A compendium of tweaks and fixes for the PC version

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Not sure if CDPR have any plans to add TXAA support any time soon, but that would be my preferred method if it ever becomes available. It drastically reduces shimmering of distant edges and works best in motion.

Check out the UGO mod, it provides an option to enable TXAA and built in AA together.



UGOM: http://www.nexusmods.com/witcher3/mods/760/?
@marvelmaster; could explain more about that TXAA option.
 
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Check out the UGO mod, it provides an option to enable TXAA and built in AA together.



UGOM: http://www.nexusmods.com/witcher3/mods/760/?
@marvelmaster; could explain more about that TXAA.

Hi mate,
TXAA has to be hardcoded into the game engine itself from what I know, so I really doubt this is an actual TXAA solution. But I would really like to know more details about it.

By the way guys, did you notice the improved shadowing after the last update? I just played and think they really improved it a bit, at least in Oxenfurt.
:surprise:
 
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@B.Leopard TXAA does not exist in The Witcher 3. They have their own custom Antialiasing technique which uses a combination of SMAA+FXAA. This has already been mentioned previously in the thread.

TXAA is a hardware based Antialiasing technique that is only supported by NVIDIA Kepler GPUs.
 
@Matvs ; @devilhood;
http://www.geforce.com/whats-new/gu...-hunt-graphics-performance-and-tweaking-guide

"To tackle jagged edges, CD Projekt RED has developed their own post-process anti-aliasing solution, as hardware anti-aliasing techniques such as MSAA and TXAA are incompatible with REDengine 3's renderer. This unnamed post-processing technique operates with a level of fidelity similar to FXAA, but with an added temporal anti-aliasing component to reduce the crawling and shimmering of anti-aliased edges when the camera or player's viewpoint is in motion."

I think that should explain more about those options in UGOM.
 
@Matvs ; @devilhood;
http://www.geforce.com/whats-new/gu...-hunt-graphics-performance-and-tweaking-guide

"To tackle jagged edges, CD Projekt RED has developed their own post-process anti-aliasing solution, as hardware anti-aliasing techniques such as MSAA and TXAA are incompatible with REDengine 3's renderer. This unnamed post-processing technique operates with a level of fidelity similar to FXAA, but with an added temporal anti-aliasing component to reduce the crawling and shimmering of anti-aliased edges when the camera or player's viewpoint is in motion."

I think that should explain more about those options in UGOM.

I knew this already, but thank you.

That article is useful for people who want to see an easy visual comparison and FPS differences when changing the graphics options. Although the performance and some of the visuals are now slightly different due to optimisations CDPR make with each patch they release.
 
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The problem with setting your "user.settings" file to "Read-Only" is that whenever you enter a value that the game cannot accept, it will be unable to correct that value on-the-fly and you will most likely run into unexplained poor performance or other bugs. ;)

Therefore, I recommend leaving the "user.settings" file open for writing into by the game, since CDPR just loves tweaking the maximum values of the .ini variables with every patch... :dry:

Er, what if I want to keep max performance instead? Should I put it in Read-Only or not? :)
 
Patch 1.11 has really turned down the IQ. I've found that the texture clarity can be brought back by changing TextureMipBias to -1 instead of leaving it on 0 as suggested in the OP.

Haven't got a clue how to increase the mid and far texture LOD though, also the object and herb pop-in is very noticeable now.

FPS is a little more consistent during busy scenes, which is a good thing. Everything feels a bit zippier.
 
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Patch 1.11 has really turned down the IQ. I've found that the texture clarity can be brought back by changing TextureMipBias to -1 instead of leaving it on 0 as suggested in the OP.

Haven't got a clue how to increase the mid and far texture LOD though, also the object and herb pop-in is very noticeable now.

FPS is a little more consistent during busy scenes, which is a good thing. Everything feels a bit zippier.

Exactly, I dislike shimmering so I've been using -0.3 TextureMipBias for a while now, but now textures look a bit blurrier than before so I can go down to -0.7 without remorse.
Also the LOD! I hate it when Roach's saddle changes to a better texture when I get closer than 3 feet. There should be a way to tweak this.
 
