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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Secondly, regarding the cutscene environment lighting. We already know, that the current way of doing this (packing, etc), is flawed. We also knew that with the current messy repacking method, we were forcing the files to repack, regardless of them being larger than the originals. I hadn't really thought about how crudely this is actually done, until I'd done a test earlier.
I used the original startup.bundle for all tests. I packed the (larger) modified csv files, with the cutscene env's added to them. I then took that same (now modified) startup.bundle and unpacked it again.
I then had a look at the files I had modified (the weather csv's). They were being chopped off, at the exact point they were exceeding the original file size of each one. If you do this yourself, you'll get what I'm saying. Anyone using them currently is basically running around the game, with those weather files all missing their file endings, and values. It could possibly be attributing to the stuck weather / tod, in certain spots in-game.
#edit: Further testing seem to show, that it was indeed the cause of certain weather types, and TOD getting stuck, and then force-swapping to another default(instant TOD / weather change after stuck delay). Since I fixed the file sizes. My usual spots for testing these issues, have shown no problems.
I also tried with all of the repacked files being
smaller. I repeated the same as above to test. I noticed they were filled in with null characters, until the file size matched. Which could also cause problems. It may not, but it depends.
So, I figuired with this awkward process. any repacked files, literally have to be the
exact size in bytes as before. Or shit just doesn't go well. Same as if you hex edited the files, etc.
I've attached a set of the modified weather csv file below. I ensured they're all the exact size of their original counterparts.
To do this I'd to do a few things. In two files, I had to remove a weather preset. I tried to remove one that wouldn't really be noticable(when there was multiple cloudy weathers, etc). Secondly, I had to remove any csv effect headers that were unused in that particular file. For example, if the max num effect for a weather type was 3. Then I'd removed all the effect headers after that, along with the corresponding semicolons. Because they're unused anyway.
Files below, if anyone wants;
http://1drv.ms/1TicGOk
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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..