viveks86
Member
GIF'd
![]()
Similar tweaks should be possible in Wild Hunt.
Is this the GIF that requires 50 fps to be sacrificed at the altar?
GIF'd
![]()
Similar tweaks should be possible in Wild Hunt.
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.
Is this the GIF that requires 50 fps to be sacrificed at the altar?
From the Nvidia trailer there was something called "screen space decals" separate from the reflections, and it seemed to make terrain look a lot more detailed, though I can't quantify why.
Could that be what that setting refers to? Also does anyone know what that technique actually does?
What? I mean, it depends on your card of course, but that looks like it might produce drops of anything between 5 - 15, but nowhere near 50. If you have a card that could push it to 60 already at higher resolutions and with better AA, this tweak probably won't affect it too much. But TW2 wasn't open world either.
Could that be what that setting refers to? Also does anyone know what that technique actually does?
Is this the GIF that requires 50 fps to be sacrificed at the altar?
Yep. Using that GIF you're looking at a difference of 50 - 60 fps.
Yep. Using that GIF you're looking at a difference of 50 - 60 fps.
What is so taxing to cause that kind of a performance hit? The increase in fidelity/objects doesn't seem to justify it. I guess if one is fine with 30fps (don't have dual Titan Xs), then maybe they would prefer the Ultra+ setting, but I don't think the game would feel that great to play personally.
It's a sad day indeed. As much as I'll probably like the game, I've lost a bit of respect for them due entirely to PR. They've had to make difficult decisions with their lofty budget and grand showing this time around. That was not as much the case with their previous games where development was more true to spirit.Another sad thing is that moderators on CDPR forums are closing any downgrade thread and banning anybody who accuse CDPR that they lied.
What? I mean, it depends on your card of course, but that looks like it might produce drops of anything between 5 - 15, but nowhere near 50. If you have a card that could push it to 60 already at higher resolutions and with better AA, this tweak probably won't affect it too much. But TW2 wasn't open world either.
No one is saying that. But focusing on PC first, then porting to consoles would have allowed to hit both markets, and quite likely make the better game for BOTH platforms. They did that before, and Witcher 2 turned out to be amazing on both PC and consoles.
I doubt there'd beanymuch outrage if the difference was as small and pointless as those Witcher 2 comparisons though.
![]()
1080p. The cost is due to the difficulty rendering an abundance of foliage, some of which might not be on screen, combined with the engine and middleware probably not being optimised for it.
Right now with your mod and the tweaks I get anywhere from 48-60fps at the moment in flotsam and its surrounding Forrest. (Which is similar to what I was getting pre tweak)
This discussion isn't about the outrage though
I doubt there'd beanymuch outrage if the difference was as small and pointless as those Witcher 2 comparisons though.
It kinda is though. The whole point is that a similar LoD issue is present in Witcher 2/fixed by .ini tweaks but all they show is not really much changes in W2 compared to the gigantic differences in W3.
This is actually the thing that bothers me the most. I already preordered the game, and I know making software is difficult, and I don't fully understand why geometry might have been changed on PC is they truly did reduce certain building geometry elements.Another sad thing is that moderators on CDPR forums are closing any downgrade thread and banning anybody who accuse CDPR that they lied.
It kinda is though. The whole point is that a similar LoD issue is present in Witcher 2/fixed by .ini tweaks but all they show is not really much changes in W2 compared to the gigantic differences in W3.
Another sad thing is that moderators on CDPR forums are closing any downgrade thread and banning anybody who accuse CDPR that they lied.
To me the change is significant, but I raised the discussion mostly out of curiosity of what can be accomplished with tweaks that go beyond Ultra presets. This due to some screenshots showing missing geometry, and me wondering if those l little details are tied to LOD transitions that can be reduced with tweaks.
The point is to understand how the engine works and how much further we can push it towards a target that is unachievable purely through ini tweaks. The GIF shown isn't a very complex scene but it demonstrates how LOD works, which suggests how it might work for Witcher 3 as well. It's just one piece in a bigger puzzle.
To me the change is significant, but I raised the discussion mostly out of curiosity of what can be accomplished with tweaks that go beyond Ultra presets. This due to some screenshots showing missing geometry, and me wondering if those l little details are tied to LOD transitions that can be reduced with tweaks.
And the secondary point is to illustrate what a proper analysis looks like, as opposed to the usual, "here, let's compare some footage from various trailers with footage from who knows which platform running with which settings and from which build."
