How To Enable “True Epic” Settings in Silent Hill F

By Ambar Jimenez | 2025-10-07 08:14:43
The horror landscape has never looked more beautiful—or terrifying—thanks to the power of Unreal Engine 5 (UE5). Silent Hill f, the latest installment in the iconic franchise, showcases this potential with stunning visuals powered by core UE5 systems like Lumen Global Illumination (GI) and Nanite.However, while the in-game "Epic" preset certainly delivers a high-quality experience, there are subtle visual compromises made by the developers to ensure smooth frame rates for a wider audience. If you own a high-end PC and crave the absolute pinnacle of visual fidelity—the so-called "True Epic" settings—this guide is for you.By manipulating the game's configuration file, we can bypass these limitations, unlocking the full, uncompromised power of the UE5 engine. This means superior lighting, deeper shadows, and highly accurate reflections, turning the game's beautiful yet horrifying 1960s Japanese setting into a true next-generation visual masterpiece.

Silent Hill F: Enable “True Epic” Settings

The Technical Trade-Off: Why "True Epic" is Hidden

The visual experience in Silent Hill f is already impressive, utilizing UE5's advanced systems. Yet, a closer inspection reveals where optimizations were prioritized for performance:
  • Lumen GI Implementation: The game primarily uses the software-based Lumen GI system. While effective, this can result in slightly softer reflections and less detailed indirect lighting compared to its hardware-accelerated counterpart.
  • Missing Environmental Detail: Even on the highest in-game settings, minor environmental elements like foliage, small plants, and grass often lack proper Ambient Occlusion (AO). This minor detail makes them look flat or disconnected from the lighting environment, especially at the base.
  • Nerfed Core Effects: To achieve the targeted high frame rates across different PC configurations, developer Konami subtly dialed back the quality of core graphics features such as Global Illumination (GI), Ambient Occlusion (AO), and even shadow resolution.
The good news? Since the game is built on Unreal Engine 5, the full capabilities of these features are still present within the engine's code. By manually injecting specific commands into the game's configuration files, we can force the game to engage these powerful visual effects.

What to Expect from "True Epic" Settings

Enabling the full "True Epic" configuration will dramatically upgrade the game’s rendering across every environment. The key improvements include:
  • Hardware-Accelerated Lumen (Ray Tracing): This modification forces the game to use Hardware Lumen Ray Tracing for Global Illumination and Reflections, resulting in physically accurate reflections and vastly improved light bounces that dynamically update the scene.
  • Enhanced Environmental Realism: You will see a significant improvement in ambient shadowing. Foliage, grasses, and small details will now receive accurate AO, making them look naturally embedded in the scene and far more realistic.
  • Deeper, More Detailed Shadows: The shadows, both virtual and standard, will receive a massive resolution boost, eliminating fuzzy edges and giving the world a greater sense of depth and realism.
A Critical Warning on Performance: These hyper-realistic settings come at a significant cost. Expect a major drop in frame rates, potentially between 30% and 45%, depending heavily on your GPU. This modification is best suited for players with top-tier graphics cards (such as modern NVIDIA RTX or AMD Radeon GPUs with strong Ray Tracing cores) who prioritize visual fidelity over sheer speed.

Step-by-Step Guide to Activating "True Epic" Graphics


Follow these precise steps to manually enable the full power of Unreal Engine 5 in Silent Hill f.

Step 1: Access the Local Application Data Folder

  • Press the Win + R keys simultaneously on your keyboard to open the Run dialog box.
  • In the Run window, type or paste the following command:

    %localappdata%

  • Press Enter. This will open your user's Local App Data folder in Windows Explorer.
  • Step 2: Navigate to the Configuration Directory

  • In the folder you just opened, locate the game's specific folder, which should be named SHf.
  • Inside the SHf folder, navigate to the following path:

    Saved\Config\Windows

  • Step 3: Create the Engine Configuration File

  • Inside the Windows folder, right-click and choose to create a New Text Document.
  • Rename this new document to Engine.ini.

    • Crucial Note: Ensure you replace the entire .txt extension with .ini. If your file extensions are hidden, you may need to enable them in your File Explorer View settings. The final file name must be exactly Engine.ini.
  • Step 4: Paste the Configuration Code

