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A compendium of tweaks and fixes for the PC version

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K

KNGRSM

Rookie
#981
Jun 15, 2015
Black_Iris said:
That's really good to know. If even only scripts can be compiled and make to work a lot of things more can be done (practically many of the best mods are done almost entirely with good scripting). Let's hope he can fix the compiler to make all commands work as that would be fantastic already.
Click to expand...
the compiler though comes with witcher 3 itself.

you can put your own scripts in content0\scripts\myScript.ws

and start the game using the command line argument -dumpscripts on witcher3.exe

witcher3.exe -dumpscripts will then compile myScript.ws and copy the compiled script to content0\ and the compiled script will be named: x64.final.redscripts

though, like I said the only way of loading or injecting a script right now is using skomskis script-loader which is so far really early version and also broken since the game was updated to 1.04.
 
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marvelmaster

Forum veteran
#982
Jun 15, 2015
I juste wanted to find the strings to change the names in options menu and i wanted to find commands for chaning graphical settings via ingame command... but apparently i'll have to give up my intention because of non programming knowledge :\
 
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Black_Iris

Rookie
#983
Jun 15, 2015
marvelmaster said:
I juste wanted to find the strings to change the names in options menu and i wanted to find commands for chaning graphical settings via ingame command... but apparently i'll have to give up my intention because of non programming knowledge :\
Click to expand...
Do you mean with the debug console? Because a list of all commands usable there is already published and you can find googling it. If then you mean the hidden paramters (as the ones Asmodeus finds) he doesn't inspect redenginge but looks at the executable with an hex editor searching for tags.
 
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marvelmaster

Forum veteran
#984
Jun 15, 2015
i know the lists with commands but in them there is no graphics chanings commands
 
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Asmodean778

Rookie
#985
Jun 15, 2015
I'd personally, definitely wait for ScriptStudio before working with the witcher scripts. The engine is precarious enough as it is, when it comes to it's scripting (same with the previous game) . Dunno if I'd bother trying to work on them without it.

#edit;
@KNGRSM Any particular reason you haven't updated your cutscene env mod to prevent the truncation of the weather csv files, man?. Not like it's a revelation or anything, but I hadn't really thought about how crudely it was done until I tested it, myself. I mentioned it in this post.

It causes various TOD / weather problems the way they are currently. Which are fixed by resolving the file size problems.
 
Last edited: Jun 15, 2015
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KNGRSM

Rookie
#986
Jun 15, 2015
Asmodean778 said:
I'd personally, definitely wait for ScriptStudio before working with the witcher scripts. The engine is precarious enough as it is, when it comes to it's scripting (same with the previous game) . Dunno if I'd bother trying to work on them without it.

#edit;
@KNGRSM Any particular reason you haven't updated your cutscene env mod to prevent the truncation of the weather csv files, man?. Not like it's a revelation or anything, but I hadn't really thought about how crudely it was done until I tested it, myself. I mentioned it in this post.

It causes various TOD / weather problems the way they are currently. Which are fixed by resolving the file size problems.
Click to expand...
well yeah, that is a known "problem?" since day one and so far hasn't caused any problems at all!

after repacking the "larger" files you "won't" break the startup.bundle file you can still load all weather presets defined in the *.csv using the debug console? And they all work fine and as intended!

you can even repack them much larger files using customweather preset names that you can only load exclusivly using the console -> changeweather(My_Custom_Weather_Effect_from_CSV) and that from much bigger then original sized files, obviously because the files are containing more characters. and they will still load fine and nothing will break.

try the above yourself and you will see that your weather preset, reimported in a much larger file, using force to reimport the file will still load afterall!

you are right though, that once you "reimported" larger then normal files, that you can't unpack the startup.bundle anymore and it will break the extracted files. obviously, because the new size (after repacking) differs from the .bundles original size. but this is a quickbms issue and the way the script handles the extraction. see it needs the files original file size CRC32 checksum to extract the files, which changes when you reimport bigger files. It's however not an issue with the file and or how the game handles the file after it has been modified.

but there's an really easy fix for that. why do you think the original files are included in the mod? if you install default_lighting.bat it reimports the original files into the .bundle file, restoring it's original file size thus allowing you to unpack the .bundle file again.

