Ooo, that'll be cool if I can just enable sharpening in an ini file or somethingDoes this mean the sharpening filter (2013 footage) and vignette (35 minute demo) can be enabled again? That's nice if that is the case for those who want it.![]()
Looks pretty similar to TW2's, tbh. Although, if that is indeed the lot of them, there's quite a lot less tweakable values this time around. You sure that's it?. Any [TextureGroups], resolution param sections, or such?. Btw, I don't mean to freak out here, but... Still no Anisotropic Filtering, again ??? lol, c'mon, really?.I preloaded the game today took a quick peak a the supposed configs. I hope its okay to post some Information about it !
Path: The Witcher 3 Wild Hunt\bin\config\r4game\user_config_matrix\pc
rendering.xml and postprocess.xml
I found this options. (Removed most of the Code) You can take a look yourself if you want to see all options and their possible values.
Postprocess.xml
Fullscreen / Window Mode
Gamma
AllowBloom
AllowShafts
AllowAntialias
AllowBlur
AllowDOF
AllowCutsceneDOF
AllowVignette
AllowSharpen
Virtual_SSAOSolution
AllowMSAA
AllowMotionBlur
AllowFog
AllowChromaticAberration
Rendering.xml
Vysnc
Hairworks
Shadows
Terrain
Water Quality
Grass
textures
foliage_visibility
level_of_detail
Looks good for me, if we reasoning the option variety.
I seemed to get random framerate drops with my GTX 970 when Hairworks was enabled in that, weirdly it was when there wasn't even any animal with Hairworks on screen, though that game had performance issues anyway with stuttering and what not so probably not a great example to use! Also I didn't like the Nvidia godrays at all either lol it seemed to give the game a more summery feel when it's meant to be wintery lolI'm playing Far Cry 4 right now (the only released game with hairworks). It doesn't seem to kill my performance. Nvidia's God Rays on the other hand... or is it the HBAO+?
Water tessellation:<Option id="3" displayName="uber">
<Entry varId="CascadeShadowFadeTreshold" value="1.0"/>
<Entry varId="CascadeShadowDistanceScale0" value="1.0"/>
<Entry varId="CascadeShadowDistanceScale1" value="1.0"/>
<Entry varId="CascadeShadowDistanceScale2" value="1.5"/>
<Entry varId="CascadeShadowDistanceScale3" value="1.5"/>
<Entry varId="CascadeShadowQuality" value="1"/>
<Entry varId="CascadeShadowmapSize" value="3072"/>
<Entry varId="MaxCascadeCount" value="4"/>
<Entry varId="MaxTerrainShadowAtlasCount" value="4"/>
<Entry varId="MaxCubeShadowSize" value="512"/>
<Entry varId="MaxSpotShadowSize" value="512"/>
<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="54.0"/>
</Option>
Grass density:<Var id="Virtual_WaterOptionVar" displayName="water_quality" displayType="OPTIONS" tags="refreshEngine">
<OptionsArray>
<Option id="0" displayName="low">
<Entry varId="GlobalOceanTesselationFactor" value="8"/>
</Option>
<Option id="1" displayName="medium">
<Entry varId="GlobalOceanTesselationFactor" value="16"/>
</Option>
<Option id="2" displayName="high">
<Entry varId="GlobalOceanTesselationFactor" value="32"/>
</Option>
<Option id="3" displayName="uber">
<Entry varId="GlobalOceanTesselationFactor" value="64"/>
</Option>
</OptionsArray>
</Var>
Textures:<OptionsArray>
<Option id="0" displayName="low">
<Entry varId="GrassDensity" value="1400.0"/>
</Option>
<Option id="1" displayName="medium">
<Entry varId="GrassDensity" value="1600.0"/>
</Option>
<Option id="2" displayName="high">
<Entry varId="GrassDensity" value="2000.0"/>
</Option>
<Option id="3" displayName="uber">
<Entry varId="GrassDensity" value="2400.0"/>
</Option>
</OptionsArray>
Foliage Visibility:<Option id="3" displayName="uber">
<Entry overrideGroup="TextureStreaming" varId="MaxResidentMipMap" value="6"/>
<Entry varId="MaxTextureSize" value="2048"/>
<Entry varId="MaxAtlasTextureSize" value="2048"/>
<Entry varId="TextureDownscale" value="0"/>
<Entry varId="DetailTextureDownscale" value="0"/>
<Entry varId="AtlasTextureDownscale" value="0"/>
