Resident Evil Requiem
Maxed-out path-traced 4K with a clean, grain-free image tuned for streaming. Every single setting from the game's own config is listed below so you can replicate it 1:1 - display, ray tracing, image quality, HDR sliders, the engine/render block, the exact DLSS versions I swapped in, and the driver profile. Film grain, motion blur, bloom, and lens distortion are off so the picture stays sharp on the encode.
Display & window
Resolution 3840 x 2160 (4K)
Window mode Borderless
Display device my monitor
Refresh rate 60 Hz
Frame rate Variable (uncapped)
V-Sync On
Color space Rec. 2020
Display gamma 10
Display safe area 10
Button icon type Xbox Series (XBS)
Image quality rate 5
HDR & brightness (in-game HDR - read the notes below)
HDR On (mode: Auto)
Max Brightness Slide fully RIGHT to the max stop (= +20)
Min Brightness Slide fully LEFT to the min stop (= -20)
Brightness HDR Leave the slider centered / middle - the default (= 0, ~300 nits)
Upscaling & frame generation
Upscaling algorithm DLSS
DLSS quality Max Quality
Frame generation DLSS 4x
Reflex low latency (DLSS) On
Upscaling sharpness 0 (off)
FSR1 upscaling quality (fallback) Quality
Ray tracing & lighting
Ray tracing On - Path Tracing (Standard)
Screen-space reflections (SSR) On
Contact shadows On
Dynamic shadows On
Shadow quality Highest
Shadow cache On
Ambient occlusion (AO) quality High
Volumetric fog quality Highest
Particle lighting On
Image quality
Overall draw-quality preset Custom
Visual quality level High
Texture quality High
Texture filtering Anisotropic 16x
Transparent buffer quality Standard
Mesh quality High
Effect quality High
Subsurface scattering (SSS) quality High
Lens flare quality High
Hair / strands On
Anti-aliasing TAA
Depth of field On
Turned off for a cleaner stream image
Film grain Off
Motion blur Off
Bloom Off
Lens distortion Off
Engine / render (advanced - the game's render block)
Graphics API DirectX 12
Mesh shaders Allowed (force off)
Parallel command-list build On (8 worker threads)
Compute queue pairing On
Independent render worker On
Tight-fit shader cache On
Eco shader cache On
Render worker thread priority above normal Off
Why my HDR sliders look like that (and why yours might differ)
Resident Evil Requiem uses IN-GAME HDR - you calibrate it inside the game, not just in Windows. The catch: the in-game calibration image is misleading. The sliders show no numbers, and the picture you adjust against doesn't reflect what the game actually outputs, so it nudges you toward the wrong values on a bright display.
My monitor is an OLED that peaks around 1000 nits in HDR. Analysis of the game's actual output shows the Max Brightness slider reaches roughly 950 nits when pushed fully right (+20), while the default center (0) only puts out around 700 nits. So on a ~1000-nit screen I slide Max Brightness all the way right to use the full range my panel can show - the calibration image makes that look 'too bright,' but the real output is right where it should be.
Min Brightness goes fully left (-20) to hold a true black point. On an OLED, black pixels are genuinely off, so keeping the floor down preserves real inky blacks instead of lifting shadows into grey.
Brightness HDR I leave dead center at the default (0, about 300 nits). That's the mid/paper-white balance for the tone-map - the cleanest, easiest-on-the-eyes middle ground; pushing it just crushes or washes the mid-tones.
Important: these are tuned to MY 1000-nit OLED. If your monitor peaks lower (say 400-600 nits) you should NOT slam Max Brightness fully right - match it to your own panel's peak. Treat my numbers as the reference for a 1000-nit OLED, not a universal preset.
NVIDIA App settings
These are my actual NVIDIA App settings, read straight off my screen - not defaults. I do most of the tuning at the global level so every game inherits it, and Resident Evil Requiem reads from that same global profile (no separate per-game overrides). Driver: GeForce Game Ready 610.62. The headline ones: Power Management on Prefer maximum performance, Texture Filtering on High quality, V-Sync On with G-SYNC, a 237 FPS frame cap, and the DLSS model-preset override below.
DLSS version swap (via DLSS Swapper)
I updated all of Requiem's DLSS DLLs to the latest version using the DLSS Swapper app - upscaling, Ray Reconstruction, and Frame Generation - then set DLSS to Max Quality and Frame Generation to DLSS 4x in-game. The game shipped with the 310.3 DLLs; these are what I run now:
DLSS Super Resolution (nvngx_dlss.dll) v310.7 (game shipped with v310.3)
DLSS Ray Reconstruction (nvngx_dlssd.dll) v310.7 (game shipped with v310.3)
DLSS Frame Generation (nvngx_dlssg.dll) v310.7 (game shipped with v310.3)
In-game DLSS preset Max Quality
In-game Frame Generation DLSS 4x
Every setting above is read directly from the game's own config (config.ini, GameOption + render blocks), the NVIDIA driver profile database, and the DLSS Swapper database - so it matches exactly what runs on stream. Resident Evil Requiem keeps its audio levels, language, and subtitle settings inside the encrypted Steam Cloud save rather than the readable config file, so those few aren't listed here. Audio for the stream is handled on the mixer side (SM7B + RODECaster), not in-game.
Mods
REFramework The modding framework for RE Engine games - required to load the script mods below. Installed here as dinput8.dll in the game folder.
No Film Grain (REFramework script) Disables the film-grain filter at runtime for a clean, sharp picture on stream - on top of the in-game film grain already being off.
Requiem FOV (REFramework script) Adds the field-of-view control the game ships without. Set wide but not fish-eye: 100 degrees horizontal for both Leon and Grace; aim-down-sights left at stock so it still zooms in. Per-character Leon/Grace profiles, and the interaction prompts and item markers stay anchored across the camera change.
Single-player, offline only. Every one of these is a PRESENTATION or capture adjustment - film grain, motion blur, lens distortion, vignette, field of view - never content, art, enemies, or difficulty. Same principle as running the game sharper than the hardware of its day could: the game the developers built is untouched; only how it reaches the camera changes. Installed with Vortex plus hand-placed REFramework scripts.