---------- Updated at 10:27 PM ----------

Also I didn't ever have a TOD crash in this game ever! And I'm using this method since the first days and have several mods released that use this method, yet none of users that use these mods have reported any problems that you're describing. If it wouldn't work in the first place, we wouldn't use it.
 
Last edited: Jun 15, 2015
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Asmodean778

Rookie
#987
Jun 15, 2015
KNGRSM said:
well yeah, that is a known "problem?" since day one and so far hasn't caused any problems at all!

after repacking the "larger" files you "won't" break the startup.bundle file you can still load all weather presets defined in the *.csv using the debug console? And they all work fine and as intended!

you can even repack them much larger files using customweather preset names that you can only load exclusivly using the console -> changeweather(My_Custom_Weather_Effect_from_CSV) and that from much bigger then original sized files, obviously because the files are containing more characters. and they will still load fine and nothing will break.

try the above yourself and you will see that your weather preset, reimported in a much larger file, using force to reimport the file will still load afterall!

you are right though, that once you "reimported" larger then normal files, that you can't unpack the startup.bundle anymore and it will break the extracted files. obviously, because the new size (after repacking) differs from the .bundles original size.

but there's an really easy fix for that. why do you think the original files are included in the mod? if you install default_lighting.bat it reimports the original files into the .bundle file, restoring it's original file size thus allowing you to unpack the .bundle file again.
Click to expand...
It actually does 'break' weather types, though. Of course it will 'work' when using the console, because you're forcing that particular type of weather. That doesn't mean all of the associated weather effects, for that WT are being loaded. It is a debugging console. They'll load regardless of being complete. But they won't do that naturally during game play. Because it won't meet all conditionals.

You can test it by meditating in some areas. Meditate from day->night, or night->day, with the csv's being larger than the originals, and the TOD can get stuck, if it was trying to load one of the WT's that was truncated by repacking. It'll, for instance be day time when it should be the middle of the night, or vice versa. Then after a minute or so, it'll instantly swap to the correct TOD, falling back to another WT, after failing to load the truncated one.

You can also test that larger files aren't being repacked into the archives by making one of the existing bundle files ridiculously large (in comparison to it's original size, I mean). Repack it, and the bundle will still be the exact size it was previously. Because the file will get truncated / chopped at the exact point it exceeds the original file size for a given file. It would probably need to be edited in the metadata.

#edit: all I know is, that personally, I've had no problems with the edited csv's since I resolved the file sizes. I typically test stuff thoroughly before using them for playing the game. Because it don't like stuff annoying me when I actually get to playing it lol.
 
Last edited: Jun 15, 2015
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kilyan82

Rookie
#988
Jun 17, 2015
finally we are back lol...that was a long down time Oo
 
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TGer

Rookie
#989
Jun 18, 2015
Bring back the old interface and the font as in version 1.04 or make a choice font and type interface!!!
 
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kilyan82

Rookie
#990
Jun 18, 2015
Asmodean778 said:
It actually does 'break' weather types, though. Of course it will 'work' when using the console, because you're forcing that particular type of weather. That doesn't mean all of the associated weather effects, for that WT are being loaded. It is a debugging console. They'll load regardless of being complete. But they won't do that naturally during game play. Because it won't meet all conditionals.

You can test it by meditating in some areas. Meditate from day->night, or night->day, with the csv's being larger than the originals, and the TOD can get stuck, if it was trying to load one of the WT's that was truncated by repacking. It'll, for instance be day time when it should be the middle of the night, or vice versa. Then after a minute or so, it'll instantly swap to the correct TOD, falling back to another WT, after failing to load the truncated one.

