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REPOFidelity
HD graphics + ultrawide + FOV. DLSS, FSR, SMAA, FOV slider, 21:9 / 32:9 / 16:10 / 4:3 aspect-ratio support, shadow control, auto-benchmark. Drop-in REPO HD replacement. Auto-tuned presets, CPU/GPU-aware.
| Last updated | 2 weeks ago |
| Total downloads | 41403 |
| Total rating | 5 |
| Categories | Mods Tools Misc Client-side |
| Dependency string | Vippy-REPOFidelity-1.6.3 |
| Dependants | 11 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
REPO Fidelity — HD Graphics & Performance Mod for R.E.P.O.
Better than REPO HD. Better than vanilla. Graphics overhaul that goes both ways — squeeze more FPS on potato PCs or push visuals on high-end rigs. Auto-detects your hardware and picks the best settings. Full in-game settings menu. DLSS, FSR, SMAA, shadow control, 21:9 / 32:9 / 16:10 / 4:3 aspect-ratio support, FOV slider, the works.
Replaces REPO HD. Everything it does, plus DLSS, auto-benchmark, CPU/GPU-aware tuning, performance optimizations, ultrawide / aspect-ratio fixes, and way more control. If you have REPO HD installed, remove it.
v1.6.3 — 16:10 / 4:3 / 5:4 aspect support. The same un-squashed world-view path that's been there for 21:9 / 32:9 since 1.6.0 now also kicks in for narrower-than-16:9 panels. If your monitor is 1920×1200, 1680×1050, or any 4:3 / 5:4 mode and the game was letterboxing top and bottom, that's gone. Plus a fix for the
<>arrows on the in-game graphics sliders — clicks now register, they were silently dead before.
Vanilla vs REPO Fidelity
Environment
| Vanilla | REPO Fidelity |
Cleaner edges, better shadow quality, no more pixelated mess. Notice the grating detail and wall panels.
Up Close — Edges & Text
| Vanilla | REPO Fidelity |
| Vanilla | REPO Fidelity |
Hazard stripes, text, and fine geometry all render without the jagged staircase edges.
Lighting & Textures
| Vanilla | REPO Fidelity |
| Vanilla | REPO Fidelity |
Brickwork, candlelight, and shadow edges all sharpen up. Look at the wall texture and the base of the candle.
Object Detail
| Vanilla | REPO Fidelity |
| Vanilla | REPO Fidelity |
Surface detail on the vase and sharper edges on the clown figure. Shadows render properly instead of blocky artifacts.
Features
Upscaling & Anti-Aliasing
- DLSS — NVIDIA AI upscaling. At 100% render scale, runs as DLAA (native-res AA)
- FSR — AMD temporal upscaling, works on any GPU including Linux/Proton
- SMAA — sharp edge-based AA, no ghosting, works everywhere
- CAS sharpening — adjustable post-upscale sharpening
Quality Settings
- Shadow quality (Low through Ultra) and shadow distance (5–200m)
- Light render distance (vanilla caps around 30m)
- LOD bias, anisotropic filtering, texture quality
- Pixel light count (1–16 per object)
- Fog distance, draw distance
- Post-processing toggles (motion blur, chromatic aberration, lens distortion, film grain, bloom)
Performance Optimizations
- Shadow budget — limits nearby shadow casters by distance, with smooth fade transitions. Prevents item-heavy scenes from tanking FPS
- Tiered shadow resolution — scales shadow map size by light importance instead of one-size-fits-all 4K maps
- Shadow cascades for directional lights — proper cascade distribution instead of a single shadow map stretched over the full distance
- Kills shadows on zero-intensity lights (free FPS, zero visual impact)
- GPU instancing on all materials (fewer draw calls)
- Cached physics queries (less garbage collection pressure)
- Disables unnecessary shadows on explosions, particle effects, animated lights
- CPU patches: EnemyDirector loop throttling, NonAlloc physics replacements, SemiFunc result caching, PhysGrabObject iteration fix, LightManager allocation-free cleanup
- CPU patches auto-enable based on frame time — active when your system needs them, dormant when it doesn't
- All optimizations scale with preset — Ultra keeps full visual quality
Ultrawide & Field of View
- Full aspect-ratio support — 21:9, 32:9, 16:10, 4:3, 5:4 — world view fills the full screen instead of being squashed into a centered 16:9 box. Wider panels lose the side letterbox; narrower panels lose the top/bottom letterbox. Post-processing (vignette, bloom, screen flashes) extends across the full aspect, HUD positioning untouched so other mods that hook the UI hierarchy still work
- Aspect-aware default FOV — 16:9 stays at vanilla, 21:9 lerps up to ~80°, 32:9 hits 90°. 16:10 and narrower keep vanilla FOV (already covers what HOR+ shows). Slider override (0–110°) wins when set
- Vertical FOV slider with smooth animation between values
- Title-screen polish on ultrawide — menu camera narrows to hide the world edge past the truck, fog tightens to keep distant scene assets fading inside fog rather than popping at the rolling-treadmill despawn line
- F10 vanilla 16:9 compare view for side-by-side comparison without losing your saved resolution
- Resolution dropdown lists native-aspect modes plus synthesized 50/67/75/83% downscales so 21:9 / 32:9 panels aren't stuck with two or three Windows-reported entries
Smart Auto-Benchmark
- Runs on first launch, stores results in
autotune.json— separate from your settings - Re-runs automatically when the mod updates or your hardware/resolution changes
- Detects CPU vs GPU bottleneck — won't waste visual quality on settings that can't help
- "Auto" preset uses the benchmarked profile. Other presets are never touched by auto-tune.
