[Lighting Mods] STLM 3.0

+
Updated test procedure :)

Witcher 3 GOTY, GOG, v. 1.31. Velen.


Birch trees with STLM 3.1.1, no ReShade : http://i.imgur.com/uVv0e6v.jpg

Birch trees Vanilla, no ReShade : http://i.imgur.com/dq66JsF.jpg

Birch trees with STLM 3.1.1, no ReShade : http://i.imgur.com/7oEZldQ.jpg

Birch trees Vanilla, no ReShade : http://i.imgur.com/ZIozi9y.jpg

Apple trees with STLM 3.1.1, no ReShade : http://i.imgur.com/gtJfEBb.jpg

Apple trees Vanilla, no ReShade : http://i.imgur.com/kNA9upm.jpg

Moon with STLM 3.1.1, ReShade : http://i.imgur.com/rZAgf8n.jpg

Moon Vanilla, ReShade : http://i.imgur.com/CB9LD1u.jpg

Lavender with STLM 3.1.1, ReShade : http://i.imgur.com/zDco663.jpg

Lavender Vanilla, ReShade : http://i.imgur.com/4DaXbAH.jpg


I can see a really big improvement in Ambient Occlusion, especially on the grass, with STLM 3 :D
 
Guzio;n7560340 said:
Thanks Essenthy, looks pretty good :)

http://imgur.com/a/O1jiX

http://imgur.com/a/5SLBU

I have only one problem, so far. Something is wrong with the bark textures ( in Velen ), it's especially visible on the birch and apple trees (they looks like semi-translucent):


Did you change the vignetting effect ? Seems pretty strong right now.

yeah i need to tweak some variable curve for foliage on velen especially, as for vignette yes i changed it, its stronger than vanilla, playing with very high contrast or darkned midtone ( typical reshade preset ) make the effect too strong, i didnt make STLM to be played with reshade or sweet FX anyways
 
GroveJr;n7562300 said:
Here's my opinion on STLM 3 after playing for a few days.

The outdoor lighting is a spot on. The removal of fake character lighting really makes Geralt a part of the world. The rain weather also looks incredible compared to the previous release. But while the outdoor looks awesome, the indoor lighting seems a bit off. Starting from dawn, there's some kind of this blue tinted fog inside building in Velen, Novigrad, and White Orchard and I don't remember seeing any kinds of fog inside any building in real life. Comes dusk til midnight, the indoor becomes really dark. It's hard to navigate without the help of a torch or a Cat potion, but i suppose it's necessary to sacrifice the indoor lighting to make outdoor lighting as great as it is now.

The lens flare on some light sources is a welcome addition but I think it's a little too bright. Maybe tone the lens flare brightness down a bit if possible and it'll look better. Sunrises and sunsets also gets a little too bright to the point that almost half of the sky completely turns yellow.

Also as everyone have mentioned, sometimes the moon is very BIG. As big as Jupiter would look like if it's the same distance as the moon. From my experience, the moon would look very big when it first appeared and would gradually shrink over time as long as you don't meditate to advance the time. Previous release never had this issue so I think this is fixable.

Overall, while there are some places that don't look right, it's the best STLM we've ever got to mimic the lighting shown on the E3 trailer without the help of Reshade. Don't take this opinion too seriously and as always, keep up the good work!

the big moon ( at least in velen ) work as intended, i made it that big on purpose, migh be a bit too big, i dont know about space and distance stuff, its just look cool

for the interior fog the problem is very simple, its a game limitation not an STLM issue, normally most of the important indoor places have their own env, wich mean i could make them brighter or however i want regardless of how the exterior is, but not every interior has its own env, most of them share the same env as the zone they are in, wich mean if ther's fog outside their will be fog in an interior that share the same env, why they dont have their env you would ask since its such a simple and trivial thing, and since many interior with dedicated env already exist ? well i dont know only CDPR knows
 
Jurek1994;n7559270 said:
I play with Ultimate Grafics Options Mod (UGOM) and for me it's better because you can change every single option in user.ini file in the game.
I have one question too people who use UGOM. Foliage Distance Scale on 5 is max? If is... then CascadeShadowDistanceScale(0,1,2,3) what is the best settings for this FoliageDistanceScale ?
On this time i play with this option and i don't know is best too achieve max grafics:
VEGETETION
MaxVisibilityDepth - 24
FoliageDistanceScale - 5
FoliageShadowDistanceScale - 64

SHADOWS
CascadeShadowFadeTreshold - 0.1
CascadeShadowDistanceScale0 - 5
Scale1 - 5
Scale2 - 5
Scale3 - 5
CascadeShadowQuality - 4
CascadeShadowMapSize - 4096

Can someone help me with this options? Iwant achieve the best grafics in 30FPS ofc. Performance is not that important too me :D

@Jurek1994 I use foliage distance 3. It takes a chunk out of the fps for sure but not an insane amount. And it generally hides all low lod trees.
 
