there is a dword32 and dword64, which one?
I'm not sure if it makes any difference. I just checked and I created a dword32 despite running a 64bit version of Windows and it still works as intended (unlike before)
Hope that helps
there is a dword32 and dword64, which one?
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.
I read that some ppl complained that the below tweak didn't do jack so it this entry needs to be updated.
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]
"CpuPriorityClass"=dword:00000003
----------------------------------------------------------------------------------------
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.
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.
[Gameplay]
MotionSicknessFocusMode=true <- removes the radial blur from the Witcher Senses. I much prefer it this way, tbh.
[Rendering]
FakeMeshesNotReady=false <- Prevents to use of stupidly low quality meshes. Might have an fps hit in lower end systems.
[Rendering/SpeedTree]
SpeedTreeTerrainNormalmapFlatness=0 <- adjusts the flatness of normal maps associated with ST, I presume.
@agatsuma of course i will release it, ther's no point in doing this to keep it for me, basically its done, i just need to figure out how to make the game load the moded csv table that i made, because right now without the debug console, the game does not load it
f******* i dont understand how this shit load the csv files, am tired, tried everything
this just appeared in the rendering ini file after patch 1.05 - its not from the mod[Scaleform/GlyphCache/1]
NumTextures=4
TextureHeight=4096
TextureWidth=4096
MaxSlotHeight=96
SlotPadding=4
Hey, I've been doing some foliage testing (all values except for the mentioned value was the same)
This is "FoliageDistanceScale"
http://imgur.com/a/wTjZj
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"
http://imgur.com/a/DiFIm
It seems to have a minimal performance impact and looks a lot better at max
This is "FoliageShadowDistanceScale"
http://imgur.com/a/c6TUl
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
[Rendering]
FakeMeshesNotReady=false <- Prevents to use of stupidly low quality meshes. Might have an fps hit in lower end systems.
WERE 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 ; )
But 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
- i play on pc - do i still add it ?It simply prevents those real ugly (ps1 looking lol) "fake" meshes from being used in the lod system, from my quick testing.
[Rendering]
FakeMeshesNotReady=false <- Prevents to use of stupidly low quality meshes. Might have an fps hit in lower end systems.
It has a bad impact if I set that to False, right?