222 settings across eighteen tabs. Each one is documented inside the game already — this page exists so you can read them before you install, work out what you want to change, and find the tab it lives on.
OrientationHow to read the window¶
Every tab follows the same three-part layout.
- The tab list, down the left. Eighteen tabs plus About. The order is deliberate — Core settings first, then engine, then the post-processing stack roughly in the order the effects are applied.
- The status panel, beneath it. Live diagnostics: resolution, aspect ratio, applied UI scale, and how many canvases, profiles and cameras were found in the current scene. Explained on the verify page.
- The settings pane, on the right. Grouped under headings, each setting followed by an explanation of what it does to your game and to your framerate.
The three controls at the top of the window
| Control | What it does |
|---|---|
| Explanations | Toggles the description text under every setting. Turn it off once you know the mod and want a dense, compact list. |
| Advanced | Reveals the settings most people never need — solver internals, clamps, precision toggles. All the screenshots on this page have it on. |
| R (beside each setting) | Resets that one setting to the mod default. Every tab also has Reset this tab and Reset EVERYTHING at the bottom. |
4 tabsCore¶
The four tabs that change how the game behaves rather than how it looks. If you install this mod and touch nothing else, these are the ones already working for you by default.
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View full size · 1920×10802 tabsEngine¶
Unity-level settings and the camera. This is where the vanilla menu's four coarse quality presets get taken apart into their individual pieces.
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View full size · 1920×108011 tabsPost-processing¶
Bendy runs Post Processing Stack v1 across two separate profiles, and getting the split wrong is why naive graphics mods for this game only half work. The depth profile on the world camera owns everything that needs the depth buffer — fog, anti-aliasing, ambient occlusion, depth of field, reflections. The colour profile on the weapon camera draws last and therefore sees the fully composited frame, which is why bloom, grain, motion blur, colour grading, vignette, chromatic aberration and eye adaptation belong there. Every setting below is routed to the profile that will actually render it.
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View full size · 1920×10801 tabPresets¶
One-click looks, and what each one is for.
View full size · 1920×1080What each preset does
Potato
Genuinely old hardwareShadows go hard-only at short range, ambient occlusion and volumetric lighting are switched off, depth of field and motion blur are disabled, render scale drops to 75%. Flat and plain, but it runs on almost anything — expect roughly double the framerate of Ungodly.
Performance
Older mid-range cards and handheldsKeeps the atmosphere but cuts the expensive extras. Volumetric lighting stays on at quarter resolution because it matters too much to this game to lose; ambient occlusion runs at low sample count and half resolution; anti-aliasing uses cheap FXAA.
Balanced
Mid-range hardware from the last several yearsWhat the game should have shipped with. Everything the developers built is switched on and tuned sensibly, with TAA for stable edges, half-resolution volumetrics and high-resolution shadows. Comfortably 60+ FPS at 1080p.
Ungodly
A real graphics cardEverything turned up as far as it sensibly goes. Full-resolution volumetric light shafts, very high shadow maps at long range, high-sample full-resolution ambient occlusion, 16× anisotropic filtering, ACES tone mapping and a doubled LOD bias so nothing ever pops. The preset the mod is named after.
Cinematic
Screenshots and video captureThe Ungodly settings plus a film-camera look: heavier grain at a coarse 16mm size, a stronger vignette, gentle chromatic aberration, warm tungsten white balance and a shallow depth of field at f/2.8. Slightly harder to actually play.
Silent Film
One playthrough you will rememberA complete stylistic reinterpretation. Full desaturation to black and white, raised contrast, heavy coarse grain and a strong vignette turn Bendy into the 1930s cartoon it is pretending to be. The whole game reads differently.
Clean & Clear
Motion sickness and dark corridorsStrips out every effect that obscures the image. No grain, no vignette, no chromatic aberration, no motion blur, no depth of field, plus raised brightness and post-exposure. Built for players who find the ink-flooded lower floors too dark to navigate.
Vanilla
Handing the visuals backSwitches off all the override toggles, so the mod stops driving post-processing entirely. UI scaling and resolution control stay active, so you keep the fixed interface without any change to the artists' visuals.
1 tabDiagnostics¶
One-click looks, and what each one is for.
View full size · 1920×1080Text configDoing it from the config file instead¶
Every setting in the window is also a plain text entry in
BepInEx\config\stixsworldhd.bendy.ungodlyenhanced.cfg. BepInEx generates it on first run,
complete with a description, type and default value for each entry — so the file is
readable on its own without cross-referencing anything.
## How much of the world you can see, in degrees. The vanilla 64 is quite
## claustrophobic - which is arguably the point in a horror game, but it also
## causes motion sickness for a lot of people. 75-90 feels far more comfortable
## on a monitor.
# Setting type: Single
# Default value: 90
# Acceptable value range: From 50 to 140
World Field of View = 90Edit it with the game closed. Useful for anything you want to set once and never think about again, and for copying a known-good setup between machines.