I already linked the video were CDPR announced that. Go a few pages back.
The announcement where it says theres no pom not the game trailer that says there is pom :S
I already linked the video were CDPR announced that. Go a few pages back.
I'm not misinforming anyone. Do you even know what parallax occlusion mapping does? It basically adds procedural-generated geometry on the spot (through tessellation) based on the normal-map and shader-settings that are provided. That shit is quite heavy.
Question: Does this mean you have complete control over global illumination from these things?
Stepping back.. how does it work?
Even better question, does it work for interiors?
Awesome video!! Good stuff you're doing!
thanks for sharing friend. it's always nice to see progress like this.guys seriously , cant you stop fighting ?
thanks , well ther's no global illumination in W3 , the settings for the lighting from what i understood are in *.env files, they control how environment feel and look , every region has one, sometimes many different version for different weather condition or specific moments/quests
there are *.env files for interior ( brothel, caves ect ...) so technically you can swap them or edit them but i didnt try it , ther's no way to edit *.env files at the moment since ther's no tool to open them, but ther's a lot of lighting controls in them, just by looking at them with notepad++
ps: now that i have a more accurate view of the files structure, i can tell you that modding the game is goin to be amazing, ther's so much possibilities, we just need the RedKit, making lighting a bit closer to the E3 demos will be defenitly possible
and more importantly nothing is crypted, so thanks to CDPR !
Some things are hard capped or non-functional for some reason though.and more importantly nothing is crypted, so thanks to CDPR !
thanks , well ther's no global illumination in W3 , the settings for the lighting from what i understood are in *.env files, they control how environment feel and look , every region has one, sometimes many different version for different weather condition or specific moments/quests
Some things are hard capped or non-functional for some reason though.
wow the flaming is strong over here ...
anyways, lets talk graphics, her's how moded weather settings can look , as you can see the contrast is high, the colors are less vibrant and feel more cold , this is with in game coloring, not color corrected with sweetfx/reshade , and its possible to change the weather settings for every zone seperatly ( i still have to figure out if its possible to do that for sub zones ), i used bloom from mastereffect in the 2nd fight, thats about it
the goal wasnt to re create "e3 graphics ", just to give a more cold/northern feel to novigrad in general without using sweetfx
[video=youtube;dR-evyP4N_o]https://www.youtube.com/watch?v=dR-evyP4N_o[/video]
Nice idea. I should really get on playing though.. And my last version just simply doesn't look as good in screenshots compared to alot of the others. I chose to fix the shadows, in game, they did not look like the shadows i see when i go outside, and now they do somewhat reasonably. (i could have gone further but that effected the entire image not just shadows). But not having these dark great looking shadows probably isn't going get downloaded anyway.
I don't know. I cannot test right now because I'm at work (in pause but stil I don't have the game here). Let's hope it is not so or I will cry, sob sob.
EDIT:
Try renaming dxgi.dll to d3d11.dll (or viceversa) and see if it works in this way. Also are you sure that you aren't using an overlay now? Maybe you tried using an external program to make a screenshot as I said. I doubt that CDPR has done something that blocks SweetFX from working.
Nothing changed on my machine except the gog update. Maybe i was supposed to have much time in game tonight, lol.
agreed...@ Kiobi: Not only is the lighting better but Geralt's face/model also looks a lot better in "cutscene mode".
(check the links)Very good lookin shadows, didn't tinker with that,
but I changed this ones for my ultra;
Rendering ini from C, GOG,... (where is your game installed)
AllowFog=false
TerrainReadAheadDistance=18800.0f -(for a long distance view without extra fog layer-you'll still have fog in game)
MaxCubeShadowSize=1024 (BEFORE 512 )
MaxSpotShadowSize=1024 (BEFORE 512) - FOR DARKER SHADOWS
TextureMemoryBudget=1200
DecalsSpawnDistanceCutoff=20.0f
DecalBudget=100
DynamicDecalsLimit=60 more life and more decals on screen
GlobalOceanTesselationFactor=128 -(FOR WAVES- from VGX trailer w3)
-you have to load save from tower of mice(fyke island) and meditate for a storm and sail to see it in action
You'll see FPS going down quickly- my gpu is GTX980
Anybody messed around with the particle density yet?
Played a little bit with the maxallowedparticlecount line, but seems out this not
the only value that have to be changed to get more particles ... true is that its increasing
the effect.
This pretty much the only concern i have torwards GFX in TW3, for the rest ... its interesting
and thx for meddling with it... but i don t care that much about it.
As said particle density and texture / npc pop in has to be "fixed" tweaked
I don t use sweetfx either... TW3 looks gorgeous enough for me except for
the 2 points i wrote here
So any tipp which value i have to increase / decrease to for more particles?
Nvidia guide doesn t say anythings about it... except for the line i already edited