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A quick look at the game configs XML

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A

AvengerGrim

Senior user
#121
May 13, 2015
Well well, thank you for digging that up, it's quite the interesting info! ;)
 
G

GuyNwah

Ex-moderator
#122
May 13, 2015
azrael.1289 said:
Can we please limit this downgrade talk to the visuals threads and stop polluting every other thread with that non-sense?
Click to expand...
Yes, we shall.

Moderator: Off-topic posts are unwelcome in this thread, which is for discussion of what the readable configuration files might mean. Posts not on that topic will be deleted.
 
A

Asmodean778

Rookie
#123
May 13, 2015
Wolfmeister1010 said:
Anyway, do you guys think that increasing the HBAO value will add AO to grass?
Click to expand...
No idea...yet. I suspect their own custom AO solution has culling filters on the occlusion for performance/console reasons.

I've seen the HBAO+ source, and unless CDPR modified it for the game, to distingush between assets for culling the ao texture. Or maybe a lumiance-based clamp as threshold or something(example). Else, I don't see why it wouldn't be on grass.

#edit: here's the HBAO+ source for any interested: https://developer.nvidia.com/gameworksdownload#?dn=nvidia-shadowworks-2-x. You need an nvidia developer zone account to download though.

---------- Updated at 05:14 AM ----------

update: You have me interested in this grass ao situation now.

At the risk of going borderline off topic. I'd imagine if they do indeed have something going on with ao on the grass. We should be able to get around it some how once the game releases. Dunno, maybe it was a design choice, or maybe it doesn't play well with the translucency. Just speculation.

edit: removed ao output image. Not even sure why I put it there to begin with.

K, I'm done ranting. Once I get going about this stuff... lol. @_@
----------------------------------------------------

Edit: @sidspyker Yeah, sorry about the rant. I was in half-asleep speculation mode. I agree with everything you've said below. Tbh, I hadn't even checked(the grass), myself. Also, yes. I'm the same Asmodean.

I figured I'd simply edit this post instead of (further) derailing the topic, with a new one.
 
Last edited: May 13, 2015
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sidspyker

sidspyker

Ex-moderator
#124
May 13, 2015
We won't be getting direct access to HBAO+ from a bunch of variables like that so no :p And the grass isn't lacking shadows, they're there, it's lacking the saturation/contrast to show them distinctly. That is why it 'looks' like it has no effect @Asmodean778 you'd have to look very closely to notice it's there and as you said there's no real way to 'separate' it like that based on assets in the first place, it's a merely screen post-process effect. (Luma is even more unlikely IMO)

Co-incidentally are you that same Asmodean that I see in the commitlogs of GeDoSaTo?

On a semi-related note: Be nice if we could keep this thread RESEARCH related and not a REQUESTS thread.

@Jasheon
It's this thread...
 
Last edited: May 13, 2015
D

delnac

Rookie
#125
May 13, 2015
Asmodean778 said:
I've seen the HBAO+ source, and unless CDPR modified it for the game, to distingush between assets for culling the ao texture. Or maybe a lumiance-based clamp as threshold or something(example). Else, I don't see why it wouldn't be on grass.
Click to expand...
Correct me if I'm late and misunderstanding what we are looking for but based on the monsters footage I think grass is included in the HBAO pass. There's the slight halo artefact around geralt's legs, and the darkened areas at the base of the grass. https://imgur.com/a/SD72b for example.

I'm very curious about the AllowSoftLight and AllowFog entries under the Rendering section.

Edit : right, I missed that, sorry. I also agree with you. You'd need some way to tag it.
 
Last edited: May 13, 2015
sidspyker

sidspyker

Ex-moderator
#126
May 13, 2015
It was speculation/guesswork on his part on the "IF" tangent, it's a fullscreen pass, can't really 'separate' grass. As you can see he said "I agree with what you said below."
 
M

moonknightgog

Forum veteran
#127
May 13, 2015
No anisotropic filtering?
 