Hey guys can anyone send some screens of how bad weather looks with STLM 3.1 I think mine might be bugged and I want to compare before I reinstall my game lol.
 
essenthy;n7564410 said:
yeah i need to tweak some variable curve for foliage on velen especially, as for vignette yes i changed it, its stronger than vanilla, playing with very high contrast or darkned midtone ( typical reshade preset ) make the effect too strong, i didnt make STLM to be played with reshade or sweet FX anyways

OK, it is understandable, for me vignette isn't a really big problem :D

But the Moon is growing :). Video taken around 19 PM near Crow’s Perch : https://youtu.be/Pjfyki86QkU

Also I have found one weather, near Novigrad, which looks strange. Overbloomed clouds with bad alpha channel. Screens without ReShade : http://i.imgur.com/hrGdWTG.jpg , http://i.imgur.com/lpdWWli.jpg

Strange thing, that during this weather, everything seems to be OK with the bark textures : http://i.imgur.com/7ulQYdD.jpg

I hope that you don't mind me bothering you with this :). All the rest looks really great, can't stop making screenshots :

http://imgur.com/a/5VEsE
 
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First off, this is the best and most consistent lighting mod yet. By consistent I mean almost all times of day are really great looking. 3 observations:

-it affects the sign effects. Ignii for instance has an unnatural bloom and glow to it. Aard seems to have a secondary lense flare effect in place.

-sometimes the sky is unnaturally bright and bloomy at dusk. This seems to be mostly in the Velen swamps. The whole sky looked like a sea of lava.

-the dusk and dawns are god like. Just breathtaking.

Really great work essenthy You've subdued color saturation and made more realistic tones to the aesthetic, which is exactly what the early builds of the game showed.
 
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Guzio;n7565740 said:
OK, it is understandable, for me vignette isn't a really big problem :D

But the Moon is growing :). Video taken around 19 PM near Crow’s Perch : https://youtu.be/Pjfyki86QkU

Also I have found one weather, near Novigrad, which looks strange. Overbloomed clouds with bad alpha channel. Screens without ReShade : http://i.imgur.com/hrGdWTG.jpg , http://i.imgur.com/lpdWWli.jpg

Strange thing, that during this weather, everything seems to be OK with the bark textures : http://i.imgur.com/7ulQYdD.jpg

I hope that you don't mind me bothering you with this :). All the rest looks really great, can't stop making screenshots :

http://imgur.com/a/5VEsE

thers nothing strange on that weather, typically 99% of the time you will never look straight up to the sky like that so understandably i didnt bother with because thats how it is by default anyways, aside from coloring, bad weather/rainy weather are exactly like default
 
Garrison72;n7565780 said:
First off, this is the best and most consistent lighting mod yet. By consistent I mean almost all times of day are really great looking. 3 observations:

-it affects the sign effects. Ignii for instance has an unnatural bloom and glow to it. Aard seems to have a secondary lense flare effect in place.

-sometimes the sky is unnaturally bright and bloomy at dusk. This seems to be mostly in the Velen swamps. The whole sky looked like a sea of lava.

-the dusk and dawns are god like. Just breathtaking.

Really great work essenthy You've subdued color saturation and made more realistic tones to the aesthetic, which is exactly what the early builds of the game showed.

1 - cant do much about that without spending too much time on it that i dont have
2 - work as intended, if not sure post a screen shot
3 - yes !
 
So. I played game last 2 days evening. For 4 hour. What I can say about STLM 3 is brilliant. I didnt noticed any bad thing about it. Yes I saw black clouds, bllomy sky after rain but that was in 2.2 too for me. So this is not any problem for me. And I can say even I like them :D This is just matter of taste I think. And that huge moon. It looks very cool too.

What I noticed is in shadowed areas some materials looks glossy. This is unnatural and not correct. But I remember that many of pre downgrade SS has that glossy look. And It was not in rainy days. Even in E3 demo we can see it. For example when Geralt enters to Novigrad's big door and in shadow he looks glossy. And in many other parts too. I thing this is another indication of essenthy did right thing to mimic E3 look. :D And even this looks cool to me :D

And here is SS from my game. I am still in WO with fresh game. I use Absolute prerelease reshade. This is very subtle change. It makes STLM slightly warmer and new verion is only for 3.1.1 version of STLM. I played 2.2 with this reshade too and didn't noticed any problem with it.















