The primary objective is to deepen the shadows and increase the colored light bounce from the environment. By default, the game uses a low SVOGI integration rate to save FPS; our tweak forces a higher fidelity voxel grid ($V_{grid}$) for more accurate indirect lighting.
File Path & Setup
- Navigate to:
[SteamInstallPath]\steamapps\common\KingdomComeDeliverance2\ - Create File: Create a text file named
user.cfg. - Steam Launch Options: Right-click KCD2 in Steam > Properties > General. Add
+exec user.cfgto the Launch Options box. - Pro Tip: If you experience flickering in interiors after applying these, ensure Async Compute is disabled in your GPU driver or via the line
r_AsyncCompute = 0in the.cfg.
Optimized “Bohemian Realism” Configuration Table
| Parameter | Recommended Value | Technical Purpose |
e_SVOGI | 1 | Enables the core software Ray Tracing (SVOGI). |
e_SVOGIVoxelGridResolution | 256 | Increases the detail of the lighting grid for sharper bounces. |
e_SVOGIIntegrationRate | 2 | The Realism Fix. Increases how often light updates its path. |
r_HDRBrightLevel | 1.0 | Normalizes the peak brightness to prevent “white-out” in sunlight. |
e_VolumetricFog | 1 | Enables light scattering through particles (God Rays). |
-- Kingdom Come II Lighting Overhaul
e_SVOGI = 1
e_SVOGIVoxelGridResolution = 256
e_SVOGIIntegrationRate = 2
e_SVOGIAmbientScale = 0.8
e_SVOGIConeMaxLength = 40
r_VolumetricFog = 1
r_VolumetricFogTexScale = 40
r_HDRBrightLevel = 1.0
r_HDRBloomRatio = 0.15
r_Sharpening = 0
HowTo: Engineering the Cinematic Lighting Fix
Follow these GameEngineer.net technical steps to achieve the “Next-Gen” look:
- The SVOGI Integration Boost: By setting
e_SVOGIIntegrationRate = 2, you are doubling the frequency at which the game calculates light bounces. This fixes the “floating” look of characters in interiors by ensuring their shadows accurately blend with the floor ($AO_{blend}$). - Volumetric Depth: In the 2026 update,
r_VolumetricFogTexScale = 40provides a denser, more natural “marine snow” and dust-mote effect in forests. It makes sunlight filtering through trees ($L_{filter}$) look tangible rather than like a flat texture. - Experimental Shadows Protocol: For those with 12GB+ VRAM, go into the in-game settings and set Shadows to Experimental. This reduces “shadow shimmering” and light leaks through wooden doors, which is the perfect companion to our
.cfgtweaks. - Disabling Native Sharpening: Set
r_Sharpening = 0. CryEngine’s internal sharpening can make high-fidelity lighting look “grainy.” Use your GPU’s DLSS/FSR 4 sharpening instead for a cleaner, filmic image. - Ambient Scale Adjustment: We set
e_SVOGIAmbientScale = 0.8. The vanilla game is often too bright in the shadows. Reducing this value forces the eye to rely on your torch or windows, creating a much more realistic “dark age” atmosphere ($A_{atmos}$).
Technical Explanation: Voxel Integration ($I_{voxel}$)
KCD2’s realism is powered by its Voxel-based Global Illumination. The engine breaks the world into thousands of cubes (voxels) and calculates how light bounces between them.
$$Light_{total} = Direct_{sun} + \sum (Indirect_{bounce} \times Albedo)$$
In the default “High” preset, the engine takes shortcuts to save CPU cycles. By manually increasing the IntegrationRate and VoxelGridResolution, we are asking the engine to check more voxels ($V_n$) per frame. This results in a much smoother transition of light between a bright sunny field and the dark interior of a stone church, eliminating the “instant snap” of brightness that occurs when walking through doorways.