|Compatible with||Assassin's Creed Mirage on Ubisoft Connect. Might work with Ubisoft+ version (not tested)|
|Hotsampling via||Running the game in windowed mode|
|Supports IGCS Connector||Yes (2.0+)|
|Download latest version||Post on patreon|
The photomode mod for Assassin's Creed Mirage offers the following features:
Camera control: (Also in cut scenes and photomode)
- FoV control
- Free unlimited camera movement and rotation
- Camera shake controls in both manual movement (for hand-shot videos) and camera paths.
- Timestop / game pause control
- Camera paths support ('dolly cam') for defining moving camera trajectories for movies.
- Game speed control (slow-motion, speed up)
- HUD toggle
- Hotsampling (resize the game window to any resolution)
- Time of Day control
- Cutscene DOF removal
- Pillarbox/letterbox removal in custom aspect ratios
- Wind control
- Fog control
- Make Basim invulnerable
- Higher Level of Detail selection
- Higher resolution for shadow maps
- Shadow bias control
- Lens flare removal (When camera is active)
- Chromatic aberration removal
- Outline removal
- Photomode range removal
- Resolution scale control
- Configurable input interpolation for smooth camera movement/rotation/fov zoom in/out
- Configurable keybindings
- Configurable gamepad buttonbindings
Please see for details how to get started and configure this photomode mod, General features and configuration. This guide will provide additional information for the controls / features specific for this photomode mod.
If you don't see the
acmirage.exe process or the
acmirage_plus.exe in the Process to inject to textbox, please click the Select button to select it manually. This might be the case if you're running the game as Administrator,
IGCSClient.exe does not, it can't see the
acmirage.exe process. In that case, restart the
IGCSClient.exe as Administrator.
It's not needed to run the game as administrator.
Additionally to the normal configuration features, the tools for Assassin's Creed Mirage also has some additional configuration features:
The camera smoothing options are for when you want to record a video by flying through the game world and control the camera manually, so not through a camera path. Normally the input to the camera system will be used instantly and you see an effect immediately. However for videos it's often desired to have a smoother camera movement than what's needed when you position the camera for a shot.
The camera smoothing options will give you the ability to control how much of the input you're giving to the camera system is used in future frames so
it's creating a smoother experience; e.g. if you set the movement interpolation factor slider to
100 (default is
1), the input given to move the camera
forward is used over 100 frames and is slowly flowing away to 0 after you stop giving input to move forward.
Additionally if you first move forward and then move to the right, with the default setting of
1 the camera will first move forward and then immediately
move to the right. However with an interpolation factor of e.g.
100 it'll smoothly move to the right, more in a curve than straight away. This gives
smooth movement and rotations of the camera. For the Field of View there's also an interpolation factor, which can be used to smoothly zoom in/out so it's
less 'jerky' when you try to zoom in/out.
Try to combine the values for the smoothing factors with lower/higher values for movement and rotation speed to find the ideal setup for your recording. It's likely you want a higher interpolation factor for movement than for rotation and FoV.
The values are stored in the ini file for next time you start the client.
There are four camera shake factors you can configure to introduce camera shake for normal camera movement: Shake frequency for both movement and rotation, Shake movement strength and Shake rotation strength. For screenshots these factors are not interesting, but for hand-shot video, e.g. in combination with the interpolation factors, they can give a more natural appealing footage.
The Shake movement frequency and Shake rotation frequency control how fast the movement and rotation shake factors change direction. The higher the value the faster they'll 'shake'. The Shake movement strength controls the amount of movement shake will be added to the camera location in the up/down/left/right/front/back directions. The Shake rotation strength controls the amount of rotation shake will be added to the camera orientation in pitch/yaw/roll.
The strength will be applied equally among all directions and rotations. Try to experiment with which values work best for the speed you move your camera; a faster moving camera could use a camera shake with higher strengths than a slow moving camera. Good starting values are 1.5-2 for the frequencies and 0.4-0.5 for the strengths. Setting the sliders to 0 will remove all shake factors from the camera.
Camera paths have their own shake factors.
The Image Adjustments tab is the tab where you can adjust some aspects that might influence the image.
- Time of Day
- Time of day controls the current world time in a 24 hour clock. When the game is paused and you move the time of day, you will see the sun move and the light change, but it won't take effect for 100% until you unpause the game. This is an aspect of the game engine. You can also change the time of day with the keyboard (see Keybindings) which might be easier than flipping back/forth to the client to get the right sun position.
- Resolution scale
- The factor multiplied to the game's internal rendering resolution. This is the same setting as what's available in the game's menu. The output resolution will be the same, the game will render on a higher/lower resolution depending on what you choose for this setting. High values will cause the game to slow down considerably so use with caution.
- Game speed
- This controls how fast the engine runs internally; a value of 1.0 is 'normal game speed' and a value of 0.0 is total pause. Use this to create slow-motion effects which help you pause the game at the right moment.
