A compendium of tweaks and fixes for the PC version

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Wait, what does this do?

[System]
HWPreset=0

I have a gtx 980, so I thought even though I match the 980 profile...it's pretty much fully unlocked and not restricted by anything. But I tried to remove that line to see what it does, and my FPS drops about 15 fps. Also the game looks super sharpened...even though in my user.settings the SharpenAmount is set to 0. Also my file is read only to ensure nothing changes when I load up the game.

When I add back the hwpreset line, fps goes back to what it was, and game doesn't look sharpened anymore.

Sooo what does this actually do? What does this line actually change? Do you know the details?

Whoops. I mean't to say try delete it lol. I'm not saying everyone who has that in their settings file should delete it. I mentioned it, because having it in the file, can cause the exact issues you've reported from removing it (ironically).

It's a value for determining either a: if you've selected a graphical preset from the GUI menu (low, med, high, ultra). OR b: if your card is in a predefined list of GPUs inside the 'performance.xml' file. (i personally delete any cards inside of the tags inside of that, just in case) but I'm not 'recommending' that. I just personally do it.

I can only speculate that it ensures adherence to a graphical preset. If this is defined, it supersedes any personal graphical changes you make(that are included in the preset), and it will stick to that defined preset.

When I spotted it first, I noticed that it causes my settings to be forced to preset values when it's in my config. So I removed it long ago, and didn't look back. But you reported the exact opposite for you? lol. I'm assuming to went to your user.settings.BAK file after it, or something.
 
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EVERYTHING IS ALREADY TWEAKED BY ME - PLAYING AT 50-60 FPS - and at 38-48 in forests and very aglomarated nature sights ! Its very nice - no crashes no nothing !

BUT OFC - I see everything pop up - after the patch which should have fixed it - i see shadows pop up, tatoos, skin on npc, NPCs - 6 at a time once, etc - ! SO that is nothing i did - its a trash LOD system sadly....

---------- Updated at 05:35 PM ----------

I knew about it - but look what it says

Increasing these will improve the Detail Level setting by increasing the visibility of decals:

[LevelOfDetail]
DecalsHideDistance= [Ultra value: 80]
DynamicDecalsHideDistance= [Default value: 20]
DimmerHideDistance= [Default value: 60]
StripeHideDistance= [Default value: 60]
SwarmHideDistance= [Default value: 200]

Increase to how much ? ??? that is what i am asking !


---------- Updated at 05:37 PM ----------

and so on - they say just increast - but how much, min and max values that the game cand render/read - that is what tweaking this game needs !

g) Texture Streaming Tweaks

Andrew Burnes revealed that the "Ultra" Texture Quality setting only increases the maximum number of textures stored in video memory
, which can reduce texture pop-in. The amount of video memory dedicated to storing textures can be increased by tweaking the following:

[Rendering]
TextureMemoryBudget= [Ultra Value: 800]

The following can also be tweaked to increase the distance at which characters and general textures are streamed in, even though no immediate benefit was observed even with values doubled so far:

[Rendering]
TextureStreamingCharacterDistanceLimit= [Default Value: 50]
TextureStreamingHeadsDistanceLimit= [Default Value: 10]
TextureStreamingDistanceLimit= [Default Value: 40000]
[/B][/B]
 
Dude, how has your game not crashed, or OOM by now? lol. I only skimmed the memory tweaks, and they're bloody crazy, and not adhering to the hierarchy at all. Some values are dependencies of others. (they have a relationship) eg: one value must be at least 2x of a particular other value, etc.

If I find the time, I can maybe come back and explain some of them later, but I really can't recommend those memory tweaks, that I read.

Why would you want to try assign 4 threads to garbage collection? that's mental lol.

Just some friendly advice here, btw.
 
Do you people have very little fps drop when it's raining, too? That should be normal, but I prefer to check.

Anyway, seems that every time I try to enable triple buffering and vsync in the Nvidia control panel and apply the settings, those two reverts back as soon as I leave the program.
 
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Whoops. I mean't to say try delete it lol. I'm not saying everyone who has that in their settings file should delete it. I mentioned it, because having it in the file, can cause the exact issues you've reported from removing it (ironically).

