The primary goal of this configuration is to fix the “Black Crush” effect where shadows become pitch black and textures lose their depth. By forcing higher cascade counts and adjusting the shadow distance scale, we allow light to bleed naturally into the cabin of your car and across the landscape. This setup specifically targets the Olympic Exclusion Zone’s unique lighting model, ensuring anomalies and bioluminescent plants “pop” against the darkness without sacrificing the game’s signature fog.
File Path
To apply these atmospheric tweaks, you must modify the Engine.ini file located in your local app data. Do not confuse this with the installation folder.
%LOCALAPPDATA%\PenDriverPro\Saved\Config\WindowsNoEditor\Engine.ini
Technical Note: After pasting the values below, right-click the file, select Properties, and check Read-only. This prevents the game from resetting your custom lighting flags upon launch.
Atmospheric Lighting Configuration Block
Copy and paste the following block at the bottom of your Engine.ini. These settings prioritize shadow fidelity and volumetric depth over raw FPS.
| Parameter | Recommended Value | Technical Purpose |
r.Shadow.CSM.MaxCascades | 4 | Re-enables Cascaded Shadow Maps; fixes “blocky” shadows at medium settings. |
r.Shadow.DistanceScale | 2.0 | Extends the range at which high-quality shadows are rendered. |
r.VolumetricFog | 1 | Ensures the atmospheric fog interacts correctly with light sources. |
r.Shadow.MaxResolution | 2048 | Balances shadow sharpness with GPU memory; prevents flickering. |
r.BloomQuality | 5 | Enhances the glow from anomalies and dashboard lights. |
r.Tonemapper.Sharpen | 1.0 | Offsets the blurriness of TAA to make the zone look more detailed. |
[/Script/Engine.RendererSettings]
r.Shadow.CSM.MaxCascades=4
r.Shadow.MaxResolution=2048
r.Shadow.DistanceScale=2.0
r.Shadow.CSM.TransitionScale=2.0
r.VolumetricFog=1
r.VolumetricFog.GridPixelSize=8
r.AmbientOcclusionLevels=3
r.SSR.Quality=3
r.Tonemapper.Sharpen=1.0
HowTo: Restoring Depth to the Olympic Zone
Follow these steps on GameEngineer.net to achieve the perfect balance of “scary” and “visible”:
- In-Game Shadows: Paradoxically, for this
Engine.inito work best, set your in-game Shadow Quality to Medium or High. Setting it to Ultra can sometimes override these manual CSM tweaks and tank your performance by $50\%$. - Gamma Calibration: Pacific Drive’s default Gamma is often too high. After applying the ini tweaks, adjust your in-game Gamma so the “Zone” looks dark but you can still see the silhouette of your car’s steering wheel in the garage.
- Shader Cache Fix: If you experience stutters while driving into new areas, add
niagara.CreateShadersOnLoad=1to your[SystemSettings]section. This forces the engine to pre-compile the atmospheric effects of storms. - Mirror Optimization: Mirrors are a massive performance drain. Set Mirror Quality to Low in-game. This doesn’t affect the atmospheric lighting but gives you the $10-15\text{ FPS}$ headroom needed to run the enhanced shadows.
- DLSS/FSR Sharpness: If using upscaling, set the sharpness to 0.6 or higher. Atmospheric fog can look “smudgy” with upscalers; the
r.Tonemapper.Sharpencommand in the ini helps counteract this.
Technical Explanation: Cascaded Shadow Maps (CSM)
In Unreal Engine 4, Cascaded Shadow Maps divide the viewable area into different “zones” (cascades). The area closest to the camera (your car’s interior) gets the highest resolution shadow, while the distant trees get lower resolution. Pacific Drive’s “Medium” preset often disables CSM to save performance, which causes the “pitch black” bug where light no longer bounces or renders correctly.
By forcing r.Shadow.CSM.MaxCascades=4, we restore the hierarchical shadow rendering. This allows the moonlight to filter through the trees and into your station wagon with realistic falloff. When combined with r.VolumetricFog, the light “scatters” through the mist, creating the god-rays and heavy atmosphere that are the hallmark of the Pacific Drive experience.