Outward UE5 Overhaul
Complete Unreal Engine 5 Graphics Overhaul for Outward Definitive Edition: Lumen GI & Solar/Torch Bounce, VSM Contact Shadows, Dual-Layer AO, ACES Filmic HDR, 2K Water & SSR, and Nanite LOD/4K PBR.
| Date uploaded | 6 days ago |
| Version | 1.6.2 |
| Download link | NocllArgon-Outward_UE5_Overhaul-1.6.2.zip |
| Downloads | 343 |
| Dependency string | NocllArgon-Outward_UE5_Overhaul-1.6.2 |
This mod requires the following mods to function
README
Outward UE5 Graphics Overhaul (2026 Photorealistic Edition)
A complete engine-level graphics overhaul for Outward Definitive Edition that transforms lighting, global illumination, shadows, ambient occlusion, color grading, reflections, water, terrain tessellation, foliage, and PBR materials to deliver a 2026 Unreal Engine 5 / Neural-Relit Photorealistic visual pipeline.
Visual Comparisons (Before vs. After)
Interactive Draggable Slider Showcase: Click here to open the live draggable Before/After slider page in your browser
Each comparison below includes an automatic A/B toggle animation (labeled BEFORE: VANILLA OUTWARD vs. AFTER: UE5 2026 OVERHAUL in the top-left corner) followed by side-by-side full-resolution (2560x1440) static screenshots you can click to enlarge.
1. Stormy Sunset, Volumetric Rain Scatter & Stone PBR Relief
Per-pixel HDR sunset scattering through rain, enhanced stone masonry normal relief (+35%), and warm emissive particle bounce.

| BEFORE — Vanilla Outward (Click for 1440p) | AFTER — UE5 2026 Overhaul (Click for 1440p) |
|---|---|
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2. Night Sky, Lighthouse Beacon & Physical HDR Bloom
Natural ACES night sky contrast, volumetric cyan beacon glow on the lighthouse structure, and wide-diffusion physical HDR bloom.

| BEFORE — Vanilla Outward (Click for 1440p) | AFTER — UE5 2026 Overhaul (Click for 1440p) |
|---|---|
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3. Berg Night Courtyard — Warm Lantern Falloff & Cobblestone PBR Relief
Extended 2.0x point-light range and warm radiosity bounce replace vanilla's flat cold wash while bringing out deep cobblestone and woodwork micro-relief.

| BEFORE — Vanilla Outward (Click for 1440p) | AFTER — UE5 2026 Overhaul (Click for 1440p) |
|---|---|
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4. City Alleyway — Extended Light Activation & Dual-Layer AO
Distant streetlamps remain active across the entire street (45m+ activation) while MSVO + SSAO ground stonework and balustrades.

| BEFORE — Vanilla Outward (Click for 1440p) | AFTER — UE5 2026 Overhaul (Click for 1440p) |
|---|---|
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5. Berg Player House Interior — Firepit & Candelabra Multi-Bounce GI
Isolated indoor cubemap reflections and warm fire/candle radiosity bounce across stone masonry, wooden floorboards, and brass fixtures.