It's a value for determining either a: if you've selected a graphical preset from the GUI menu (low, med, high, ultra). OR b: if your card is in a predefined list of GPUs inside the 'performance.xml' file. (i personally delete any cards inside of the tags inside of that, just in case) but I'm not 'recommending' that. I just personally do it.

I can only speculate that it ensures adherence to a graphical preset. If this is defined, it supersedes any personal graphical changes you make(that are included in the preset), and it will stick to that defined preset.

When I spotted it first, I noticed that it causes my settings to be forced to preset values when it's in my config. So I removed it long ago, and didn't look back. But you reported the exact opposite for you? lol. I'm assuming to went to your user.settings.BAK file after it, or something.

Weird. Heh, I tried it this time while removing the user.settings.bak file, but it just recreates that file anyways. It definitely seems to ignore my user.settings file completely when i remove that line, and sets EVERYTHING to Ultra, which explains the fps loss due to hairworks being turned fully on, and the sharpening. Don't really understand why it would ignore the file completely, but oh well. I'll just leave that setting there. ;)

Looking forward to your testing results with the new patch! :D
 
i have good pc, lol - but if i set foliage and grass distance scale over 1.5 its starts to loose A LOT of fps - that is the only BIG FPS KILLER IN TWEAKING so far that i met ! and if i set them both to 1 i have 55-60fps anywhere ! but i see them load at a small distance
 
Yeah I was just going to suggest the hunter config tool if you want to familiarize yourself a little bit more. Some of the values look like they were just multiplied by 10 or 100 without regard for what they do. Which, don't get me wrong, testing can be a great way to see what's up and what affects what. I'd just suggest maybe going with one setting and checking how it changes something.

Generally just maxing values is =/= ultra tweaking. Some of these can have "horrible" consequences. And frankly, ultra doesn't mean anything if it breaks the lighting and some of the memory settings can actually cause serious in game problems. In my experience, that is...

I'd suggest starting with a fresh config, and hitting up the tweaking thread. And if you can stand skipping 9/10 posts, the Witcher Graphics thread.

Plus Asmodean's posts on the site are gold. :D
 
a heads up for those fooling around with the weather table, if you edit a table with wrong values the game will instead use the default template weather table and will mostly prevent you from changing weather on the fly with the debug console ( even if you applied your changes to the default weather table )

what is a wrong value ? well i have yet to figure this out, sometimes even copying values from one weather preset to another ( wich should be safe therotically ) will break the weather table and the game will not read it, so if you make changes and the game does not let you change weather anymore with the debug console, get a step back

it might be a formatting problem with csv format table, am using open office calc, its the only editor ( from what ive searched ) that make the tables easily readable
 
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the hunters config tool has its maximum values lower than what nvidia guide sugests for best quality, some of them there u can add to infinite so the game cant render infinity :)- so it doesnt really help me srry but thanks for tip !
 
the hunters config tool has its maximum values lower than what nvidia guide sugests for best quality, some of them there u can add to infinite so the game cant render infinity :)- so it doesnt really help me srry but thanks for tip !

No problem. But I meant more along the lines of what it is you're actually changing. NOT what the max values are.

Max values doesn't always mean best values.

EDIT: Thread is actually merged in one of the threads some of us suggested. I hope you can find what you're looking for, in one of these. :D There's a lot of different stuff floating around, but a lot of it is in here somewhere!
 
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Going to move this to the Tweaks thread.

Also, people can comment whether they totally understand something or not. Yeah.
 
Hey @Asmodean778 ,
i see you looking for hidden text strings with hex editor, i did same thing and also found a lot o hiddenf things including mip refiner, but with initial release of game on steam they pushed map file which they removed with 1st patch, and it contained mapping for all strings ini oirignal v1.0 exe, with regexp search i extracted every string that game can be read from config files (they all tied to @config@ group), most of them starts with cv prefix but in configs they should be written without it (or with, i have not tested if cvTEST = TEST). The only problem with this list - its hard to figure out ini [section name] to which they should be applied and it seems game ignores them if they are not in a right ini section.
With this list you dont need to search for cvars anymore, they are all here, the only thing you will have to do - search for ini section names, value types and default values. Offsets probably changed since patch 1.01 but could be still same, i have not tested this, but version 1.0 exe is best way to debug with these values.

