Can anybody tell me how to execute this lua stuff?-.-
https://github.com/hhrhhr/Lua-utils-for-Witcher-3
https://github.com/hhrhhr/Lua-utils-for-Witcher-3
Can anybody tell me how to execute this lua stuff?-.-
https://github.com/hhrhhr/Lua-utils-for-Witcher-3
it's in the topic of this theme on the fist page by the number elevenNot sure I've seen the MipRefiner option before, got any more info?
yeah, idealy, it must show something like "custom" when you choose... well, custom valuesDecoupling would make Shadow Quality slider pretty obsolete and keeping it coupled would show it as "Low" for tweaked values. I instead tried something else(but didn't include) of adding a 4th preset, or 5th if need be.
But those are buggy if changed over 512,were they fixed already?found error in RenderingShadows presets that prevented it to change MaxCubeShadowSize and MaxSpotShadowSize values
Hm, it just occurred to me that I can(I already did but no way to test) add a slider for HUD Aspect Ratio 16:9(default), 16:10 and 21:9 but if it works fine already then it would be pointless. Anybody here with a 16:10/21:9? What's the state of the HUD Aspect Ratio after all the patches? (@eskiMoe @M4xw0lf). Does it scale according to resolution?
I created custom resolutions just to test and changing uiVerticalFrameScale or uiHorizontalFrameScale to any value didn't make any difference, not even a centimetre. I know mine is a 16:9 but still, there should atleast be SOME difference.
Meanwhile I added two petty options, but I cannot find anywhere to test them yet, no 'cutscenes'
Hm, it just occurred to me that I can(I already did but no way to test) add a slider for HUD Aspect Ratio 16:9(default), 16:10 and 21:9 but if it works fine already then it would be pointless. Anybody here with a 16:10/21:9? What's the state of the HUD Aspect Ratio after all the patches? (@eskiMoe @M4xw0lf). Does it scale according to resolution?
I created custom resolutions just to test and changing uiVerticalFrameScale or uiHorizontalFrameScale to any value didn't make any difference, not even a centimetre. I know mine is a 16:9 but still, there should atleast be SOME difference.
Meanwhile I added two petty options, but I cannot find anywhere to test them yet, no 'cutscenes'
can you be more specific?
error in mod, not in the gameBut those are buggy if changed over 512,were they fixed already?
Hm, what is the value of your uiVerticalFrameScale in user.settings? Is it 1? Have you tried 1.1253?Interesting. I think my HUD is not exactly where it should be for my 16:10 resolution, vertically.
Thanks but I was inquiring if anybody noticed it change on their monitor if they tried messing with UI Frame Scale options.16:9
Change uiVerticalFrameScale from 1 to 1.0650
Change uiHorizontalFrameScale from 1 to 1.0375
16:10
uiVerticalFrameScale=1.18
uiHorizontalFrameScale=1.04
weird, never had such issueWhen a camera angle changes during cutscenes, you can see meshed appearing late like Geralt's beard or hair and armor on other NPCs. It's extremely jarring.
Hm, what is the value of your uiVerticalFrameScale in user.settings? Is it 1? Have you tried 1.1253?
didn't get there yet, this happens in all cutscenes for you,or just some?
It's not as simple as that, while you can override and decrease the tessellation factor it's a global control, it probably also affects Ocean Tessellation and Terrain.
didn't get there yet, this happens in all cutscenes for you,or just some?
will check next cutscenes90%, whenever there's a big change in camera angle