And here is my user.ini file. I changed shadow and foliage values. There is no any problem with distance anymore but very heavy for performance. I play in 30 FPS locked with GTX 980 ti and get even lower in 2k.

[Gameplay/EntityPool]
SpawnedLimit=150
[Hidden]
HasSeenEP2WelcomeMessage=true
HasSeenDLCMessage=true
HasSeenGotyWelcomeMessage=true
HasSetup=true
HasSeenEP1WelcomeMessage=true
WorldMapPreviewMode=1
uiVerticalFrameScale=1
uiHorizontalFrameScale=1
[Localization]
RequestedSpeechLanguage=EN
SpeechLanguage=EN
RequestedTextLanguage=TR
TextLanguage=TR
[Viewport]
VSync=true
Resolution="1920x1080"
FullScreenMode=1
VSyncThreshold=0
OutputMonitor=0
[Budget]
TerrainTileMipDataBudget=100
TerrainTileMinTimeout=2
TerrainTileTimeout=10
OcclusionQueryAdditionalMemory=5
TerrainTileLoadingTimeout=5
[ContentManager/Mods]
MaxNameLength=64
Enabled=true
[ImmersiveCamPositionsSprint]
sprintMode=1
[Audio]
Subtitles=true
[LoadingScreen/TCR]
ShowProgress=true
[Game]
DoNotPauseWhileStopped=false
[Scripts]
DebugScriptsForceFlush=true
DebugScriptsLogDir=
[PostProcess]
SharpenAmount=1
MotionBlurPositionTreshold=0.05
MotionBlurRotationTreshold=1
SSAOSolution=2
[Input]
PadVibrationEnabled=true
KeyboardCooldownSpeed=0.1
InvertCameraXOnMouse=false
InvertCameraYOnMouse=false
CameraAutoRotX=true
InvertCameraX=false
UIMouseSensitivity=1
CameraAutoRotY=true
RightStickCameraSensitivity=1
InvertCameraY=false
RightStickAimSensitivity=1
MouseSensitivity=1
SteamController=0
ForceDisablePad=false
[DLC]
DlcEnabled_dlc_010_001=1
DlcEnabled_dlc_015_001=1
DlcEnabled_dlc_005_001=1
DlcEnabled_dlc_007_001=1
DlcEnabled_dlc_013_001=1
DlcEnabled_dlc_004_001=1
DlcEnabled_dlc_006_001=0
DlcEnabled_dlc_001_001=1
DlcEnabled_dlc_008_001=0
DlcEnabled_dlc_011_001=1
DlcEnabled_dlc_002_001=1
DlcEnabled_ep1=1
DlcEnabled_dlc_014_001=1
DlcEnabled_dlc_009_001=1
DlcEnabled_bob_000_000=1
DlcEnabled_abob_001_001=1
DlcEnabled_dlc_012_001=1
DlcEnabled_dlc_003_001=1
DlcEnabled_dlc_016_001=1
DlcEnabled_dlc_011_002=0
[Gameplay]
Difficulty=4
EnableUberMovement=1
AutoCameraCenter=false
[LevelOfDetail]
SwarmHideDistance=200
DecalsHideDistance=80
DimmerHideDistance=60
DynamicDecalsHideDistance=20
StripeHideDistance=60
[General]
ConfigVersion=2
[LoadingScreen/Editor]
Disabled=false
[LoadingOverlay/TCR]
FadeOutCooldownExtraTime=1
FadeInSpinnerTime=1
NoninteractiveSpinnerTime=3
FadeOutSpinnerTime=1
NoninteractiveEndCooldown=1
[ImmersiveCamPositionsHorse]
hbAutoRot=2.0
[Visuals]
AllowClothSimulationOnGpu=false
InventoryBgColorScaleB=0.036
InventoryFixedLuminance=0.25
InventoryBgColorScaleG=0.034
MovieFramerate=30
GammaValue=1
InventoryBgColorScaleR=0.02
[Rendering]
GrassDensity=2400
DecalsSpawnDistanceCutoff=10
GlobalOceanTesselationFactor=128
CascadeShadowFadeTreshold=0.2
HairWorksGlobalWidthLimit=5
CascadeShadowDistanceScale2=2.5
MaxTextureAnizotropy=16
HairWorksGlobalDensityQuality=1
TextureMemoryBudget=800
CascadeShadowDistanceScale3=3
HairWorkstGlobalDensityLimit=2
TextureStreamingHeadsDistanceLimitSq=100
MeshLODDistanceScale=1
ScaleformTextureUnstreamDelay=2.5
DecalsChance=1
TerrainReadAheadDistance=200
HairWorksLevel=2
TerrainScreenSpaceErrorThreshold=1.6
TerrainScreenSpaceErrorThresholdFar=3.5
TextureStreamingCharacterDistanceLimitSq=225
MaxTerrainShadowAtlasCount=5
TextureStreamingDistanceLimitSq=40000