Complete list of hidden cvars attached bellow, here a quick example of how it looks:
Code:
?cvSectorAllowCollision          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429851e8     engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowCollision          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429851e8     engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowDecals          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142985258     engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowDecals          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142985258     engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowDimmers          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142985220     engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowDimmers          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142985220     engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowLights          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142985290     engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowLights          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142985290     engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowMeshes          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429851b0     engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowMeshes          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429851b0     engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowParticles          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429852d0     engine.Final:sectorDataParticlesRuntime.obj
?cvSectorAllowParticles          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429852d0     engine.Final:sectorDataParticlesRuntime.obj
?cvSectorAllowRigidBodies          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 000000014297e128     engine.Final:sectorDataRigidMeshRuntime.obj
?cvSectorAllowRigidBodies          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 000000014297e128     engine.Final:sectorDataRigidMeshRuntime.obj
?cvSectorAllowStreaming          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984ec0     engine.Final:sectorDataStreamingContext.obj
?cvSectorAllowStreaming          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984ec0     engine.Final:sectorDataStreamingContext.obj
?cvSectorForceRefreshVisibilityMask          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984f68     engine.Final:sectorDataStreamingContext.obj
?cvSectorForceRefreshVisibilityMask          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984f68     engine.Final:sectorDataStreamingContext.obj
?cvSectorForceUnstream          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984ef8     engine.Final:sectorDataStreamingContext.obj
?cvSectorForceUnstream          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984ef8     engine.Final:sectorDataStreamingContext.obj
?cvSectorMaxVisibleSectorID          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@HVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984fd8     engine.Final:sectorDataStreamingContext.obj
?cvSectorMaxVisibleSectorID          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@HVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984fd8     engine.Final:sectorDataStreamingContext.obj
?cvSectorMinVisibleSectorID          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@HVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984fa0     engine.Final:sectorDataStreamingContext.obj
?cvSectorMinVisibleSectorID          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@HVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984fa0     engine.Final:sectorDataStreamingContext.obj
?cvSectorResourcePrefetchRadius          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@MVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429840a8     engine.Final:sectorDataStreaming.obj
?cvSectorResourcePrefetchRadius          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@MVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429840a8     engine.Final:sectorDataStreaming.obj
?cvSectorShowAllSectors          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984f30     engine.Final:sectorDataStreamingContext.obj
?cvSectorShowAllSectors          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984f30     engine.Final:sectorDataStreamingContext.obj
?cvSectorStreamingEnabled          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984070     engine.Final:sectorDataStreaming.obj
?cvSectorStreamingEnabled          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984070     engine.Final:sectorDataStreaming.obj
?cvShadowDistanceBillboardScale          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@MV?$FloatRange@$0A@$0GE@$0GE@@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142a7ba00     renderer.Final:renderProxySpeedTree.obj
?cvShadowDistanceBillboardScale          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@MV?$FloatRange@$0A@$0GE@$0GE@@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142a7ba00     renderer.Final:renderProxySpeedTree.obj
?cvShowSaveCompatWarning          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429a3548     game.Final:gameSaver.obj
?cvShowSaveCompatWarning          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429a3548     game.Final:gameSaver.obj
?cvShowStreamingCollisionBoxes          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984808     engine.Final:physicsWorldPhysXImpl.obj
?cvShowStreamingCollisionBoxes          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984808     engine.Final:physicsWorldPhysXImpl.obj
?cvSmallCollisionDataPreloadTreshold          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@HV?$IntRange@$0A@$0HPPPPPPP@@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142942ab8     engine.Final:collisionCacheReadOnly.obj
?cvSmallCollisionDataPreloadTreshold          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@HV?$IntRange@$0A@$0HPPPPPPP@@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142942ab8     engine.Final:collisionCacheReadOnly.obj
?cvSmallCollisionDecompressionTreshold          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@HV?$IntRange@$0A@$0HPPPPPPP@@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984c28     engine.Final:collisionCacheAsyncReader.obj
?cvSmallCollisionDecompressionTreshold          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@HV?$IntRange@$0A@$0HPPPPPPP@@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984c28     engine.Final:collisionCacheAsyncReader.obj
?cvSoftFramePrefetchTimeout          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@MVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429fe1c8     renderer.Final:renderFramePrefetch.obj
?cvSoftFramePrefetchTimeout          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@MVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429fe1c8     renderer.Final:renderFramePrefetch.obj
?cvSoftTextureRequestTimeout          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@MVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142a80260     renderer.Final:renderTextureStreamRequest.obj
?cvSoftTextureRequestTimeout          [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@MVAlways@Validation          [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142a80260     renderer.Final:renderTextureStreamRequest.obj