| BEFORE — Vanilla Outward (Click for 1440p) | AFTER — UE5 2026 Overhaul (Click for 1440p) |
|---|---|
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Requirements & Dependencies
- Outward Definitive Edition
- BepInExPack Outward (
BepInEx-BepInExPack_Outward-5.4.19) — Automatically installed when using r2modman or Thunderstore Mod Manager. - (Optional) Outward Config Manager — Fully supported (
F5in-game), in addition to the built-in UE5 Graphics Studio (F10).
In-Game Hotkeys
F10— Open/Close the Unreal Engine 5 Graphics Studio live control window (real-time preset switching, FPS/frame-time telemetry, and per-subsystem sliders).F11— Instant A/B Toggle between the active UE5 Overhaul preset and 100% Vanilla Outward visuals in real time.F5— Standard Outward Config Manager menu integration.
Included Visual Presets (Switchable Live via F10)
- UE5 Photorealistic 2026 (Default) — Neutral AgX/ACES natural daylight & true-to-life indoor candle/torch bounce lighting without artificial oversaturation or over-sharpening.
- UE5 Cinema (Quality) — Richer atmospheric warmth and deeper cinematic contrast.
- UE5 Archviz Ultra (600m) — Maximum 600m shadow cascades, 4x LOD bias, and ultra-crisp 1.0px terrain tessellation for high-end GPUs and 4K screenshots.
- UE5 Balanced (High FPS) — Retains the full Lumen GI, ACES HDR, and PBR material overhaul with lighter screen-space raymarching for high refresh rates.
Core Visual Pillars
1. Lumen Global Illumination & Multi-Bounce Radiosity
- Hemispherical Trilight Sky-Equator-Ground GI: Replaces vanilla Outward's flat uniform ambient light with dynamic physically-based
AmbientMode.Trilightdriven by Rayleigh sky zenith scatter, horizon solar scatter, and regional/seasonal ground albedo bounce. - Secondary Solar/Lunar & Indoor Torch Radiosity Bounce: Spawns a dynamic directional bounce light that adapts outdoors to sun/moon terrain bounce and indoors to nearby warm point/spot lights (lanterns, candles, sconces, lava, and magical crystals).
- Extended Local Light Falloff & Distance Activation: Extends indoor and environmental point/spot light ranges (
2.0x) andLightQualityactivation distances (2.5x) while preserving large environmental lava/volcano lights and soft shadow maps. - Indoor Reflection & Cubemap Isolation: Automatically attenuates outdoor sky cubemap bleed inside underground city interiors so wood, stone, and pottery react naturally to local candles and fires.
2. Virtual Shadow Maps (VSM) & Dual-Layer Ambient Occlusion
- Uncapped 4-Cascade Shadows: Pushes directional shadow distance up to
380m–600m(ShadowResolution.VeryHigh,ShadowProjection.StableFit) and removes vanilla Outward's 50% shadow distance cutoff on environment geometry. - 36-Sample Contact Shadows + Day/Night Bug Fix: Upgrades screen-space contact shadows (
SEScreenSpaceShadows) for micro-detail grounding on grass, rocks, masonry, and armor crevices, and fixes a vanilla bug where contact shadows stopped updating after day/night transitions. - Dual-Layer Ambient Occlusion: Combines DX11 Compute Shader Multi-Scale Volumetric Obscurance (MSVO) for wide room/crevice shading with bilateral
SSAOProfor tight contact occlusion.
3. ACES Filmic HDR Color Pipeline & Physical Camera
- HDR ACES Filmic Tonemapper: Enables
GradingMode.HighDefinitionRangewithTonemapper.ACESand natural photorealistic 3-wayLift/Gamma/Gaincolor balance. - Fixed Physical Camera Exposure: Eliminates vanilla auto-exposure brightness pumping/oscillation with stable day/night and indoor/outdoor exposure calibration.
- Dual-Stage Physical HDR Bloom: Smooth wide-diffusion HDR bloom (
diffusion = 8.4) paired with subtle lens scatter. - Safe Subpixel SMAA / Optional TSR: Defaults to flicker-free High SMAA to keep refractive glass/lantern shaders stable on AMD RDNA3 and NVIDIA GPUs, with optional Temporal AA and Dynamic Autofocus Depth of Field toggleable in
F10.
4. Volumetric Atmosphere, God Rays, 2K Planar Water & SSR
- Per-Pixel HDR Sky & Clouds: Upgrades