HairWorksGlobalDetailLODFactor=1
TextureMipBias=-1
TextureInFlightBudget=128
TextureInFlightCountBudget=12
PreserveSystemGamma=false
TerrainErrorMetricMultiplier=6
CascadeShadowmapSize=4096
CascadeShadowDistanceScale0=4
MeshRenderingDistanceScale=1
CascadeShadowQuality=3
HairWorksAALevel=8
CascadeShadowDistanceScale1=4
[Input/Gestures]
EnableSwipe=true
EnablePan=true
EnableGestures=true
EnablePinch=true
[LoadingScreen]
FadeInTime=3
SkipShowWithAnyKey=true
GameRevealTime=3
SkipHideDelay=3
SkipInputDelay=0.25
FadeOutTime=1.5
SkipAutoshow=false
[Engine]
LimitFPS=30
[ImmersiveCam]
hlDepth=1.35
igniSlowMoFactor=0.5
eWSDepth=1.8
atHeight=-0.1
medOffset=-0.55
sailDepth=1.9
atRotate=false
aardSlowMoFactor=0.5
intDepth=2
medPitch=-1
hbFOV=60
CritSloMoCam=false
medRotSpeed=0.2
dodgeRollSlowMoFactor=1
hlHeight=0.65
comLock=false
criticalHitSlowMoFactor=0.2
clueHeight=-1.5
hbDistance=2.5
hlOffset=0.25
iWSHeight=0.25
WitcherSenseZoom=true
criticalHitSlowMoChance=50
fsDepth=-0.5
hbDepth=0
sprintAutoRot=true
expAutoRot=false
medHeight=0.53
hbGallopDis=2.5
hbHeight=0
hbOffset=0
medEndFacing=230
intHTDis=2.5
eWSOffset=0.25
Headtracking=false
atOffset=0.7
medDepth=1.2
hbCanterDis=2.5
eWSHeight=0.35
sailHeight=0.3
fsOffset=0.95
comOffset=0.25
medHPS=1
expOffset=0.25
clueDepth=4
expDepth=1.35
intOffset=0.3
noInteriorCamChange=true
dismemberSlowMoFactor=0.2
useCampfire=false
clueOffset=0.6
sprintDepth=0
atDepth=-0.6
evadeStepSlowMoFactor=1
extHTDis=2
iWSDepth=2.15
v42Initialized=true
fsHeight=0
comHeight=0.65
iWSOffset=0.3
sailAutoRot=true
expHeight=0.65
intHeight=0.2
sailOffset=0.2
counterAttackSlowMoFactor=0.5
comDepth=1.35
sprintOffset=0
sailPitch=25
medFreeCam=true
expFOV=60
sprintHeight=0
hbCombatDis=2.8
[Rendering/SpeedTree]
GrassGenerationEfficiency=0.075
GrassDistanceScale=3
FoliageDistanceScale=5
FoliageShadowDistanceScale=64
GrassRingSize=16777216
[Gameplay/BoatCamera]
BoatLocalSpaceCamera=false
[Save]
ShowCompatWarning=false
[Kinect]
Kinect=true
[Foliage]
MaxVisibilityDepth=24
 
Damn you guys use foliage distance 5, that must be a killer. With a 980ti, I'd just use 3 then go to 2k. Obviously, you'll see 1 or 2 more low LOD trees but I think the resoltuion bump justifies it. On 1080p the aliasing on trees with the new lighting shining through can look kinda weird but it looks much better on higher resolutions.
 
tennisaddict1999;n7567450 said:
Damn you guys use foliage distance 5, that must be a killer. With a 980ti, I'd just use 3 then go to 2k. Obviously, you'll see 1 or 2 more low LOD trees but I think the resoltuion bump justifies it. On 1080p the aliasing on trees with the new lighting shining through can look kinda weird but it looks much better on higher resolutions.

All my SS are taken in 1080p with antialiasing. I didnt notice any problem on trees. I used 2k without vsync and it gives pleyable FPS but noticable tearing. So I am happy with 1080p and antialiasing :) And I am too sensitive about graphics. Even 1 or 2 bad LOD catches my eyes. :D
 
Jurek1994;n7568130 said:
amfibiya89 What is better? TexturesMipBias -1 or 0 ?

I use default value. I like that shimmering effect on Geralts armor. I only changed shadow values (cascade, quality and etc.) and foliage distance values. foliage 5, grass 3.
 
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