Are there a mods to separate Iconic from Normal weapos and also to lower pop in and pop out of objects?

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So as the title says, are there mods that separate Iconic and Standard weapons so when selling weapons I am not constantly bothered by if I am sure I wish to sell some weapon since there are A LOT of Iconic weapons.
Or by accident sell a favorite Iconic regardless of question.
Typicaly I make dozens if not hundreds of saves, however it can and does happen that I forget to save for awhile.
Yes there exist quite recent auto saves,but it can still be quite annoying if selling often and a lot.
Generaly I use 3-5 at most from shooters category and 1-3 from melee so I could sell all other Iconics , but I like to occasionaly experiment for future playthroughs.

Also if there is mod that lowers or preferably completely eliminates pop in and pop out.
Even now that I upgraded from RX6600 to RTX5060Ti 16GB and can use whatever settings I want(I like Multi Frame Generation A LOT)things did not improve.
It is even worse actually because overall picture quality of DLSS4 Quality + Transformer destroys XeSS 2.0+FSR3.1 Frame Generation combination and everything is much,much cleaner and clearer making flaws a lot more obvious.

On Nintendo 64 it would be forgivable.

Thank you
 
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Also if there is mod that lowers or preferably completely eliminates pop in and pop out.
Very unlikely, as this is an engine-level thing that will be at least somewhat hard-baked into the code.

Pop-in and pop-out is necessary because hardware has limitations on how much "stuff" can actually be rendered and drawn on-screen quickly enough to maintain a specific framerate, and those limitations will vary. So the engine also needs to work on a wide range of hardware and still maintain performance and image quality. Lastly, no hardware is capable of rendering and drawing everything a game might include, as that would result not so much in frames per second as seconds per frame.

Hence, it's a balancing act. No matter what, something will have to drawn in later. Either when the asset is closer to the camera, or when there are not so many assets being rendered at the same time. What settings, tweaks, mods, etc. are available will never totally be able to remove the popping in/out altogether, just make it less noticeable in some scenes.
 
Very unlikely, as this is an engine-level thing that will be at least somewhat hard-baked into the code.

Pop-in and pop-out is necessary because hardware has limitations on how much "stuff" can actually be rendered and drawn on-screen quickly enough to maintain a specific framerate, and those limitations will vary. So the engine also needs to work on a wide range of hardware and still maintain performance and image quality. Lastly, no hardware is capable of rendering and drawing everything a game might include, as that would result not so much in frames per second as seconds per frame.

Hence, it's a balancing act. No matter what, something will have to drawn in later. Either when the asset is closer to the camera, or when there are not so many assets being rendered at the same time. What settings, tweaks, mods, etc. are available will never totally be able to remove the popping in/out altogether, just make it less noticeable in some scenes.
if you are talking RED engine and this game exclusively , you might be right.
But in general , I am not convinced you are.
This game reminds me of ages past when this was so common no one payed attention to it.

I dread to imagine how it was in 1.0 or so version 5 years ago.
Or was that 1 of the things they did not bother to fix.
IF the RED engine has reached its limit,I guess I can understand why they moved from it.

Performance and image quality depend on hardware strenght.
5060Ti 16GB is dramatically stronger than RX6600 8GB with vastly supperior upscaling.
On older card pop in and pop out were very noticable in badlands , but much less in city.
Now experience is actually worse in a city.
Before poor picture quality actually hidden problems.

I guess from DLSS4.0+Transformer and 1440p, I better lower to XeSS 2.0+FSR3.1 Frame Generation and mixture of Medium,High and Ultra at 1080p with just RT Reflections.
Overall picture quality will be far worse, but pop-in and pop-out will be much less obvious because of it.
Such significant pop-in and pop-out that is now is a deal breaker for me.
A not wanting to play the game ever again level of magnitude .
If bad,sometimes very bad immage quality somewhat more hides it , then it is worth it to me.
Though depressing because I did not give 544 Euros to emulate RX6600 experience.

Ah well
 
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On pop in you might Google more widely as I may be misremembering but I believe I've seen people talking about changing certain settings. That may no longer be valid since the latest updates but who knows.

I would caution, though, that your card is at the lower end of the lineup and what Cyberpunk is doing in terms of sheer amount of material being rendered at any one time is famously intense, so I wouldn't expect miracles. There may be a significant performance trade off even if the setting can be changed (or worse if things like the roads not rendering underneath you happen). Pop in has been set the way it is presumably to make the game world work at all, and given nvidia's heavy involvement in the game including its patches it seems very unlikely that they just chose a fairly close pop in for the hell of it. Still, it's worth searching and having a fiddle.
 
if you are talking RED engine and this game exclusively , you might be right.
But in general , I am not convinced you are.
This game reminds me of ages past when this was so common no one payed attention to it.
Nope. It's every graphical engine ever created.

All engines have always used some form of it and will continue to for the conceivably far future. Yes, it will become less and less noticeable as new tricks and techniques are developed, but it will still be there.

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Big Ol' Honkin' Esplenation:
Certain games, especially non-open-world games (those with individually loaded "levels") can limit what's actually shown on-screen at any moment, inherently limiting the assets to numbers that can be simultaneously rendered and drawn for a given scene. (Think the original Dark Souls games or the way Call of Duty levels are designed.) Compartmentalized loading for specific areas which are small enough that all assets are rendered once that separated area loads. But it will not be a contiguous open world -- it will be smaller regions separated by loading screens of some sort -- although such games often cleverly hide the loading with cutscenes, elevator rides, or squeezing through narrow places.

Any seamless open-world design will need to stream assets in based on what's called for at any instant, and it's impossible to load all assets in such games into the RAM simultaneously, as that would require something in the tune hundreds or even a >thousand GB of RAM and VRAM. To actually draw all of those assets permanently at all times would take millions or even billions of terraflops per second.

As the distance from the camera increases, the number of assets in a scene increases exponentially. So, not only would I need each and every asset to be loaded into RAM at the same time, but I would need the processing power to render and draw each instance of each asset at the same time.

So, take the example of a player character moving down the road with trees on both sides. A scene like this:
1769633169675.png


Let's pretend I have only one tree model, so I only need to load that one mesh and texture package into RAM. The engine can then copy-paste that tree model on both sides of the road, and if the road is mostly flat, that might mean drawing 2,000 copies of that tree. As the distance from the camera increases, more and more trees are needed because more will fit in the camera's cone of vision. So if the tree model consists of, say, 3,000 triangles (about average for most modern games with lots of detail,) that's 6,000,000 calculations per frame that needs to be done. And modern GPUs are expected to generate between 60-120 frames every second. So that's 360,000,000-720,000,000 calculations per second that the GPU has to process for just the 2,000 instances of that one tree model.

But, of course, I won't have just one tree model. I'll likely be using a procedural system with potentially hundreds of different models for variety. And of course, I need to draw in all the other 3D assets: bushes, clusters of grass, stumps, boulders and rocks, terrain features, animals, instects, blowing leaves, etc, etc, etc. Each of those things are individual assets with their own individual mesh and texture packages that need to be loaded into RAM at the same time in order to appear in the game. Things get full fast. (And this is just for graphical processing -- I still need to reserve system resources for audio, input, GUI, game mechanics, AI pathfinding, and on and on. You know...all the stuff that makes a game happen.)

So, it's not possible to load absolutely everything all at once.


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I now have a few choices:

1.) Loading areas. I dump all the stuff for one spot out of RAM and put all the new stuff I need for the next area in RAM. This will likely mean that I can avoid pop-in altogether in most scenes, as it's just that one area that's loaded. But I'll need to have loading times between areas.

2.) Limit far field camera visibility. I make my game foggy or dark or something. Or I keep it in corridors with walls or something that always obstruct the view at a certain distance. That means I can make near-field more detailed and FPS higher overall.

3.) Asset streaming. This is what has been used in big, open worlds since Spyro the Dragon first debuted the technique in the 1990s. I draw stuff in the far distance, but I decrease the amount of detail that is rendered and drawn on-screen the further away from the camera it gets. Hence, there will be "levels of detail" (LoD) for various objects, and certain objects that will only be streamed in at a given distance from the camera. This means the engine dynamically loads and unloads stuff from RAM on-the-fly based on what's needed for any scene at any point, but it has to work within the limitations of the operating environment. It's now a balancing act between available RAM, VRAM, CPU cycles available, GPU cycles available, and desired framerate.
 
guess from DLSS4.0+Transformer and 1440p, I better lower to XeSS 2.0+FSR3.1 Frame Generation and mixture of Medium,High and Ultra at 1080p with just RT Reflections.
Overall picture quality will be far worse, but pop-in and pop-out will be much less obvious because of it.
This has nothing whatsoever to do with asset culling or drawing in. DLSS/FSR/XeSS simply renders the game at a lower resolution and scales it back up to the set resolution to gain FPS. It will not affect the way an engine renders assets during gameplay -- only the clarity of the final image and the number of frames drawn every second.
 
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