TOD_SkytoPerPixelHDR quality with natural Rayleigh/Mie scattering, cloud shadows (TOD_Shadows), and depth-aware volumetric god rays (TOD_Rays). - 2048x2048 Planar Water & Screen-Space Reflections: Upgrades
WaterRenderplanar reflection and refraction render textures from vanilla256x256to2048x2048and enables smooth screen-space reflections on wet and metallic surfaces.
5. Nanite-Style LODs, Ultra Foliage & 4K-Grade PBR Material Overhaul
- Nanite-Style LOD & Terrain Tessellation: Raises
QualitySettings.lodBiasup to3.6x–4.0x, uncaps camera environment layer culling from200mto1600m, and sets terrainheightmapPixelError = 1.0ffor maximum geometric fidelity. - Vegetation Studio Pro & uNature Overhaul: Expands grass, plant, and tree draw distances (
320m+) and enables full foliage shadow casting. - 16x Anisotropic Filtering & Normal Map Relief: Applies
16xanisotropic filtering and-0.50negative mipmap bias to 3D world textures, boosts normal map 3D relief (_BumpScale,_DetailNormalMapScale) by+35%, and enhancesUBERdeferred subsurface translucency.
Installation
Recommended: Using r2modman / Thunderstore Mod Manager
- Open r2modman (or Thunderstore Mod Manager / Gale) and select Outward Definitive Edition.
- Find Outward_UE5_Overhaul in the Online tab and click Download (this automatically downloads BepInExPack_Outward if not already installed).
- Click Start Modded and press
F10in-game to open the UE5 Graphics Studio orF11to toggle A/B comparison.
Manual Installation
- Ensure BepInExPack_Outward is installed in your
Outward\Outward_Defedfolder. - Extract the
pluginsfolder from this archive intoOutward\Outward_Defed\BepInEx\(so thatOutwardUE5Overhaul.dllis insideBepInEx\plugins\).
CHANGELOG
Changelog
1.6.2
- Added labeled Before/After animated A/B comparison GIFs, 1440p side-by-side comparisons, and interactive draggable slider showcase to documentation.
1.6.1
- Updated official GitHub repository link (
https://github.com/Nocll0/OutwardUE5Overhaul) in package manifest.
1.6.0
- Fixed a
LightQualityvertical distance culling bug (EnabledDistances.y = -1) where candles, sconces, and indoor point lights remained off until the player stood right next to them. - Hooked both
LightQuality.StartandLightQuality.InitLightSettingsand extended positive light activation distances to45m+(2.50x). - Isolated indoor reflection intensity (
0.30) inside underground city interiors so glossy pottery and wood surfaces no longer reflect the bright outdoor daytime sky cubemap in dark rooms. - Refined indoor ambient floor and ACES shadow lift so interiors are dynamically lit by actual light sources rather than flat ambient fill.
1.5.0
- Removed the 120m range cap on environmental point/spot lights so large volcano/lava lights (
250m–500m) retain their full reach and gain extended bounce range. - Added proximity-weighted local light sampling to Lumen GI so nearby lava, torches, candles, and crystals drive warm directional and hemispherical bounce lighting.
1.4.0
- Fixed an issue where player lanterns (
ItemLanternVisual) remained lit when turned off by never overridingLight.intensityon dynamically controlled lights. - Re-calibrated default UE5 Photorealistic 2026 color grading, saturation, contrast, and mipmap bias for natural photorealism.
1.3.0
- Fixed refractive glass flickering under Temporal AA by defaulting to High Subpixel SMAA and safely clearing TAA history buffers on Alt-Tab/focus changes.
- Removed runtime
ReflectionProbeandRenderTextureallocations that caused DX11 driver resets on Alt-Tab.
1.2.0
- Added automatic indoor/dungeon/underground city interior detection (
IsCameraInInterior) and warm torchlight bounce fill.
1.1.0
- Fixed interior fog over-density (
GlobalFog), eliminated auto-exposure brightness oscillation, and ensuredF11A/B toggle restores 100% vanilla state.
1.0.0
- Initial release of the Outward UE5 Graphics Overhaul (Lumen GI, VSM Contact Shadows, Dual-Layer AO, ACES HDR, 2K Water & SSR, Nanite LOD/Terrain & 4K PBR Material Overhaul).