You can also test that larger files aren't being repacked into the archives by making one of the existing bundle files ridiculously large (in comparison to it's original size, I mean). Repack it, and the bundle will still be the exact size it was previously. Because the file will get truncated / chopped at the exact point it exceeds the original file size for a given file. It would probably need to be edited in the metadata.

#edit: all I know is, that personally, I've had no problems with the edited csv's since I resolved the file sizes. I typically test stuff thoroughly before using them for playing the game. Because it don't like stuff annoying me when I actually get to playing it lol.
Click to expand...
try his latest version, there is no force of wrong size
 
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Seaclean

Rookie
#991
Jun 18, 2015
So no awesome new tweaks recently?
 
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Qualopec2015

Rookie
#992
Jun 18, 2015
Scheluded Maintenance?!?! Just the two firts pages?
 
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shishimaru1000

Rookie
#993
Jun 19, 2015
How are your lines in user.ini for new DLCs? Every time I install a new DLC, it just doesn't work and I have to add it manually to the config files :/


And, by the way, anyone tried to do some optimized tweaks to make the game both run on older machines and look decent? Most guides make grass and trees totally disappear, which is not good. I made a good setup, but I'm sure there are more expert guys :p
 
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IrregularJohn

Banned
#994
Jun 19, 2015
shishimaru1000 said:
How are your lines in user.ini for new DLCs? Every time I install a new DLC, it just doesn't work and I have to add it manually to the config files :/


And, by the way, anyone tried to do some optimized tweaks to make the game both run on older machines and look decent? Most guides make grass and trees totally disappear, which is not good. I made a good setup, but I'm sure there are more expert guys :p
Click to expand...
After DLC #3 they stopped appearing in my user.settings file, though they are in the game (like that Missing miners and Fool's Gold quests).
 
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c0ba1tum

Rookie
#995
Jun 19, 2015
Mb your config files has "readonly" option?
 
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shishimaru1000

Rookie
#996
Jun 19, 2015
c0ba1tum said:
Mb your config files has "readonly" option?
Click to expand...
Yes, but I disable read-only before installing patches and DLCs.
 
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randyrhoads

Rookie
#997
Jun 20, 2015
If it starts raining outside during indoors dialog all the characters get wet. Does everyone get that?
 
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v00d00m4n

v00d00m4n

Senior user
#998
Jun 20, 2015
jonwd7 said:
I'm sorry but I've run out of patience. Your idiotic spiel is poisonous to the community. Your so-called analysis is flawed, and the difference in Geralt's shadow and the near shadows is because of two things:

1. Geralt's position changes each time you load the same save
2. The building shadows are a couple of frames ahead or behind the other, because I have to spam the Select button to enter the menu as fast as possible upon save load.

How can I fail to see something when that's exactly what I was showing it for? Maybe you failed to read.



CHANGING CASCADE 2 FROM "1.5" TO "4" DOES EXACTLY WHAT I SAID IT WOULD! THAT SHADOW THAT GETS BLURRY? GUESS WHAT. IT'S CASCADE 2. OBVIOUSLY CHANGING CASCADE 2 FROM 1.5 TO 4 WILL MAKE IT BLURRY. It is doing so because it's spreading Cascade 2 over a larger distance. And yet you keep refuting this point.

And, AS I CORRECTLY PREDICTED, going from 1/1/4/4 to 1/4/4/4 extends shadow cascade 1 to cover the building which is why the shadow goes from blurry to sharp again:

1/1/4/4



1/4/4/4



Because Cascade 1, which is always rendered at a FIXED RESOLUTION (based on the max size you have set in the INI), and is much higher resolution than cascade 2, is stretched to cover the building when you change Cascade 1 from 1 to 4.

And do you know how I know the building is covered by cascade 2 in the first image?? Because if you change it to 0, the building shadow will disappear:

1/1/0/0



So please tell me how one can be wrong when they predict something will do exactly as they said it would. Let's take a minute to point out something you said in your post:



Immediately proved to me that you have no understanding of the system. Since your entire predication is that since I changed Cascade 2 scale, that this made Cascade 1 blurry. Well that house shadow is Cascade 2, and I made Cascade 2 blurry because I increased the distance it covers in game. How are you not understanding this?