M

Mezziaz

Rookie
#128
May 13, 2015
moonknightgog said:
No anisotropic filtering?
Click to expand...
Can't that be forced trough the drivers though?
 
D

D4rKy2014

Rookie
#129
May 13, 2015
Mezziaz said:
Can't that be forced trough the drivers though?
Click to expand...
It is possible like the witcher 2 but it would be nice if they just put it under advance options or so, we life in 2015 not the year 2000 xD
 
M

moonknightgog

Forum veteran
#130
May 13, 2015
Mezziaz said:
Can't that be forced trough the drivers though?
Click to expand...
Teoretically speaking, yes.
But in TW2 it wasn't.
 
K

Kidoki

Senior user
#131
May 13, 2015
I wonder how much difference will that sharpen filter make? It is probably only able to turn on through the XML file, right?
 
H

harkinsteven

Senior user
#132
May 13, 2015
moonknightgog said:
Teoretically speaking, yes.
But in TW2 it wasn't.
Click to expand...
It does work in the Witcher 2. It doesn't work if it's set globally, you have to manually force it for the Witcher profile.
 
D

D4rKy2014

Rookie
#133
May 13, 2015
Kidoki said:
I wonder how much difference will that sharpen filter make? It is probably only able to turn on through the XML file, right?
Click to expand...
It will work in the witcher 2, the witcher 1 had it in-game the witcher 2 did not, but u can force it in the nvidia control panel, it improves textures allot more crisp :)
 
A

Asmodean778

Rookie
#134
May 13, 2015
moonknightgog said:
No anisotropic filtering?
Click to expand...
[video]https://youtu.be/00Jjj6oI5fg?t=6s[/video]

D4rKy2014 said:
It is possible like the witcher 2 but it would be nice if they just put it under advance options or so, we life in 2015 not the year 2000 xD
Click to expand...
Actually, you couldn't. I've checked from API traces, and frame dumps from the game to check when I was debugging this for modding stuff. The game used some unusual texture addressing on environment textures, that didn't allow for correct anisotropy. The GPU drivers know this when attempting to force it through them, and doesn't even try to.

When I 'brute forced' in on via the API. It resulted in crazy texture mapping(extreme clamping) on areas that would be affected by anisotropic filtering ,etc. It wasn't working. The only reliable way to alleviate it a bit, that I found, was to reduce the texture lod bias to a minus (eg: -0.5 or such)

Edit: These are only going off the limited testing I did when I was asked as a request a while back for some graphical mods.

When the game is released and we can test stuff, we'll know.

I just wanted to explain here btw. Not creating some debate that's going to derail the thread, etc.
 
Last edited: May 13, 2015
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M

Mezziaz

Rookie
#135
May 13, 2015
Kidoki said:
It is probably only able to turn on through the XML file, right?
Click to expand...
Actually that isn't needed. During the IGN stream it was visible in the "Post processing" options.
 
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K

Kidoki

Senior user
#136
May 13, 2015
And was the filter ON during the stream? Thanks for answering :)
 
sidspyker

sidspyker

Ex-moderator
#137
May 13, 2015
What @Asmodean778 said, TW2 used a combination of forward+deferred rendering... or rather deferred rendering with a forward subsurface scattering pass on PC(360 was full deferred) this mix made it a bit difficult to do things with it. driver forced AF worked but only on SOME surfaces.
 
M

Mezziaz

Rookie
#138
May 13, 2015
Kidoki said:
And was the filter ON during the stream? Thanks for answering :)
Click to expand...
No it was not.

You can see the graphical settings yourself below




 
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K

Kidoki

Senior user
#139
May 13, 2015
Mezziaz said:
No it was not.

You can see the graphical settings yourself below




Click to expand...
Thank you for the screens! :D
 
M

moonknightgog

Forum veteran
#140
May 14, 2015
harkinsteven said:
It does work in the Witcher 2. It doesn't work if it's set globally, you have to manually force it for the Witcher profile.
Click to expand...
Do you mean "Ubersampling=1"?
It still doesn't work.
 
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