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Compared to the latest official release version (0.0.344.1879), these are the improvements:
See PCGW post for even more details. Please post any issues you encounter here, or post on the PCGW itself.
AMD users: Mod also works with unofficial FSR 2.1 implementation. Set
Edit: Filoppi doesn't want to advertise where he works, so we probably shouldn't discuss this further. If someone is really curious about the details, they can PM me.
Compared to the latest official release version (0.0.344.1879), these are the improvements:
- Native HDR (improves color accuracy/banding, allows greater contrast and brighter highlights).
- Upgraded DLSS to 3.1.1 and improve its implementation (which makes it compatible with FSR 2.1 injection).
- Added DLAA support (DLSS at native resolution).
- Added a new "Max" texture setting to improve the slow texture streaming (min 8GB+ VRAM, 10GB+ are recommended).
- Added a new setting to use 3x as samples for ray tracing and volumetrics, increasing the quality and reducing noise (this is VERY expensive).
- Full UltraWide support: unlock any resolution and aspect ratio, including 32:9+.
- Fixed UI issues at non 16:9 aspect ratios (e.g. enemies health bars were displaced).
- Added a FOV Multiplier config setting `m_fFOVMultiplier` (the game and UI are designed for the default FOV, so only use for accessibility reasons).
- Add a config to skip the intro video `m_bSkipIntroVideos`.
- Some FOV and LOD fixes for UW.
- Improved window+borderless+fullscreen management.
- Fixed the game not launching correctly on non Nvidia non AMD GPUs (e.g. Intel Arc).
- Minor crash fixes, bug fixes and features.
- Download your version of the patch (Steam, Epic Store, No DRM/GOG).
- Copy (with replace) all the files inside the Control install folder.
- Open the DX12 version of the game.
- You can turn on HDR either from Windows or from the game (on by default).
- The game will read the Windows 11 HDR calibration profile (app) and match its tonemapping to your screen capabilities.
- Using HGiG is suggested if your TV supports it (monitors usually default to HGiG).
- In the game settings, there are multiple HDR settings to tailor the image to your liking, though know that the HDR is already pre-calibrated to roughly match the SDR brightness.
How does this compare to AutoHDR: AutoHDR is just a post process so it doesn't add any detail. Specifically in Control it makes bright lights and the UI too bright.
How does this compare to SpecialK HDR: SpecialK can increase the rendering buffers depth, this increasing the amount of color shades the game can output (less banding), but it can't extract any brightness to what the SDR tonemapper clamped the game to, so it's mostly still a pumped up SDR image.
See PCGW post for even more details. Please post any issues you encounter here, or post on the PCGW itself.
If anyone on GOG is trying to use this:
- Go to Documents/My Games/Control/Saves and copy anything labeled savegame-slot-00_***. No, they're not in the savegame-slot-00 folder for whatever reason (at least for me).
- Go to AppData/Local/Remedy/Control/Default-Generic-User/savegame-slot-00/ and paste them there.
- Rename them to ***.chunk. For example, savegame-slot-00_meta becomes meta.chunk
- Voila
AMD users: Mod also works with unofficial FSR 2.1 implementation. Set
AutoExposure=true
, and HDR=true
in the "nvngx.ini". (this is only necessary for SDR). Credit to Lilium from SpecialK discord for testing this and figuring out the right settings.Edit: Filoppi doesn't want to advertise where he works, so we probably shouldn't discuss this further. If someone is really curious about the details, they can PM me.
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