If you change cascade 1 to 0, you will see just how small cascade 1 is (compare to 1/1/0/0 image):

1/0/0/0



So, you somehow keep refuting the idea that increasing the cascade scale stretches out the cascade over a larger distance, let's show that's incorrect:

2/0/0/0




4/0/0/0



You can see that 1/1/0/0 is roughly the same as 4/0/0/0 ... Why is that? Because it would appear that Cascade 1 is about 3x the size of Cascade 0. So, 1 * 1 + 3 * 1 = 4 vs 4 * 1 + 0 * 1 = 4.




I'd honestly like to see you try at this point. I cannot believe someone can be so RUDE, while being so incredibly wrong about everything they are saying. You are abrasive, self-aggrandizing, and you are not helpful to this community.

Because like I said, all of your predicating points were incorrect. So how could I trust the rest of the post which these predications were based on? You said very basic statements that proved you don't have an understanding of the cascade system in this game. So what sense is there in looking at all of your pointless math?

Honestly, I'm detecting a language barrier here. Everything I've said so far has been correct, yet you are managing to somehow avoid the important details that show that nothing I've said is wrong. But also I think you started out with the idea that you are correct in everything you do, so it doesn't compute with you. I'd almost tend to think we're arguing over nothing and that we both have an understanding of how the system works, yet you don't know English well enough to understand the words I'm writing down. On the reverse side, literally nothing you said made sense to me even though I have a deep understanding of how the system works (sorry for not showing 3000 pictures showing every single thing I understand by the way. You keep telling me I don't know things because I didn't show them which is a logical fallacy). So it's difficult to explain away how you have said things that are simply not true.

-----

Anyway, I've run out of energy arguing with you. You're rude and abrasive and clearly incapable of any kind of intelligible debate.
Click to expand...
I wonder, since when "we are not rivals, we are partners here, lets not fight become RUDE and things like you said ""stopped reading at ... Your idiotic spiel" and rest of your insulting tone stopped to be rude? Did someone swapped definition of word rude once i was busy and have not visisited forums?
Your behavior and tone is what really poisonous here.

Anyway, not like you im not going to waste my time on personal atacks, lets talk business, and dont waste energy, im imune to your poison.
After that i have checked everything, and im sorry but i have to dissapoint you again! None of us was completely right and non of us was completely wrong.

I know pretty well how cascade shadow works, but like i said many times, each implementation is different, so i relied on observation of how shadows behaved in my game, rather than how generic implementation of cascade shadows works.
My observations was mostly correct (NOTE - OBSERVATION is not equal to technology), i even recorded video for you to prove you wrong, but then when i prepare my edge mod for release i notticed cause of such a weird shadow behavior... it was a bug in my mod, when i copy pasted line with of code with one cascade to make slider for 4 of them i simply messed up suffixes with numbers in the end of cvars, so it happened that cascade 0 value was affected by cascade 1+ sliders, and this is what i observed which made me believe that all cascades packed in single shadow map with split space.

I was wrong about it, fixed that bug and started to observe correct.
But i still was right about settings i recommended and you recommendation was wrong. ALso you was wrong about distance "cascades" kicks in. I was right about distance but only for cascade 0, i was wrong about other cascades distance scaling, i just assumed they all use same scaling and behavior while in fact they all behave very different and behavior of each cascade happened to be inconsistent;


So cascade scaling is no really about distance of how further shadows will cast, and cascades does not kick in at some fixed distance as you assumed.

Scaling is seems to be a scale of invisible square - a shadow occluder that stands between camera or geralt and sun or moon.
Each of cascades (except for 3 but i need to re-chck, that was 2 weeks ago last time i test it) kicks in at same distance - center of player position.
You can turn of cascade 0, 1, and left only 2 and you will still see shadows covering everything, just a low res, i disable each cascade and that is 100% correct this time. So scaled does not afffect where it scarts like was thinking, it only affects where it ends.