- Re-run manually anytime from the settings menu
Presets
All presets adapt to your hardware. CPU-bound machines keep 100% render scale since dropping resolution wouldn't help FPS anyway. Potato through Medium use the game's native render system with zero pipeline overhead — upscalers only activate at High and above.
| Preset | Render Scale | AA | Shadows | Target |
|---|---|---|---|---|
| Auto | Benchmarked | Benchmarked | Benchmarked | Auto-tuned for your hardware. Re-runs on mod update or hardware change |
| Potato | 50% | Off | Low / 10m | Faster than vanilla. Cuts everything for max FPS |
| Low | 50% | SMAA | Low / 20m | Near-vanilla FPS with cleaner image |
| Medium | 75% | SMAA | Med / 30m | Big visual upgrade, no upscaler overhead |
| High | 75–100% | DLSS/FSR | High / 85m | Premium. Upscaler handles AA |
| Ultra | 100% | DLAA/FSR | Ultra / 150m | Maxed everything |
| Custom | Any | Any | Any | Tweak individually. Per-setting perf toggles |
Settings
Replaces the game's Graphics page. All vanilla display settings (window mode, VSync, max FPS, gamma) plus every mod setting. Preset selector or go Custom.
| Setting | Range | Default | Description |
|---|---|---|---|
| Preset | Auto–Custom | Auto | Quality level. Auto uses benchmarked profile |
| Upscaler | DLSS / FSR / Off | Auto | DLSS on NVIDIA, FSR on AMD/Intel, Off if CPU-bound |
| Resolution | Monitor-specific | Native | Output resolution. Filtered to your aspect ratio |
| Render Scale | 33–100% | 100% | Internal resolution before upscaling to selected resolution |
| Anti-Aliasing | SMAA / FXAA / Off | SMAA | Post-process AA (disabled when upscaler provides AA) |
| Shadow Quality | Off / Low / Med / High / Ultra | Varies | Shadow map resolution |
| Shadow Distance | 5–200m | Varies | Max shadow render distance |
| Shadow Limit | 0–50 | Varies | Max nearby shadows. 0 = unlimited. Closest lights get priority |
| Pixel Lights | 1–16 | Varies | Per-object dynamic lights |
| LOD Bias | 0.5–4.0 | Varies | Level of detail distance |
| Texture Quality | Full | Full | Locked to full — R.E.P.O.'s textures are too small for mip reduction to matter |
| Anisotropic Filtering | Off / 4x / 8x / 16x | 8x | Texture sharpness at angles |
| Light Distance | 10–100m | 50m | Max light render range |
| Fog Distance | 0.3–1.1x | 1.0x | Fog end distance multiplier. Below 1.0x pulls the fog wall in for extra savings |
| Vertical FOV | 0–110° | 0 (auto) | Camera FOV. 0 picks an aspect-aware default (vanilla on 16:9, ~80° on 21:9, 90° on 32:9). Any non-zero value overrides |
| Ultra-Wide UI Fix | On / Off | On | Fills the screen with the world view on aspects above 16:9. Toggle off to keep vanilla 16:9 letterbox |
| Mod Toggle Key | F5–F10 | F10 | Disables mod entirely for vanilla comparison |
F10 (configurable) toggles the entire mod off for vanilla comparison — everything reverts including performance optimizations.
F11 toggles the performance optimization layer on and off. Unlike F10, the visual layer (upscaler, AA, shadow quality) stays active — only the per-frame hacks (tiny renderer culls, shadow budget, CPU patches, etc.) revert to vanilla.
F9 runs the cost probe — a ~90s sweep that measures per-marker frame cost, per-camera render time, scene composition, and a preset × fog × upscaler comparison matrix normalized to Ultra + DLAA + fog 1.0×. Writes frame_cost.txt and copies the report to the clipboard. Off by default — enable F9 Cost Probe in the Graphics menu to arm it.
Installation
- Install BepInEx 5
- Install MenuLib for the settings UI
- Drop this mod in
BepInEx/plugins/ - Launch — benchmark runs automatically on first level
DLSS DLL is bundled. No extra downloads.
Coming from REPO HD?
Remove it. REPO Fidelity does everything REPO HD does:
- Removes pixelation / upscales to native
- Anti-aliasing (SMAA, plus DLSS/DLAA for NVIDIA)
- Extraction point flicker fix
- Plus: DLSS upscaling, auto-benchmark, CPU-aware tuning, shadow optimization, full settings menu, performance presets, 15+ configurable quality settings
Compatibility
- Works alongside most mods — only conflicts with other render pipeline mods
- MenuLib required for settings UI (soft dependency — mod works without it)
- Singleplayer and multiplayer
- Windows and Linux (Proton)
Known Issues
- Switching presets rapidly can briefly flash a black frame
Report bugs on GitHub.
Contact
| Purpose | Where |
|---|---|
| Bug reports & suggestions | GitHub Issues |
| R.E.P.O. Modding community | Discord |