<Entry varId="TextureMemoryBudget" value="800"/>
<Entry varId="TextureMemoryGUIBudget" value="80"/>
<Entry varId="TextureTimeBudget" value="10"/>
<Entry varId="TextureInFlightBudget" value="128"/>
</Option>
LOD:<Option id="3" displayName="uber">
<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="24"/>
</Option>
Terrain options:<Option id="3" displayName="uber">
<Entry overrideGroup="LevelOfDetail" varId="DecalsHideDistance" value="80"/>
</Option>
<Option id="0" displayName="low">
<Entry varId="TerrainErrorMetricMultiplier" value="30"/>
<Entry varId="TerrainScreenSpaceErrorThreshold" value="4.0"/>
</Option>
<Option id="1" displayName="medium">
<Entry varId="TerrainErrorMetricMultiplier" value="20"/>
<Entry varId="TerrainScreenSpaceErrorThreshold" value="3.0"/>
</Option>
<Option id="2" displayName="high">
<Entry varId="TerrainErrorMetricMultiplier" value="10"/>
<Entry varId="TerrainScreenSpaceErrorThreshold" value="2.0"/>
</Option>
<Option id="3" displayName="uber">
<Entry varId="TerrainErrorMetricMultiplier" value="6"/>
<Entry varId="TerrainScreenSpaceErrorThreshold" value="1.6"/>
</Option>
In the Rendering.xml are more values for some options.Looks pretty similar to TW2's, tbh. Although, if that is indeed the lot of them, there's quite a lot less tweakable values this time around. You sure that's it?. Any [TextureGroups], resolution param sections, or such?. Btw, I don't mean to freak out here, but... Still no Anisotropic Filtering, again ??? lol, c'mon, really?.
Of course, knowing myself, I won't be satisfied until I've dumped everything from the game binary, and found any hidden config params, etc ;p
![]()
#edit Crap, just noticed they're using .xml config's this time. There really will be no tweaks then, tbh.
Edit: selethen was faster xD<Option id="0" displayName="low">
<Entry overrideGroup="TextureStreaming" varId="MaxResidentMipMap" value="6"/>
<Entry varId="MaxTextureSize" value="1024"/>
<Entry varId="MaxAtlasTextureSize" value="2048"/>
<Entry varId="TextureDownscale" value="2"/>
<Entry varId="DetailTextureDownscale" value="2"/>
<Entry varId="AtlasTextureDownscale" value="2"/>
<Entry varId="TextureMemoryBudget" value="200"/
<Entry varId="TextureMemoryGUIBudget" value="80"/>
<Entry varId="TextureTimeBudget" value="10"/>
<Entry varId="TextureInFlightBudget" value="128"/>
Shadow distance scaling:
Water tessellation:
Grass density:
Textures:
Foliage Visibility:
LOD:
Terrain options:
<Preset id="0" displayName="low">
<Entry varId="AllowBloom" value="true"/>
<Entry varId="AllowShafts" value="false"/>
<Entry varId="AllowAntialias" value="false"/>
<Entry varId="AllowBlur" value="false"/>
<Entry varId="AllowDOF" value="false"/>
<Entry varId="AllowCutsceneDOF" value="true"/>
<Entry varId="AllowVignette" value="true"/>
<Entry varId="AllowSharpen" value="false"/>
<Entry varId="Virtual_SSAOSolution" value="0"/>
<Entry varId="AllowMotionBlur" value="false"/>
<Entry varId="AllowFog" value="true"/>
<Entry varId="AllowChromaticAberration" value="false"/>
</Preset>
<Preset id="1" displayName="medium">
<Entry varId="AllowBloom" value="true"/>
<Entry varId="AllowShafts" value="false"/>
<Entry varId="AllowAntialias" value="false"/>
<Entry varId="AllowBlur" value="true"/>
<Entry varId="AllowDOF" value="false"/>
<Entry varId="AllowCutsceneDOF" value="true"/>
<Entry varId="AllowVignette" value="true"/>
<Entry varId="AllowSharpen" value="false"/>
<Entry varId="Virtual_SSAOSolution" value="1"/>
<Entry varId="AllowMotionBlur" value="false"/>
<Entry varId="AllowFog" value="true"/>
<Entry varId="AllowChromaticAberration" value="false"/>
</Preset>
<Preset id="2" displayName="high">
<Entry varId="AllowBloom" value="true"/>
<Entry varId="AllowShafts" value="true"/>
<Entry varId="AllowAntialias" value="true"/>
<Entry varId="AllowBlur" value="true"/>
<Entry varId="AllowDOF" value="true"/>
<Entry varId="AllowCutsceneDOF" value="true"/>
<Entry varId="AllowVignette" value="true"/>