It seems like cascade occluders aligned at fixed distance relative to each other, and they aligned in line like this
Sun > 3 > 2 > 1 > 0 > Player
Since 3 closer to sun and 0 farer, even when you set every of them to equal values such as 1 or 2 or 4 or 10, which means square size is same, sloses to sun cast shadows to bigger area, and far one to little area.
Cascade shape and is fully sun position based and does not take camera rotation to account t, a vector between sun and player used to aliign shadow direction, so at 12:00 you will have sun right above you and cascade would be square enoguh, and at 18 at dusk square turns into long shadow. In other games, for example GTA, cascade shape is always fixed and aligned to camera pow,

This is the best place to spot occluder and how it affects shadow (only cascade 0 is enabled here):




And these are cascades 0, 1, 2 enabled 1 after another (dont remember exact value, i think i used 1 or even 0.5)

0

1

2


You can notice here that shadow of ship casted beyond cascade square on ground, since this object stand on a way between ground and occluder square.

Scaling of each cascade does same thing, you can see how square of occluder grows, so it dont think it really sets the distance, and depending on angle of sun distance may go higher and lower.

Average distance for cascade 0 was almost correct last time i spoke about it, now i know that its variable so its not exact value, Cascade0 value of 1 is close to 10 in game steps (you know steps that shown near minimap, i used it as ruler for distance measurement), for cascade 1+ its harder to tell,

Inner cascade always beats outer cascade if they cover same area.

As for size, im not really convinced by your assumptions that each next cascade used half resolution of previous, you still failed to prove that fact, and that would make much less sense that packing all shadows to one atlas as i assumed (and to clarify things, when you said "it makes no sense" you was wrong, Crytek has different opinion http://www.realtimeshadows.com/sites/default/files/Playing with Real-Time Shadows_0.pdf they say packing all shadows to same texture is good idea to avoid memory fragmentation, and to increase render speed by making less of draw calls by using single texture, this article explains well benefits of texture atlases http://blog.wolfire.com/2010/03/Using-texture-atlases , also look at page 63, this is how good cascade shadows should work and this is not exactly how they work in witcher 3), and judging by how i can clearly see shape of trees at Kaer Morhem intro at far distance, i suppose that each cascade has same resolution, since cascade needs to cover bigger area and each object will already start to cast less detailed shadows making resolution of cascade lower will totally destroy distant shadows and will turm them into blury mess. This is where we both was wrong - my idea of using space of same texture and your idea of using half res both are flawed, our ideas both totally destroys shadows at distance, while same high resolution for shadows will compensate large scale.

Now I really think that resolution you set for cascade shadows is used for each cascade, at least this is looks like that when you disable cascade 0 and 2 and look at 1 which seems not such a less detailed comparing ot 0.

As for performance, the only think that really affects performance is resolution of cascade, i played with values of cascade 0 between 1 and 20, and have not seen any major difference in FPS (usual fluctation in a range of 1-2 fps, im not even sure its related to shadows), same goes to cascade 1 2 and 3.

I can 100% asure you that CHANGE OF SHADOW CASCADE SCALE DOES NOT AFFECT PERFORMANCE!
Its pretty much SAFE TO SET CASCADE SCALE AS HIGH AS ANYONE WANTS until resolution of shadow remains the same.

The only thing that really affected by cascade shadow scale is quality of shadow, so if you want shadows to render far more, you always trade off their quallity, and once you do that, you have to compensate by setting higher resolution.

Shadow resolution of 4096 is not perfromance hit, actually its good compromise between quality and distance. i play with it on my GTX 680 with 30-45 fps and everything but grass set on ultra (plus even further tweaks for quality). 8192 is not overkill like you tend to say, but its starting to hit performance a little, but 4096 is safe minimum everyone (with more or less modern and not low budget PC ofcourse) should stick to.

