Made a few small observations earlier, that I thought some may be interested in.
Firstly a few small tweaks for animations, that I'd like if people could help test.
Code:[Behavior] AnimatedComponentUpdateFrameSkip=false SuppressAnimatedComponent=false [Physics] MimicsQuality=10
They seem to produce smoother animations (the top two for gameplay animations, and the botton one, for facial cutscene animations). Would be nice, if anyone wants to help test. To confirm, or deny.
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ps: CDPR pls fix the wonky lighting. It's cheaply done, clearly cutting corners, by using pixel colour as a reference for luminance. Along with skin, geometry interaction, etc. It's clearly not PBR shading..
There's PBR shading done in very small locations in-game (Kaer Morhen, for instance). Most others have some watered down cheapo version.
I can get over the consolized textures/draw distance, lod, detail, etc. But the flat, lifeless lighting is too far. It's literally a negligible performance difference on a modern PC. But, consoles compute obviously didn't like it..
Thank you once again for digging these tweaks out, Asmodean!
Unfortunately, I tried them out and didn't notice an improvement at all. Animations actually seemed more sluggish and I was getting a lot of framerate fluctuations as well. I don't know if it's related or not, but since trying them I have had two instance in which my game crashed to desktop instantly while changing the in-game tabs between the "journal", "character", "inventory", etc. I've never had the game crash like this before, but it only happened in Novigrad from what I could tell!
Other than that, let's hope CD Projekt RED will include true PBR rendering in the Enhanced Edition of the game!
This is an old post but wanted to inform you guys that we have a deband shader coming up on the next release of ReShade's Framework. Here are some screenshots to give you some idea. For best results see the screenshots as 1:1, because there is some additional dithering involved in debanding process. When scaling down browsers might still show slight banding.
This is a temporary shader fix until we implement a way to force the games to render in 10bit. Then it will be possible to do 10bit to 8bit dithering, which should give the most optimal results.
Wow, thank you ever so much for this, makine! You have no idea how long I have been using SweetFX's dithering, in hopes of getting rid of the horrible banding present in some games. I cannot wait for the next version of ReShade now!
I won't bother testing with my 16:10 display since the game changes the FOV for the worse when I use my native resolution but these numbers should be accurate for a cornered HUD. I found them in the comments section of some mod on the nexus.
16:9
Change uiVerticalFrameScale from 1 to 1.0650
Change uiHorizontalFrameScale from 1 to 1.0375
16:10
uiVerticalFrameScale=1.18
uiHorizontalFrameScale=1.04
21:9
uiVerticalFrameScale=1.05
uiHorizontalFrameScale=1.37
Thank you very much for these numbers, Saorise! If they do work well, then I will add them to the relevant section of the OP!
Hi thanks for the guide!!!
is it noemal that when i do the shadow distance scaleb and texturemipmap changes my ingame options go from Ultra to Low?
and is it a menu bug or do i get the low settings in game?
No problem at all, I really appreciate your support!
Yes, it is perfectly normal for the settings to be shown as "Low" in the in-game options menu after you manually tweak them outside the game (e.g. via the "user.settings" file). As long as you do your tweaks, then leave the settings alone in the in-game options menu, the game will use your tweaked values, even though they are listed as "Low"!