I mean, I'm still expecting the Hindenburg to collide with the Lusitania on Monday evening, but most of the comparisons to date have exhibited all the scientific rigor of Behe's work with flying pufferfish.
Question - didn't they revamp their culling/streaming engine (Umbra?) for W3? Would that reduce the overhead of increasing mesh distance scale since it's optimized for the player's field of view?
The largest, most noticeable change happens when going from Ultra 1.0 to 2.0. Beyond that, sure it's noticeable in a gif or screenshot, but really while playing? Not so much compared to what you would sacrifice (unless you can keep that 60fps of the third shot) unless you're specifically targeting draw in.
Wild Hunt already has a dramatically improved draw distance and LOD culling over Witcher 2. I personally don't want to tweak to the point that my frames tank to unplayable. But for people with a lot of performance headroom said tweaks could be beneficial to the presentation.
Well, the tweaks do specifically target draw in.
Eh, I was thinking more along the lines of when geometry just poofs into existence, not when details and textures become clearly more definied. Stuff like grass just magically growing fifteen feet in front of me while I'm walking is what really bothers me.
Wow, I totally read "Hairworks on breasts" and was confused for a second.
Wow, I totally read "Hairworks on breasts" and was confused for a second.First thing I'm going to test is reduce AA level for Hair Works. I'm guessing I wouldn't need 8x at 4k, which seems to be the default? That's assuming hair works is worth it in the first place. I like Geralt's default hair, but I like hair works on beasts. Wish I could pick and choose :/
Eh, I was thinking more along the lines of when geometry just poofs into existence, not when details and textures become clearly more definied. Stuff like grass just magically growing fifteen feet in front of me or when a building suddenly forms Voltron while I'm walking is what really bothers me. In many games that already have a lot of foliage, I don't notice the extra that's being added in between what's already there quite as much.
The tweaks in the GIF (mostly) fix both of those. The tweaks don't add more grass. The grass in 4.0 is all already there, but doesn't appear into you're close. Same goes for the build details.
I see that. I was clarifying why I don't really see the third shot would be noticeably better in motion, and that I thought the main point was to prevent that popping effect. The 2.0 version looks like it eliminates that, while 4.0 just adds slightly more details, but not to the point where you'd notice it as much as the difference between 1.0 and 2.0, and that's considering any perceivable hit with performance.
I will be honest, I don't see much difference here beside the ground?Last The Witcher 2 comparison I swear (until I don't), but a simple example of how even without mods some simple CFG tweaks beyond what the Ultra settings can go a long way.
Ultra
![]()
Tweaked (Ultra+)
![]()
Well, I went to sleep for like 8 hours... and came back to catch up what was going and and then this happened:
![]()
Wat. is. going. on. with CDPR right now?
GIF'd
Similar tweaks should be possible in Wild Hunt.
They are? Oh that is always strange. It is not like people are going to stop just because you ban the discussion on your own forum. Also downgrade talks are a show and do not tell scenario, so if you didn't downgrade just prove it (and yes that takes time, but I think it is worth the promotion) and stop assuring that everything is fine.
Because they delete the bad ones. The discussion is always pretty heated and people step out of line. The mods gave warnings, but people kept to have a very sharp tongue.Another thread got shut down for some reason. I don't see anything wrong with posts here but maybe i am wrong.
http://forums.cdprojektred.com/thre...lity-to-look-like-the-35-minute-footage/page6
I'm about to replay Witcher 2 now (finished it before when the game launched. Haven't replayed the game yet with the latest patches). What do I have to do to achieve these tweaks? I have a 780 by the way, non TI so hopefully that would at least allow me some headroom.
The thing that makes me believe there might be some kind of change in the final build is this screen:
I just can't see how that wall texture got through QA... it atleast wouldn't have went past me for the final build, if I would have been in charge of that.
I will be honest, I don't see much difference here beside the ground?
Yup, that's nice. Still don't care.
Why do you feel compelled to announce that?
Ok, now imagine that this 1 part of the wall is 0.001% of all the world geometry you have to QA, with a smallish team... and everything keeps changing, and you have to work 20 hour days and weekends leading up till release.
Not so simple.
This is what happens when you go from linear small areas which can be scrutinised over and over (witcher 2), to enormous open work areas. Sad but true.
Because they delete the bad ones. The discussion is always pretty heated and people step out of line. The mods gave warnings, but people kept to have a very sharp tongue.