Exactly, I dislike shimmering so I've been using -0.3 TextureMipBias for a while now, but now textures look a bit blurrier than before so I can go down to -0.7 without remorse.
Also the LOD! I hate it when Roach's saddle changes to a better texture when I get closer than 3 feet. There should be a way to tweak this.

I'm sure there is a way, but there doesn't appear to be any indication of what it might be in user.settings or rendering.ini.

It could be a new set of undocumented parameters, or perhaps something set by a bunch of scripts.
 
Anyone have any examples of the changes to texture quality people have mentioned above?. I'm usually pretty keen on spotting stuff like that, at my own exacerbation. But I've not noticed a difference so far. (I restarted my save when I starting playing again, so I'm only at Velen though)

It doubt it would be the case, but I've modified the texture groups table, and had been using that the whole time. So it might not be as obvious. (stuff like using the high quality compression format for all normals, etc, and not just cutscene ones, and raising the max allowed tex res.).

Attached it below in case anyone else would like to test.

----
Thought I'd put my rant inside a spoiler ;p

I've seriously had about enough of suffering visual quality losses over and over due to (mainly)console-related "optimizations". They obviously should have had seperate builds.

I'm also confident that mosts devs these days don't even know what 'optimization' actually is. It's making improvements on systems, and how they work. Improving the logic, and efficiency. Thus it runs better. Optimization is not ' simply turning X, Y, or Z graphical feature(s) way down, or off, to get maor fps".

/endrant
 

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Anyone have any examples of the changes to texture quality people have mentioned above?. I'm usually pretty keen on spotting stuff like that, at my own exacerbation. But I've not noticed a difference so far. (I restarted my save when I starting playing again, so I'm only at Velen though)

It doubt it would be the case, but I've modified the texture groups table, and had been using that the whole time. So it might not be as obvious. (stuff like using the high quality compression format for all normals, etc, and not just cutscene ones, and raising the max allowed tex res.).

Attached it below in case anyone else would like to test.

----
Thought I'd put my rant inside a spoiler ;p

I've seriously had about enough of suffering visual quality losses over and over due to (mainly)console-related "optimizations". They obviously should have had seperate builds.

I'm also confident that mosts devs these days don't even know what 'optimization' actually is. It's making improvements on systems, and how they work. Improving the logic, and efficiency. Thus it runs better. Optimization is not ' simply turning X, Y, or Z graphical feature(s) way down, or off, to get maor fps".

/endrant
I just downloaded. Needs more testing but so far I would say it definitely looks better. Thanks!
 
What do you recommend me as the value for these lines to won some FPS :

HairWorksGlobalWidthLimit=5
HairWorksGlobalDensityQuality=1
HairWorkstGlobalDensityLimit=2
HairWorksGlobalDetailLODFactor=1

I use HairWorksLevel=4. I think these values are for HairWorksLevel=8, no?
 
Patch 1.11 has really turned down the IQ. I've found that the texture clarity can be brought back by changing TextureMipBias to -1 instead of leaving it on 0 as suggested in the OP.

Haven't got a clue how to increase the mid and far texture LOD though, also the object and herb pop-in is very noticeable now.

FPS is a little more consistent during busy scenes, which is a good thing. Everything feels a bit zippier.

interesting u say this about the TextureMipBias i just checked it and its already on -1 there must be something else i think what they changed in patch 1.11 that decreased the IQ.
 
interesting u say this about the TextureMipBias i just checked it and its already on -1 there must be something else i think what they changed in patch 1.11 that decreased the IQ.

That's not what I meant. Originally it was a good idea to change this to 0 manually, because it reduces shimmering. If you set the graphical options to Ultra it will automatically change TextureMipBias to -1. Something has changed since the last patch though because 0 now looks far too blurry compared to how it was before.