- Wind speed
- This setting controls the wind speed close to Basim, and affects the trees/foliage as well as fog clouds close by.
- Fog density
- This setting controls the fog thickness, the higher, the more fog.
- Use higher details (LODs)
- This is an important setting to get higher details in the game world. It affects foliage, mountains, shadows, rocks and models like NPCs and Basim in the game world. It does have an affect on performance as well but not that much.
Due to an issue in the game engine, it might be when having this setting enabled, you'll see buggy triangles rendered on screen and the game might even crash. This occurs mainly when you open the map or when you are at a high position in the world (e.g. at a synchronization location) and you look at a rather big city in the distance. This is sadly unavoidable, so keep this in mind when enabling the setting: it might crash the game.
- Make Basim invulnerable
- This setting makes it impossible to take damage. It's ideal to setup great action shots as you don't have to worry you die during the process.
- High resolution shadow maps
- This setting increases the shadow map resolution for most elements, including Basim, to 8192x8192. This gives more detailed shadows, especially close by.
- Shadow bias
- This setting controls the balance between high detailed shadows close to the camera (small values) vs high detailed shadows further away from the camera (higher values). Default is 0.8.
When you create a Camera path, each node records the camera location, orientation and field of view. Additionally to that for this game the camera node will also contain the current fog values and time of day. So if you want to have different time of day values per node, you can, just set the value you want in the client on the Environment Adjustments tab and create a camera path node.
After you've enabled the camera (default with
Insert), you can store the current camera state in three slots. The camera state is the current location,
the orientation/rotation of the camera and the FoV, as well as other information recorded in camera path nodes, as the system uses camera path nodes under the hood.
By default you save the camera state by using
F6 for saving the current camera state in slot 1,
F7 for saving the current camera state in slot 2 and
F8 for saving the current camera state in slot 3. To restore the camera state to a saved state, press
F6 to restore the camera to the state saved
in slot 1, press
F7 to restore the camera to the state saved in slot 2 and, press
F8 to restore the camera to the state saved
in slot 3. These keys are configurable in the keybindings tab.
When you disable the camera again, the saved states are lost. If you want to preserve game states after you disabled the camera (e.g. you want to move the character a bit, and then enable the camera again), use a camera path and add the camera states you want to save as nodes. Camera paths are preserved after you disable the camera.
The default photomode mod controls are listed below. It depends on the Camera control device setting on the Configuration tab whether the device (e.g. mouse or gamepad) can control the camera.
When moving the mouse:
- No mouse buttons pressed: rotate the camera
- Left button pressed: move camera up / down / left / right
- Right button pressed: move camera forward / backward / left / right
- Both left and right button pressed: tilt camera left / right
- Mousewheel: increase / decrease Field of View (FoV)
||Enable / Disable the camera|
||Block / Unblock input to game|
||Lock / Unlock camera movement|
||Move camera left (+
||Move camera right (+
||Move camera forward (+
||Move camera backward (+
||Move camera up (+
||Move camera down (+
||Move camera left (+
||Rotate camera up (+
||Rotate camera down (+
||Rotate camera left (+
||Rotate camera right (+
||Pause / Unpause the game|
||Skip a few frames when paused|
||Tilt camera left (+
||Tilt camera right (+
||Restore the camera state to the state saved in slot 1 (+
||Restore the camera state to the state saved in slot 2 (+
||Restore the camera state to the state saved in slot 3 (+
||Set Time of Day earlier (+
||Set time of Day later (+
||Start / pause playback|
||Add node to active path|
||Replace the active node on the active path|
||Insert a new node in front of the active node on the active path|
||Go to start of active path|
||Go to end of active path|
||Go to previous node on active path|
||Go to next node on active path|
||Select the first path during playback (if any)|
||Select the second path during playback (if any)|
||Select the third path during playback (if any)|
||Select the forth path during playback (if any)|
||Select the firth path during playback (if any)|
||Select the sixth path during playback (if any)|
||Select the seventh path during playback (if any)|
||Select the eighth path during playback (if any)|
||Select the ninth path during playback (if any)|
||Toggle gamespeed override|
|Left stick||Move camera forward / backward / left / right|
|Right stick||Rotate camera|
|Left trigger||Move camera up|
|Right trigger||Move camera down|
|Y button + left / right stick||Faster movement / rotation|
|X button + left / right stick||Slower movement / rotation|
|D-pad up / down||Increase / decrease FoV|
|B button||Reset FoV|
|Start||Start / pause playback|
|Left bumber||Go to previous node on active path|
|Right bumper||Go to next node on active path|
|A||Add node to active path|
|X button + pressing left stick||Toggle gamespeed override|
|X button + left bumper||Decrease gamespeed.|
|X button + right bumper||Increase gamespeed.|