSizeX=2560 / ResolutionSizeY=1440
The active render resolution (2560×1440).

LastUserConfirmedResolutionSizeX/ Y = 2560 / 1440
Last resolution the user confirmed in menus.

WindowPosX=-1 / WindowPosY=-1
Window position (negative = default/centered).

FullscreenMode=0 / LastConfirmedFullscreenMode=0 / PreferredFullscreenMode=0
Fullscreen mode flags (0 usually = exclusive fullscreen).

Version=6
Internal settings schema/version number.

AudioQualityLevel=0 / LastConfirmedAudioQualityLevel=0
Audio processing quality level.

FrameRateLimit=0.000000
FPS cap. 0 = unlimited (but engine/game may still impose caps elsewhere).

DesiredScreenWidth/Height = 1280 / 720
Desired fallback resolution values used for some menus/benchmarks.

LastRecommendedScreenWidth/Height = -1.000000
Reserved for recommended resolution reporting.

LastCPUBenchmarkResult / LastGPUBenchmarkResult / LastGPUBenchmarkMultiplier
Stored benchmark results from internal tests (informational only).

bUseHDRDisplayOutput=False
Another HDR toggle (duplicate-style flag).

HDRDisplayOutputNits=1000
HDR nits target if HDR is enabled.

LastCPUBenchmarkSteps / LastGPUBenchmarkSteps
Internal benchmark step timings (debug/diagnostic data).

[/script/engine.gameusersettings]

bUseDesiredScreenHeight=False
Rare UI/scale flag; usually unused.

[ShaderPipelineCache.CacheFile]

LastOpened=LiesofP
Name of the last shader pipeline cache used; helps with shader compilation/loading performance.

🔎 Quick note about sg.ResolutionQuality vs r.ScreenPercentage

sg.ResolutionQuality is the menu/scalability entry; it often remains at 100 because r.ScreenPercentage in Engine.ini overrides actual render scale. If you set r.ScreenPercentage=150 in Engine.ini, the engine will render at 150% regardless of sg.ResolutionQuality value.
❗ Why Ray Tracing Values Exist but Do NOT Work in Lies of P ?
You may notice several ray tracing parameters inside the configuration files (such as r.RayTracing.Reflections=True, RayTracingShadows=True, etc.).
These settings appear because Lies of P was developed on Unreal Engine 4.27, which includes built-in ray tracing keywords at the engine level.

However:

Lies of P does NOT include any ray tracing shaders or pipelines in its final build.

The developers completely disabled DXR support during compilation. This means the game contains:

No ray tracing shaders

No DXR acceleration structures

No ray tracing passes

No hardware RT pipeline

No RT fallback shaders

Because the ray tracing pipeline is not compiled into the executable, enabling .ini values cannot activate ray tracing.

❗ About “Ray Tracing Mods” — They Are All Fake

You may find mods or YouTube videos claiming to “unlock ray tracing” in Lies of P.
These are 100% fake.

Why?

Because you cannot enable ray tracing in a game that does not contain the RT pipeline.
Unreal Engine requires specific DXR shaders and rendering passes to be compiled into the final build, and Lies of P has none of them.

Therefore:

✔ The .ini ray tracing values exist
✘ But they do nothing
✘ And any “RT mod” is impossible
✘ Because the game lacks the required DXR pipeline entirely

❗ About “Ray Tracing Mods”

Those so-called ray tracing mods don’t enable real RT — the engine has no DXR pipelines. They only tweak SSR, shadows, fog, and post-processing values. All of these improvements are already applied (and in higher quality) by the parameters included in this guide, so the mods don’t provide anything beyond what you get here.
⚠️ Beware of mods that claim to add ray tracing, they’re all fake and scams!
⚠️ Important: You cannot add Ray Tracing to a Game that doesn’t support It, no Mod can do It.
⚠️ The fake “RTGI / RTX” Mods from PascalGlitcher, Massiancer and others: All their paid Patreon mods are a scam! Now I’m going to explain the real reason why these mods use misleading names

There is too much ignorance, people like to confuse SSR (screen space reflection) for ray tracing, two totally different things.

If a game does not have native Ray Tracing, there is absolutely no way to add real Ray Tracing through mods.
No injector, no preset, no ReShade filter, no tweak, and no “RTGI mod” can create Ray Tracing in a game whose engine was never built for it!

This is a hard technical limitation, not a matter of skill or modding ability.

Mods created by the scammers like PascalGlitcher, Massiancer, and other Patreon authors are often advertised as RTGI, RTX upgrades, Ray Tracing mods, or tools that “enable Ray Tracing” in games that don’t support it.

All these mods claim to deliver something that is technically impossible.

🔍 Why Real Ray Tracing cannot be added through mods?

True Ray Tracing requires deep engine integration, such as:
DXR or Vulkan RT pipeline
Ray Tracing–compatible shaders
Materials authored for RT
BVH (Bounding Volume Hierarchy) acceleration structures

a renderer built specifically to support ray tracing passes

If any of these elements are missing, and they are missing in games without RT, no mod can create them.

There is no hidden setting, no unused shader, no “locked feature” waiting to be enabled.

🔍 What These Patreon “RTGI” mods Actually Do

Despite the RT marketing, these mods:

❌ do NOT trace rays
❌ do NOT add global illumination
❌ do NOT interact with geometry
❌ do NOT alter the game’s rendering pipeline

They are just ReShade presets using screen-space effects:

SSGI (fake GI)
SSAO
fake reflections
color grading
sharpening
bloom overlays

They only modify the final 2D image, NOT the actual lighting.

🔍 Why are these mods Scams?

The main issue is the false labeling.
Selling a ReShade preset as if it were real Ray Tracing is misleading, especially when users are told:

it “enables RTGI,”
it “simulates RTX lighting,”
it “activates hidden RT features,”
or it “brings Ray Tracing to any game.”

None of this is true.

You are paying monthly for something that cannot deliver what it promises.

🔍 Why These Mods Cannot Compete with Real RT?

Because they are just screen-space filters:
effects disappear when off-screen
shadows and lighting are inaccurate
reflections are inconsistent
no physical light behavior
heavy GPU cost with very little benefit

They are purely cosmetic overlays, NOT ray tracing rendering features.


This is why these mods as misleading “Ray Tracing” presets or even outright scams.
They promise to “add Ray Tracing” to games where it is technically impossible, and what they deliver is simply a set of ReShade color filters!
4 Comments
Jesse Pinkman 19 Nov @ 1:10pm 
RUS: Выберите что то одно из этого списка и напишите в моём профиле, отвечу тем же!
ENG: Choose the one that's on the list and write in my profile, I will answer the same!

+Rep Clutch King 👑
+Rep 300 iq 🧠
+Rep ak 47 god👻
+Rep SECOND S1MPLE😎
+Rep relax teammate🤤
+Rep Killing Machine 😈
+Rep AWP GOD 💢
+Rep kind person💯
+Rep ONE TAP MACHINE 💢
+Rep nice profile 💜
+Rep add me pls😇
+Rep very nice and non-toxic player😈
+Rep AYYYY LMAO
+Rep nice flicks👽
+Rep king deagle💥
+Rep best👹
+Rep killer👺
Ren 17 Nov @ 8:26am 
Gonna try this atm
C²C^Guyver |NZB| 16 Nov @ 3:06pm 
:mylove: