A quick look at the game configs XML

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I remember in Witcher 2 we could some settings in the configuration settings beyond the default Ultra settings, I wonder if that will be the case again.
 
Does 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. :)

Ooo, that'll be cool if I can just enable sharpening in an ini file or something :) Will save me having to use SweetFx (which I'm not that familiar with).

I guess it would also mean there's less likely hood of bugs if if we use an option already built into the game rather than using an external program.
 
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.

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.
 
I'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+?

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 lol
 
Shadow distance scaling:
<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>

Water tessellation:
<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>

Grass density:
<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>

Textures:
<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>

Foliage Visibility:
<Option id="3" displayName="uber">
<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="24"/>
</Option>

LOD:
<Option id="3" displayName="uber">
<Entry overrideGroup="LevelOfDetail" varId="DecalsHideDistance" value="80"/>
</Option>

Terrain options:
<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>
 
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.

In the Rendering.xml are more values for some options.
For example "textures"

<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"/>

Edit: selethen was faster xD
 
Shadow distance scaling:


Water tessellation:


Grass density:


Textures:


Foliage Visibility:


LOD:


Terrain options:

That's more like it!. Quite pleased with those ^-^ Thanks for showing.

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#edit2: I was about to say in my previous post - That I wonder if any of the config params 'don't get added' until the game is ran for the first time. but, seeing as they're xml files, I doubt that's the case. Typically always hard-set, and usually contrained to the same value clamping as the GUI settings (meaning raising them further than the GUI will allow, will do nothing.).

Just speculation about the OP settings.
 
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Post-Processing presets in-depth:

<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>


Rendering presets in-depth

<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>
 
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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?
 
Awesome, looks like we might be able to do a lot with this. Or am I seeing too much into things? I am pretty much noob lvl follow instructions type of a guy when it comes to ini edits. But seeing as there are values by the grass density, shadow distance etc it seems that we might be able to push them to a point where a GTX980 would go up in flames huh? Also sharpening filter for those VGX lovers out there.
 
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?

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.

Basically, the more tweakable values there are, the better you can fine-tune the game and min/max the performance cost to visual quality ratio =)
 
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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.

Basically, the more tweakable values there are, the better you can fine-tune the game the min/max the visual quality : performance cost ratio =)

So I understand so far that there is more hope than was the past few days then :D seems like many interesting options are up there including sharpening filters?
 
<Option id="3" displayName="PCMR">
<Entry varId="GrassDensity" value="9999.0"/>


Saved this so hard, Geralds hair turned brown.

Also an option for Chromatic Aberration? I'm a photographer and we tend to kill CAs instantly in photos. Curious how the game looks with CAs enabled :D
 
<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.
 
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.

who said it was cpu accelerated?
 
Things are looking pretty hopeful to me. Not only can we alter the edit the innards of a given Option variable (I.E. what the menu allows you to pick from), we can customize and/or add new global presets with our select set of OptionVar.

This is going to be fun times, for sure. Definitely going to add a PCMR preset and start trying to burn down my GPU when I have the off-time from enjoying all that amazing game.
 
and this is why I wasn't worried sshhh

---------- Updated at 02:00 AM ----------

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.

GPU Accelerated PhysX is there, we just don't know what exactly it's used for.

Please don't just look at config files, also look in the game's folder you'll see all the relevant DLLs - HairWorks, GFSDK_SSAO which is HBAO+, APEX Clothing GPU DLL which I've never seen before, GPU accelerated rigid body effects dll.
 
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