use these search patterns to make life easy

Code:
?cv
__Ecv
__Fcv
          [MENTION=2855431]confi[/MENTION]g@@
$TConfigVar
inGameConfig
renderSettings.obj
inputUserConfig.obj
configVarSystem.obj
configVarLegacyWrapper.obj

Looking at few vars you posted with Sector name of ini section i see now pattern for some cvars names and their ini names, so it turs out that cvars like
Code:
cvSectorAllowRigidBodies
ends up as
Code:
[Sectors]
AllowRigidBodies

Some tips for section name could be given by references like engine.Final:renderSettings.obj but they are not very consitent (by the way, i was looking for paralax and tesselation hidden settings and found out that game have absolutely no tesselation or paralax configuration, except for water, CDPR really should add POM to every ground and wall surfaces, because they are so flat now)

Im about to release E.D.G.E (Extremely Detailed Graphics Enabler) mod that allows to edit all of hidden options right in game in real time and see results after engine refresh, funny coincidence i found miprefiner and posted screenshot with it added to game with my mod same day you did here, damn i should have looked at cdpr forums and this thread earlier, it could have saved me a lot of time.
http://vk.com/yobamustdie?z=photo-51921751_368859776/album-51921751_216455148
http://vk.com/yobamustdie?z=photo-51921751_368859774/album-51921751_216455148
http://vk.com/yobamustdie?z=photo-51921751_368859772/album-51921751_216455148

So this is how part of E.D.G.E. mod enabled graphics settings looks in game, there are dozens more, some however locked or capped and does not affect game (but i leave them be in case CDPR would be smart enough to unlock them and remove caps for values).




Still have to figure out how to add new localised strings to game to make them look prettier.

These screenshots (except for settings) of my CryGFX mod was made with some hidden tweaks fine tuned (except for pseudo GI effect and tonemap, its a mix of custom shaders and fine tuned or modded reshade framework stock shaders) with help of my EDGE mod, and was taken before patch 1.04, just a quick example of what could be achieved with CryEngine 3 EDGE mod XD




Before i polished and released E.D.G.E. i can share wip version with you in private (PM me), to ease our searches and help each other to help us all, so you can add few more cvars you found working. At the moment i have already all of ini settings from config folder added to game plus few hidden like mip refiner, high precision and cinematic mode. Will add now few more from your post, since i know now correct ini section names for these cvars.

Oh, can you tell me about ini section names with names like [name\name2\name3] are those combined from separate [name] + [name2] .. and ini setting can go eatch of separate section or they are fixed names that should be always combined like that? I have not tested that yet.

View attachment 16101

P.S. - little note to CDPR forum admins - could you please disable parsing of @ symbol for anything inside
Code:
        [MENTION=2116718]tag[/MENTION]s
to avoid @ turning into mentions in a middle of code?

---------- Updated at 10:33 AM ----------



But @doktor1 you did not лууз it, you totally ruined luminance\brightness and saturation of pixels, look at wall at left upper side of screen. Seems like i need to release my additional shader to SweetFX\Framework which turns RGB color space to HSV and allows to properly control brightness and saturation to stop people turning their white and black to 50 shades of gray and restore whites in game that have it ruined, just like Witcher 3, GTAV and Darwin knows how many more not well ported games with Xbox one calibrated dimmed gamma will appear soon.

