A compendium of tweaks and fixes for the PC version

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The correct reg entry to past 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.
 
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.

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! :p

I read that some ppl complained that the below tweak didn't do jack so it this entry needs to be updated.

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! :D

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.

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:

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.

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! :p
 
not sure if it was there already :
[Rendering]
WaterGeometryQuality=6 (default)

And this is in the darkmod on witcher 3 nexus:

[Scaleform/GlyphCache/1]
NumTextures=4
TextureHeight=4096
TextureWidth=4096
MaxSlotHeight=96
SlotPadding=4
 
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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
 
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@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

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.

Try using those tables with a new game and see if they work automatically then. If they don't then you are 100% sure that you missed something somewhere.

P.S; Also be sure, when you load a save game, to load it two times (without moving) because the first time the game doesn't properly load the sky (you can notice it by the fact that no clouds are present).
 
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Thanks for the info. I did fiddle with the "MaxVisibilityDepth" and boy it looks way better now. You can now see more tress in the distant. I just hope in the future, there's gonna be actual level of distance mod so we can see more of the distant view which currently is obscured by fog.
 
f******* i dont understand how this shit load the csv files, am tired, tried everything

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
 
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

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 ; )
 
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WERE exactly is this ????
And does it need to be FALSE or TRUE to not use stupid meshes ?

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 ;p

It simply prevents those real ugly (ps1 looking lol) "fake" meshes from being used in the lod system, from my quick testing.
 
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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 ; )


Hey, thanks, I guess I didn't notice any difference between ultra and the other value for grassringsize because I use such a low grass number (800, low is 1400)
 
someone knows the difference between "MaxTextureAnisotropy=" and "MaxTextureAnizotropy=" below [Rendering] in user.ini?
 
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

check my posts in this thread, i explained how to inject the *.env file into a csv table
 
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