Nice. Same tweaks as you showed me with the foliage and the mesh?
Yep, same ones.
My gut says stuff will be engine hard capped in Wild Hunt like The Witcher 2, but there should be room for improvements. Taking a look at the XML details and their standard Ultra presets...
<Entry overrideGroup="LevelOfDetail" varId="DecalsHideDistance" value="80"/>
This is the distance decals, like blood stains, fade out of vision.
<Entry varId="GrassDensity" value="2400.0"/>
How dense grass clumps are rendered. Wild Hunt uses procedural rendering for foliage. Might increase number of grass clumps sampled in each instance, but may not have an effect if they're painted to cap at 2400.
<Entry varId="GlobalOceanTesselationFactor" value="64"/>
Theoretically increases tessellation sampling of water.
<Entry varId="CascadeShadowDistanceScale3" value="1.5"/>
Standard shadow rendering distance.
<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="54.0"/>
Shadow rendering distance of (or on) foliage.
<Entry varId="TerrainErrorMetricMultiplier" value="6"/>
<Entry varId="TerrainScreenSpaceErrorThreshold" value="1.6"/>
This and the above might increase accuracy and complexity of screen space reflections or something to do with terrain streaming.
HairWorksAALevel=8
Quality of anti-aliasing on hairworks.
MeshRenderingDistanceScale=1.0f
MeshLODDistanceScale=1.0f
These two are like what I posted above, scaling rendering distance and LOD for mesh details.
I can see the difference here and it's a good one but it doesn't really make THAT much difference.
Well, you can't overhaul the engine rendering

. But I think the difference is pretty huge, especially in motion, and how it severely reduces pop-in. Especially with stuff like foliage. Detail pop-in on mesh is sensible for optimisation. The tents are still there, one way or the other. But foliage pop-in always looks worse, as in some cases you don't even get distance low quality LOD variants, you just get
nothing. In those images the tweaked are forced to use low quality distant foliage, but the foliage is there as opposed to not at all.