ValheimVisuals
Valheim Visuals: a set of graphics settings I like, made into a mod — water tessellation, reflections, normal maps and AO turned up within the game's own declared ranges.
模組介紹 作者原文
ValheimVisuals
A set of graphics settings I like, made into a mod.
Valheim's own shaders support more than the game uses: its water supports tessellation and refraction but is set to
4 of a possible 32 and 0.01, building normal maps are applied at intensity 1.0, and snow and rain are lit as flat
sprites. This mod turns those up. It adds no assets and replaces no shaders: every value it changes is one the
game's artists exposed, kept within the range they declared.
What it changes
| | Vanilla | Default here |
| --- | --- | --- |
| Shadow distance | 150 m | 300 m |
| Shadow resolution | High | Very High, cascades weighted towards the player |
| Anisotropic filtering | level unset | 16× |
| Ambient occlusion | G-buffer only, 10 samples | Medium with downsampling, from depth so grass and leaves are occluded too; intensity 0.1 |
| Screen space reflections | off | off (switch available: High resolution, 128 ray steps, intensity ×2) |
| Depth of field | game's switch only | blur size, focus, aperture and quality controls |
| Reflection probe cubemaps | ~128 px | 512 px |
| Water tessellation | 4 of 32 | 16 |
| Water refraction | 0.01 | 0.05 |
| Water metallic | 0 | 0.8 |
| Water detail distance | 120 m | 400 m |
| Normal map intensity | ×1 | ×1.4 on every material that has one |
| Particle lighting by facing | 0 | 0.5: snow and rain catch firelight |
| Grass radius | 140 m | 200 m |
Colour grading, exposure, fog and draw distance are left as the game ships them, and nothing that affects gameplay
is touched (torch shadows, which the stealth system reads, stay as they are).
Requirements and install
- BepInEx for Valheim. Configuration Manager is optional but recommended.
- Install with a mod manager, or put ValheimVisuals.dll into BepInEx/plugins. Client-side: the server neither
needs nor notices it.
Settings
Every value applies live. The config is grouped by module (Shadows, Surfaces, PostFx, DoF, Vegetation,
Reflections, Materials, Water, Particles), each with an Enabled switch; a switch turned off hands the value
back to the game rather than writing a remembered one. Preset = Off, or the Right Arrow key, restores everything
the mod changed, for a before-and-after comparison.
Performance
The extra effects cost GPU time. On a Ryzen 5 5600X and RTX 4070 SUPER at 2560×1440, screen-space reflections were
the largest cost (about 4 ms) and ambient occlusion the next. SSR is off by default: water never shows it and most of
Valheim's surfaces are too rough to, so PostFx.SsrEnabled is there for anyone who wants it anyway. The
AO default (Medium, downsampled) is the cheaper setting measured, and PostFx.AmbientOcclusion = false is the next
thing to turn off for headroom. Measured on one machine, so results elsewhere will vary.
Compatibility
Works alongside texture replacement mods (normal-map intensity is re-applied to materials they create later). Do not
combine it with a mod that replaces the water shader outright.
More
The FAQ covers what to switch off when something looks wrong, the depth-of-field controls, and texture packs.
Problems and feedback
Write to me on Discord: Attach BepInEx/LogOutput.log from the game folder, or from the profile folder with a mod manager (r2modman: Settings → Browse profile folder), and say what you did when it happened. A screenshot with the Right Arrow comparison (the game's own values
against the mod's) helps with anything visual.
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。 多人連線時,主機與所有用戶端需要安裝一致的模組。
下面這些內容需要先安裝,否則該模組不會生效: