Thank you very much for the tip, tahirahmed, but this tweak has been a mainstay of the OP for quite some time now! It really has improved framerates for everyone that has tried it, at least on a Kepler GPU, but it can't hurt to try it on a Maxwell one either!I don't know if this is posted but I found this to improve performance on Nvidia GPUs (Kepler and Maxwell). If you delete APEX_ClothingGPU_x64.dll in the game installation directory then it offloads the cloth processing to CPU. You can also achieve this by forcing PhysX processing on CPU in Nvidia Control Panel.
Indeed, I have been slacking on updating this particular section because I'm not that familiar with regedit tweaks and did not want your machines to suffer on my behalf! I will update the OP immediately, using Black_Iris' solution below!I read that some ppl complained that the below tweak didn't do jack so it this entry needs to be updated.
Thanks a million for providing this information, Black_Iris! I can finally update the relevant section in the OP with an elegant, working solution! :cheers2:The correct reg entry to paste is this:
Windows Registry Editor Version 5.00
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\witcher3.exe]
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\witcher3.exe\PerfOptions]
Paste the part between the "-" above in a text editor, rename the extension to reg, double click on it to insert the entries and now it will work.
Thank you once again for your help in uncovering the inner workings of this game, Asmodean! I know it's dark and full of terrors down there!Didn't find anything useful from that cvar file, unfortunately. Stuff either flat out didn't work, or I had found it already. I was actually surprised just how many I'd actually already found.
I did find a small few working ones from the latest (1.05) executable, though.
MotionSicknessFocusMode=true <- removes the radial blur from the Witcher Senses. I much prefer it this way, tbh.
FakeMeshesNotReady=false <- Prevents to use of stupidly low quality meshes. Might have an fps hit in lower end systems.
SpeedTreeTerrainNormalmapFlatness=0 <- adjusts the flatness of normal maps associated with ST, I presume.
It can be it does, and it just requires a new game for it to do so, automatically. Certain things are loaded by the engine only at the start of a new game (for example any change to the number of skill points required in trees; if you update them and don't start a new game no changes will appear until forced with the debug console). Maybe some fields in those tables (as the max levels of trees in the skills tables) are loaded at the beginning and stored so the engine doesn't need to update them but the debug console forces the engine to do it.
But you can load it with console?f******* i dont understand how this shit load the csv files, am tired, tried everything
Nice comparison screens. Btw, GrassRingSize works in tandem with GrassDistanceScale. It works out something like: total grass rendering radius = (GrassRingSize * GrassDistanceScale). Where the GrassRingSize is the real value called. The GrassDistanceScale is just a multiplication reference value for it.Hey, I've been doing some foliage testing (all values except for the mentioned value was the same)
This is "FoliageDistanceScale"
Above 1.0 the foliage doesn't go any further, it simply adds shadows.. which you'd think "FoliageShadowDistanceScale" is responsible for, but we'll get to that
This is "MaxVisibilityDepth"
It seems to have a minimal performance impact and looks a lot better at max
This is "FoliageShadowDistanceScale"
No surprise here, it adds more distance to the shadows, but it is limited by "FoliageDistanceScale"
http://imgur.com/a/EuHpV this album shows interaction of "FoliageDistanceScale" and "FoliageShadowDistanceScale"
Compare http://i.imgur.com/cQQ19w7.jpg and http://i.imgur.com/EqMn84S.jpg
Both use "FoliageShadowDistanceScale" 54 but 2nd image has "FoliageDistanceScale" set to 1.5 instead of 1.0
There are two values I won't upload albums for because one is self explanatory and one doesn't do anything as far as I can tell
"GrassDistanceScale" works just like you would expect it to (unlike "FoliageDistanceScale") and "GrassRingSize" doesn't do anything
You've to add it to the appropriate section in your user.settings file. You set it to false. To be clear here - this isn't going to magically make all your meshes look superb, or anything like that ;pWERE exactly is this ????
And does it need to be FALSE or TRUE to not use stupid meshes ?
Nice comparison screens. Btw, GrassRingSize works in tandem with GrassDistanceScale. It works out something like: total grass rendering radius = (GrassRingSize * GrassDistanceScale). Where the GrassRingSize is the real value called. The GrassDistanceScale is just a multiplication reference value for it.
It's also capped by other speedtree values, though.
Try setting GrassRingSize to 0, and see what happens ; )
check my posts in this thread, i explained how to inject the *.env file into a csv tableBut you can load it with console?
Any possibility that you could give us the modded csv table (as you seem to have it somewhat working)
And command how to load it.
I think for many of it's not too much effort to manually load it each time we start game for improvements it offers.
Again, great work and huge thanks