My old recommended settings remains the same.
All small details of objects cast shadows only at cascade 0, if you will not set cascade 0 high enough, you will see a lot of annoying shadow pop-ins at close distance.
You say 8 is maximum (well at least you accepted my value and gone from that low reanges of 2-4) i say its a minimum to eliminate shadow pop-ins and make small objects cast shadow at reasonable distance. Setting 10, 12 and maybe 16 (about 160 in-game steps) is good idea to make small shadows disappear at distance where we cant see them and to get rid of visible seams between cascades. But setting it higher as 8-10 will make resolution of 4096 not enough to sustain good level of details so for 16 its really a good idea to set something higher like 8196 and reduce by 256-512 each step until good balance in case of performance.

So, this is still the best preset for best shadows in a game:
Code:
CascadeShadowDistanceScale0=16
CascadeShadowDistanceScale1=8
CascadeShadowDistanceScale2=4
CascadeShadowDistanceScale3=2
CascadeShadowmapSize=8192
And this is sitll good balance between performance and quality.
Code:
CascadeShadowDistanceScale0=8
CascadeShadowDistanceScale1=6
CascadeShadowDistanceScale2=4
CascadeShadowDistanceScale3=2
CascadeShadowmapSize=4096
I will repeat again - scaling is cheap for performance, people should not be afraid to set it high, your suggestions are incorrect, you afraid to rise values like your
computer will explode and with your scare you scaring people and making them afraid of setting higher values, now this is really poisonous.

Shadow resolution give some performance hit, but not as much as you think, 4096 is pretty cheap for any PC with CPU and GPU of high class released in last 4 years (basically anything better than xbox one hardware for which game was axed and set up), going higher by 256-512 step up to 8192 until performance hit will start to be notticable is best practice to achieve really good looking shadows.

As for VRAM shadow takes, 1024x1024 shadow map takes exactly 4 mb (dont trust me? ask Crytek in PDF i posted above)
1024*1024=1*048*576 pixels takes 4 mb
1*048*576 pixels /4 m=262*144 pixels take 1 mb
now if we want to calculate how much of vram 4096 shadow map will take - 4096*4096=16 777 216 pixels
16 777 216/262*144=64 mb not much, in case we have full resolution of each cascade it would tak 64*4=256 mb of VRAM.
Now lets do same thing for 8192*8192=67*108*864
67*108*864/262 144=256 for single cascade and 1024 for them all (yet again in case they use full resolution, we dont have any prove if they are half sized for each cascade as you think, my mistake about scaling was at least caused by bug in mod, your mistake just a blind guess)

Formula is Memory in MB = (X-Resolution * Y-Resolution * Bits-Per-Pixel) / (8 * 1024*1024), and i assume 32 bit shadow buffer, it could be 16, in this case everything will be just twice lower.

Yep, i admit my mistake that was caused by same cvar for all 4 cascade in my mod, but after i fixed it i have observed how it really works and key point (values for good shadows), does not change, and now i corrected mistakes of both of us. I wonder if you can admit your mistakes after this.

And just to put the end to dispute i illustrated (picture is not precise, just a quick scetch), how exactly cascade shadows projected in Witcher 3.
Scematic:




More like it looks in game (had no time to draw 4 of them, just 2 will)



At this example cascade 0 with scale 1.5 is equal to cascade 1 with 1 scale. ITs possible that cascade occluders are of differen base size and aligned at same distance, so whats shown here as cascade 1 scale 1 is actually a cascade 0 scale 1, and cascade 1 scale 2 is actually cascade 1 scale 1, both ways are possible, becaure results are equal as example showsm but i think they use version same scale at different distances, anway method is not importand since results are same, Its not 100% clear is cascade scale controls size of cascade occluder or distance between player model'sun and occluder, but yet again its not important since you can ged same results by moving square of same size or by scaling its size.

Technique they use not optimal, the most ugly thing about it are how square occluder cast long shadows at certain angles, and how inconsistent shape of shadow and area its cover , but at least it proves that cascade scale does not affect distance direcly and that distance different for different situations (which is why, in addition to my mod bug we observed different behavior). Also it causing bad effect of narrow fixed cascade which does not cover area you see when you turn, since cascade does not turn and align for camera (and i saw many games when it was done like that, actually any Cry engine powered game uses such correction and you dont see fixed narrow shape of cascades there.