<Entry varId="AllowSharpen" value="true"/>
<Entry varId="Virtual_SSAOSolution" value="1"/>
<Entry varId="AllowMotionBlur" value="true"/>
<Entry varId="AllowFog" value="true"/>
<Entry varId="AllowChromaticAberration" value="true"/>
</Preset>
</PresetsArray>
<Preset id="0" displayName="low">
<Entry varId="Virtual_TexturesOptionVar" value="0"/>
<Entry varId="Virtual_LevelOfDetailOptionVar" value="0"/>
<Entry varId="Virtual_WaterOptionVar" value="0"/>
<Entry varId="Virtual_TerrainOptionVar" value="0"/>
<Entry varId="Virtual_ShadowsOptionVar" value="0"/>
<Entry varId="UseHairWorks" value="false"/>
<Entry varId="Virtual_GrassOptionVar" value="0"/>
<Entry varId="Virtual_FoliageVisibility" value="0"/>
</Preset>
<Preset id="1" displayName="medium">
<Entry varId="Virtual_TexturesOptionVar" value="1"/>
<Entry varId="Virtual_LevelOfDetailOptionVar" value="1"/>
<Entry varId="Virtual_WaterOptionVar" value="1"/>
<Entry varId="Virtual_TerrainOptionVar" value="1"/>
<Entry varId="Virtual_ShadowsOptionVar" value="1"/>
<Entry varId="UseHairWorks" value="false"/>
<Entry varId="Virtual_GrassOptionVar" value="1"/>
<Entry varId="Virtual_FoliageVisibility" value="1"/>
</Preset>
<Preset id="2" displayName="high">
<Entry varId="Virtual_TexturesOptionVar" value="2"/>
<Entry varId="Virtual_LevelOfDetailOptionVar" value="2"/>
<Entry varId="Virtual_WaterOptionVar" value="2"/>
<Entry varId="Virtual_TerrainOptionVar" value="2"/>
<Entry varId="Virtual_ShadowsOptionVar" value="2"/>
<Entry varId="UseHairWorks" value="false"/>
<Entry varId="Virtual_GrassOptionVar" value="2"/>
<Entry varId="Virtual_FoliageVisibility" value="2"/>
</Preset>
<Preset id="3" displayName="uber">
<Entry varId="Virtual_TexturesOptionVar" value="3"/>
<Entry varId="Virtual_LevelOfDetailOptionVar" value="3"/>
<Entry varId="Virtual_WaterOptionVar" value="3"/>
<Entry varId="Virtual_TerrainOptionVar" value="3"/>
<Entry varId="Virtual_ShadowsOptionVar" value="3"/>
<Entry varId="UseHairWorks" value="true"/>
<Entry varId="Virtual_GrassOptionVar" value="3"/>
<Entry varId="Virtual_FoliageVisibility" value="3"/>
</Preset>
They'll need to be tested first. Some values are no doubt clamped by the engine/assets, and will probably either do nothing / or revert to defaults, past a certain point, (remains to be seen). Others like distance/density, samples, etc can be fine-tuned.For those who don't really understand so well in those options, does it mean anything? There is more hope than it seemed few days ago? Still the same situation? Still completely unknown and must wait for the game to find out?
So I understand so far that there is more hope than was the past few days thenThey'll need to be tested first. Some values are no doubt clamped by the engine/assets, and will probably either do nothing / or revert to defaults, past a certain point, (remains to be seen). Others like distance/density, samples, etc can be fine-tuned.
Basically, the more tweakable values there are, the better you can fine-tune the game the min/max the visual quality : performance cost ratio =)
Saved this so hard, Geralds hair turned brown.<Option id="3" displayName="PCMR">
<Entry varId="GrassDensity" value="9999.0"/>
![]()
Looking forward what "EatChildren" from Neogaf (aka the guy who did the extreme flora mod in Witcher 2) will come up with once he gets his hands on these files and RedKit.<Option id="3" displayName="PCMR">
<Entry varId="GrassDensity" value="9999.0"/>
![]()
who said it was cpu accelerated?PhysX are still in game, BUT its not GPU Accelerated PhysX (PhysX Particles) like Batman\Mafia\Alice games. Its CPU Accelerated PhysX like ARMA III\Bioshock Infinite. This kind of PhysX (Cloth\Destruction) works well in console version too.
Wrong.PhysX are still in game, BUT its not GPU Accelerated PhysX (PhysX Particles) like Batman\Mafia\Alice games. Its CPU Accelerated PhysX like ARMA III\Bioshock Infinite. This kind of PhysX (Cloth\Destruction) works well in console version too.