One thing I have observed is that the texture LOD and object pop-ins seem to vary depending on the area. In Novigrad you can very clearly see it happening at the front of buildings. Overall though, general performance seems to have improved considerably. The game is a lot smoother.

---------- Updated at 02:42 PM ----------

What do you recommend me as the value for these lines to won some FPS :

HairWorksGlobalWidthLimit=5
HairWorksGlobalDensityQuality=1
HairWorkstGlobalDensityLimit=2
HairWorksGlobalDetailLODFactor=1

I use HairWorksLevel=4. I think these values are for HairWorksLevel=8, no?

I've got HairWorks enabled now because since patch 1.10 it doesn't seem to have a negative performance impact for me.

Here are my settings if you're curious.

user.settings

SweetFX_settings.txt

It's a "nice" to have, but if you really want to save on FPS you should just disable HairWorks completely. The normal hair doesn't look bad at all.
 
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It does not help me unfortunately. I'd like to keep my Hairworks Level=4 and adjust other lines related Hairworks to have a compromise between quality and FPS.

I have a GTX 970 by the way.
 
It does not help me unfortunately. I'd like to keep my Hairworks Level=4 and adjust other lines related Hairworks to have a compromise between quality and FPS.

I have a GTX 970 by the way.

Me too. I've also got MSI Afterburner installed with a +150 Core and +400 Memory overclock.
 
Anyone have any examples of the changes to texture quality people have mentioned above?. I'm usually pretty keen on spotting stuff like that, at my own exacerbation. But I've not noticed a difference so far. (I restarted my save when I starting playing again, so I'm only at Velen though)

It doubt it would be the case, but I've modified the texture groups table, and had been using that the whole time. So it might not be as obvious. (stuff like using the high quality compression format for all normals, etc, and not just cutscene ones, and raising the max allowed tex res.).

Attached it below in case anyone else would like to test.

----
Thought I'd put my rant inside a spoiler ;p

I've seriously had about enough of suffering visual quality losses over and over due to (mainly)console-related "optimizations". They obviously should have had seperate builds.

I'm also confident that mosts devs these days don't even know what 'optimization' actually is. It's making improvements on systems, and how they work. Improving the logic, and efficiency. Thus it runs better. Optimization is not ' simply turning X, Y, or Z graphical feature(s) way down, or off, to get maor fps".

/endrant
Without the mod :



With the mod :



It's not terrible.
 

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Er, what if I want to keep max performance instead? Should I put it in Read-Only or not? :)

If you are using any values that are not recognised by the game, either too large or too small, then it's indeed best to make the file "Read-Only", just so it cannot delete your tweaks! :p

Patch 1.11 has really turned down the IQ. I've found that the texture clarity can be brought back by changing TextureMipBias to -1 instead of leaving it on 0 as suggested in the OP.

Haven't got a clue how to increase the mid and far texture LOD though, also the object and herb pop-in is very noticeable now.

FPS is a little more consistent during busy scenes, which is a good thing. Everything feels a bit zippier.

Exactly, I dislike shimmering so I've been using -0.3 TextureMipBias for a while now, but now textures look a bit blurrier than before so I can go down to -0.7 without remorse. Also the LOD! I hate it when Roach's saddle changes to a better texture when I get closer than 3 feet. There should be a way to tweak this.

Anyone have any examples of the changes to texture quality people have mentioned above?. I'm usually pretty keen on spotting stuff like that, at my own exacerbation. But I've not noticed a difference so far. (I restarted my save when I starting playing again, so I'm only at Velen though).

Thank you for reporting this, guys! :D

I stopped playing The Witcher 3 to focus on Metal Gear Solid V: The Phantom Pain before Fallout 4 launches, so I'm not exactly sure if I am seeing a downgrade in image quality or not. Mind you, I always verify the game files from GOG Galaxy, then delete my "user.settings" and "user.settings.bak" files and re-apply all of my tweaks whenever a new patch goes live. :p

That being said, I would appreciate if someone could provide any screenshots showcasing this downgrade! ;)
 
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