This sceme shows problem with inconsistem cascade shape and distance



You turn camera 90 degrees and boom, distance of cascade suddenly appears to be way shorter and you can clearly see direction of sun light by looking at cascade edges.

And yet again, to compensate this ugly effect you have to set cascade 0 high enough so that ugly edge would be as far from your eyes as possible, and distance of about 40 steps which is value of 4 is not enough to cover this edge, distance of 80 which is 8 is good enough to make it almost invisible, and distance like 100-120-160 10-12-16 is almost perfect.

Btw, illustration above shows that you can actually set cascade 0 to cover are higher than cascade 1 and next (except for 3, its behavior is different) so this means cascade 1 and 2 not very important, you can set high cascade 0, low 1 and 2, and mid cascade 3, so that cascade 0 may happen to transit directly to cascade 3 and disallowing cascade 1 and 2 to show up, which in case of high shadow resolution could give better looking distant shadows with all the little details rendered (which are ignored at cascade 1 and 2) far enough to eliminate shadow detail pop-ins and skipped shadows of some elements of world.

Seriously, dont argue, just set cascade0 to 8-16 until it will be rendered up to 100-150 meters, set shadow resolution 4096-8192set each of following cascades twice lower than previos (except for last, never set anything lower than 2 for cascade 3). and see how many shadow details will appear in world that you and anybody who listened your suggestions missed, and also see how that does not affectt performance as mush as you was afraid it would do.
And dont forget to set cascade quallity to 1+ to improve filtering..

The only thing i still did not figured out is treshold, in theory it should give better results with values lower than 1, and worse results with values higher than 1, i but still dont get what exactly it does, it could be something related to fade out effects of edges of each cascade, but im not really sure about that, so i keep it at default 1.0, since cascade 0 with 8+ value is high enough to make this transition so distant so you would not care about it.

Upd: wow, i just re-read my post, so many typos, sorry i was really sleepy when wrote this at night.
 
Last edited: Jun 21, 2015
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I

IrregularJohn

Banned
#999
Jun 21, 2015
randyrhoads said:
If it starts raining outside during indoors dialog all the characters get wet. Does everyone get that?
Click to expand...
Yep. Kinda annoying.
 
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W

waddams

Rookie
#1,000
Jun 21, 2015
Setting shadowmapsize to 4096 isn't a performance hit? That's interesting since I just tested in game between 3072 and 4096 and at 4096 I lose at least 10% in heavy shadowed areas which is 5 or more frames.

Must be that crummy geforce 980 I am using that isn't high end enough...

From my brief testing I have done today and earlier, as stated, cascade shadow distance scale on its own does indeed not seem to hinder performance since the performance looks to be tied to shadow map size. From what I have seen, the higher the distance scale is set the better the performance will be at the specific shadowmapsize since it is being spread out more.

As an example I just did:

mapsize is set at 4096

If I set scale0 to 10 then in this area I was at the framerate was 42

If I set scale0 to 4 then in this area the framerate dropped to 37

Personally based on my brief testing, I see very little difference between 4096 and 3072 (or even slightly less than 3072) to warrant the fps drop. Sure, it isn't as defined and if I stop and look at a shadow of something like a tree I can often see areas of edges doing a bit of a wavy motion but I simply don't stop to stare at shadows so I'd rather have the extra 10% in performance. Maybe when I eventually get my sli 980 Tis I'll bump this up but for now I will use 3072 or less.

Something like 8192 (I tried that out a while ago just to see what it looked like) makes shadows far too defined as well and they don't look realistic because of that although if one were using super high distance scale values then mapsize would need to be getting in that range...but that's nutty unless someone is running a tri or quad sli setup....or they want to play this game at console style 30 fps levels. I do not.
 
Last edited: Jun 21, 2015
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