---------- Updated at 11:01 AM ----------



These

MaxCubeShadowSize
MaxSpotShadowSize

Only affects shadow of fire places and torches and self shadowing, and they are razor sharp even at 512, increasing spot resolution does not add anything to their quality, and at resolution of 1024 some of the disappear, for example fireplace in intro near Yenifer, with 512 for both you have shadows from logs and rest of things, with 1024 logs shadows missing, with 2048 all shadows are gone. Also it seems that indoors whenever you in global shadows, cubed self shadowing disabled for characters, gameplay self shadowing also disabled, it only works fine in cutscenes outdoors and very few places like intro (yet its very blob like) which looks very ugly and flat. I hope they will enabled self shadowing indoors and inside global\cascade shadows. Witcher 2 was better in terms of shadows.

I'm back home now, and I'm having a look through that cvar file you uploaded. There's quite a lot of them inside there. I've taken a look at some of the more interesting looking ones, and asigned them to the apprioriate sections.

I haven't done all of them, because there's simply too many. But, if you're familiar with the process;

  • Use a hex editor to dump strings from the game's binary exe, and export it to a text file.
  • Open the cvar list you have, and the exe strings dump. (I use notepad++) Then you can use the dump to find the headers.
  • Search for the cvar you want, and 99% of the time, the header name, will be under the cvar name in the dump.


I'll upload when I get done later, if I get time.
 
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if you just add the lines from 1.04 in the user.settings.ini, brakes the entries as i could see. But i tried to delete the user.settings fresh from patch 1.05, let the game regenerate it again. Than i closed the game and pasted the lines i had in the user.settings of the 1.04, and guess what,works again. I noticed massive fps improvement, and the blood and footprints i lost, are back.
Just this patch didn't repair the bug on one of the prisoner for me, there is no chiefthat gives key

Thank you very much for this suggestion, I will try this myself and report back with the results! ;)

If you're talking about the person in distress near Crookbag Bog, I can confirm that I have encountered the same bug! :(

These contradictions show nicely that it is a nightmare to optimize such a complex game to run on systems with a plethora of different hardware and software combinations. The developers can test their game only on so many different systems.
Sometimes I suspect that many here who complain about issues witht the game have not looked hard enough (or maybe not at all) on possible causes on their end. Overclockings, faulty hardware (but stable in less taxing games), too many programs running in the background while playing or a specific program. I once played a game which crashed on start up when I had my joystick plugged in.
CDPR is working hard on patching and optimizing the game, but in PC gaming you also have to do your part by knowing and maintainig your system.

That is indeed very true - The Witcher 3 is absolutely enormous and seems to stress people's systems to the max! I do hope that in 6-12 months from now we will see a version 2.0/Enhanced Edition so that I can replay the game all over again then! :p

This. When I updated I got major stutters, but after refreshing all the settings by applying a low preset and then fine tuning them to the way I used them, stutters were gone.

Thank you very much for this observation, facundoen, I will try this myself very soon! :D

Do you people have very little fps drop when it's raining, too? That should be normal, but I prefer to check.

Anyway, seems that every time I try to enable triple buffering and vsync in the Nvidia control panel and apply the settings, those two reverts back as soon as I leave the program.

I can confirm that my framerate does drop by about 2-3 FPS when it's raining in-game. The effect is also exacerbated by my use of SweetFX, which also shaves another 2-3 FPS on top of that! :p

Have you tried using NVIDIA Inspector to modify The Witcher 3's driver profile?

I'm back home now, and I'm having a look through that cvar file you uploaded. There's quite a lot of them inside there. I've taken a look at some of the more interesting looking ones, and asigned them to the apprioriate sections.

I haven't done all of them, because there's simply too many. But, if you're familiar with the process;

  • Use a hex editor to dump strings from the game's binary exe, and export it to a text file.
  • Open the cvar list you have, and the exe strings dump. (I use notepad++) Then you can use the dump to find the headers.
  • Search for the cvar you want, and 99% of the time, the header name, will be under the cvar name in the dump.

I'll upload when I get done later, if I get time.

Thanks a million once again for your help and contributions, Asmodean! I cannot wait to see what else you uncover! :D
 
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