Uploaded September 2025 | Updated September 2026, 1 week ago
Download Fix: nexusmods.com/oblivionremastered/mods/3585
There's currently a bug in Oblivion Remastered that causes Medium Shadows to have the same Volumetric Fog settings as Ultra Shadows. This can lead to a performance loss of up to ~5%.
Yes, in Oblivion Remastered, Shadow Quality also affects Volumetric Fog.
Even though this was recorded a while ago, it is still relevant as of patch v1.512.105
Hereβs what happens:
If you set Shadow Quality to Ultra, it cranks up fog detail with settings like GridPixelSize=8 and GridSizeZ=128.
If you set Shadow Quality to High, it lowers down fog settings to GridPixelSize=16 and GridSizeZ=64.
If you set Shadow Quality to Medium or Low, nothing happens to the fog.
This means that if you switch directly from Ultra to Low or Medium, the Ultra fog settings just stay on.
*Even worse* - this also happens when you *close and re-open the game*. If your Shadow Quality is set to Medium, the game defaults to Volumetric Fog values equivalent to Ultra, so they'll just stay that way. Unless you go into the options and manually scroll to High and then back to Medium, you're stuck with Ultra Fog even on Medium Shadows.
In practice, this only affects Medium Shadow Quality, since at Low the game completely turns off Volumetric Fog, even though the values are still wrong at Low.
Luckily, this can be easily fixed by modifying the Scalability.ini file and adding the missing fog settings:
[ShadowQuality@0]
r.VolumetricFog.GridPixelSize=16
r.VolumetricFog.GridSizeZ=64
[ShadowQuality@1]
r.VolumetricFog.GridPixelSize=16
r.VolumetricFog.GridSizeZ=64
π¬ Discord: discord.gg/uV79UmjZ2Z
Timestamps:
00:00 Intro
00:35 Bug Showcase
01:56 Ultra vs High Fog Comparisons
02:06 TL;DW Fix
03:01 Testing Fog via Console
07:17 How .ini Files Work in Unreal Engine
09:07 What Causes The Bug?
09:43 Engine.ini vs Scalability.ini Fix
10:08 Graphics Settings Changes Cause Instability?
10:49 Outro
Download Fix: nexusmods.com/oblivionremastered/mods/3585
There's currently a bug in Oblivion Remastered that causes Medium Shadows to have the same Volumetric Fog settings as Ultra Shadows. This can lead to a performance loss of up to ~5%.
Yes, in Oblivion Remastered, Shadow Quality also affects Volumetric Fog.
Even though this was recorded a while ago, it is still relevant as of patch v1.512.105
Hereβs what happens:
If you set Shadow Quality to Ultra, it cranks up fog detail with settings like GridPixelSize=8 and GridSizeZ=128.
If you set Shadow Quality to High, it lowers down fog settings to GridPixelSize=16 and GridSizeZ=64.
If you set Shadow Quality to Medium or Low, nothing happens to the fog.
This means that if you switch directly from Ultra to Low or Medium, the Ultra fog settings just stay on.
*Even worse* - this also happens when you *close and re-open the game*. If your Shadow Quality is set to Medium, the game defaults to Volumetric Fog values equivalent to Ultra, so they'll just stay that way. Unless you go into the options and manually scroll to High and then back to Medium, you're stuck with Ultra Fog even on Medium Shadows.
In practice, this only affects Medium Shadow Quality, since at Low the game completely turns off Volumetric Fog, even though the values are still wrong at Low.
Luckily, this can be easily fixed by modifying the Scalability.ini file and adding the missing fog settings:
[ShadowQuality@0]
r.VolumetricFog.GridPixelSize=16
r.VolumetricFog.GridSizeZ=64
[ShadowQuality@1]
r.VolumetricFog.GridPixelSize=16
r.VolumetricFog.GridSizeZ=64
π¬ Discord: discord.gg/uV79UmjZ2Z
Timestamps:
00:00 Intro
00:35 Bug Showcase
01:56 Ultra vs High Fog Comparisons
02:06 TL;DW Fix
03:01 Testing Fog via Console
07:17 How .ini Files Work in Unreal Engine
09:07 What Causes The Bug?
09:43 Engine.ini vs Scalability.ini Fix
10:08 Graphics Settings Changes Cause Instability?
10:49 Outro