  • Open the newly created Engine.ini file using Notepad or any other text editor.
  • Copy the entire block of code provided below and paste it into the document:
  • Ini, TOML
    [SystemSettings]r.Lumen.HardwareRayTracing=1r.Lumen.Reflections.HardwareRayTracing=1r.Lumen.ScreenProbeGather.HardwareRayTracing=1r.LumenScene.DirectLighting.HardwareRayTracing=1r.ContactShadows.OverrideLengthInWS=1r.ContactShadows.OverrideLength=25r.ContactShadows.OverrideShadowCastingIntensity=1r.ContactShadows.OverrideNonShadowCastingIntensity=1r.SkylightIntensityMultiplier=0.65r.ShadowQuality=5r.Shadow.Virtual.ForceOnlyVirtualShadowMaps=0r.Shadow.Virtual.ResolutionLodBiasLocal=-2.0r.Shadow.Virtual.ResolutionLodBiasLocalMoving=-2.0r.Shadow.Virtual.ResolutionLodBiasDirectional=-1.0r.Shadow.Virtual.smrt.samplesperraylocal=2r.Shadow.Virtual.smrt.samplesperrayhair=2r.Shadow.Virtual.smrt.samplesperraydirectional=2r.Shadow.Virtual.smrt.texelditherscalelocal=4r.Shadow.Virtual.SMRT.TexelDitherScaleDirectional=6r.Shadow.Virtual.ScreenRayLength=0.02r.Shadow.InsetDownscaleFactor=0r.Shadow.PerObjectDirectionalDepthBias=0.5r.Shadow.PerObjectDirectionalSlopeDepthBias=3r.Shadow.PerObjectSpotLightDepthBias=0.5r.Shadow.PerObjectSpotLightSlopeDepthBias=3r.Shadow.ShadowMaxSlopeScaleDepthBias=3r.Shadow.SpotLightDepthBias=0.5r.lumen.tracemeshsdfs=1r.Lumen.TraceMeshSDFs.TraceDistance=240r.Lumen.ScreenTracingSource=1r.Lumen.DiffuseIndirect.SurfaceBias=8r.LumenScene.DirectLighting.UpdateFactor=8r.LumenScene.Radiosity.UpdateFactor=4r.LumenScene.Radiosity.MaxRayIntensity=99r.Lumen.ScreenProbeGather.TraceMeshSDFs=0r.Lumen.ScreenProbeGather.DownsampleFactor=12r.Lumen.ScreenProbeGather.MaxRayIntensity=1r.Lumen.ScreenProbeGather.MaxRoughnessToEvaluateRoughSpecular=2r.Lumen.ScreenProbeGather.MaxRoughnessToEvaluateRoughSpecularForFoliage=1r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.SkipHairHits=0r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.SkipFoliageHits=0r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.FullResDepth=1r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.MaxIterations=30r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.RelativeDepthThickness=0.2r.Lumen.ScreenProbeGather.ShortRangeAO.ScreenSpace.SlopeCompareToleranceScale=4.0r.Lumen.ScreenProbeGather.ShortRangeAO.ScreenSpace.FoliageOcclusionStrength=1.0r.Lumen.ScreenProbeGather.ShortRangeAO.MaxMultibounceAlbedo=0.8r.Lumen.ScreenProbeGather.ShortRangeAO.ApplyDuringIntegration=0r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=64r.Lumen.ScreenProbeGather.RoughSpecularSamplingMode=1r.Lumen.ScreenProbeGather.DiffuseIntegralMethod=0r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated=4r.Lumen.Reflections.RadianceCache=1r.Lumen.Reflections.GGXSamplingBias=0.7r.Lumen.Reflections.HierarchicalScreenTraces.MaxIterations=96r.Lumen.Reflections.SmoothBias=0.76r.Lumen.Reflections.MaxRoughnessToTrace=0.63r.Lumen.Reflections.Temporal.MaxFramesAccumulated=0r.Lumen.Reflections.DownsampleFactor=0r.Lumen.Reflections.HiResSurface=1r.Lumen.Reflections.SampleSceneColorAtHit=1r.Lumen.Reflections.SpecularScale=0.8r.Lumen.TranslucencyVolume.MaxRayIntensity=0.62r.Lumen.TranslucencyReflections.FrontLayer.Enable=1r.Lumen.TranslucencyReflections.FrontLayer.Allow=1r.SSR.Quality=4r.SSR.MaxRoughness=1r.SSR.Stencil=1r.VolumetricFog.GridPixelSize=7r.VolumetricFog.GridSizeZ=192r.VolumetricFog.UpsampleJitterMultiplier=0.55r.VolumetricCloud.EnableLocalLightsSampling=1r.VolumetricRenderTarget.Mode=3r.SSS.Scale=3.5r.SSS.SampleSet=2r.SSS.Quality=1r.SSS.HalfRes=0r.SSS.Filter=1r.Water.SingleLayerWater.SupportCloudShadow=1r.ParallelShadowsNonWholeScene=1

    Step 5: Save and Apply Read-Only Attribute

  • Save the Engine.ini file and close your text editor.
  • Right-click on the Engine.ini file and select Properties.
  • In the General tab of the Properties window, find the Attributes section and check the box next to "Read-only".
  • Click Apply, then OK to close the window.
  • Setting the file to "Read-only" is essential. This prevents the game from overwriting your custom settings when it launches.

    Step 6: Launch and Confirm

  • Launch Silent Hill f as you normally would.
  • The "True Epic" graphics settings will now be active, dramaticallyincreasing the fidelity of lighting, reflections, and environmentalshadowing.
  • If you find the performance hit too severe, simply uncheck the "Read-only" attribute on the Engine.ini file, and the game will revert to its standard settings when relaunched. Enjoy the terrifying beauty of the True Epic settings!

    Platform(s): PlayStation 5 PS5, Xbox Series X/S, Windows PC
    Genre(s): Survival Horror, Action
    Developer(s): Neobards Entertainment
    Publisher(s): Konami
    Engine: Unreal Engine 5
    Release date: September 25, 2025
    Mode: Single-player
    Age rating (PEGI): +18
    Video preview



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