Bug Reports - Witcher 3 NextGen Version

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I'm playing on PS5 in performance mode with a non-cross-save file. This is version 4.00. Been seeing a lot of horses that have two or three heads in just about every encampment. Here are some examples along with the location marked. Also, the game will crash if I'm shopping in any merchants' inventory screen for an extended amount of time.

FmEjdcuWQAICQa-.jpeg

FmEjebDXwAATIb1.jpeg

FmEjdA-WIAEYbxC.jpeg
 
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Help!!! Lately when the game reaches a checkpoint or autosave the screen freezes for 3 seconds. Someone else happens? This happens to me in series x
 
PS5 (4.002). Very annoying bug that replaces all the BGM into a "eerie" ominous tune. This seems to happen specifically after completing the Netflix Devil's Pit quest.

Loading a previous auto or manual save doesn't fix it. Visiting the Bloody Baron room is a temporary fix until you load the game. Fast travel to White Orchard and travel back also works as a temporary solution.

Could you please fix this?
 
So in the mission for The Gangs of novigrad, when you have to go to the arena and talk with Igor.

There is a door that should be close and only with a key you can open it.

But when you just go thorugh the door, you traspass it, but then you cannot go back and you have to reload the lastest save.

I attach a video of it.

I upload it as private video on Youtube so you can see it.

 
Help!!! Lately when the game reaches a checkpoint or autosave the screen freezes for 3 seconds. Someone else happens? This happens to me in series x
You don't have too many saves ?
Some players have an issue with saves. Auto and check point saves are never deleted/overwrited. So they end to have hundreds of saves.
If not, try to disconnect your GOG account, it may be related to the cross progression (above all, if you only play on your Series X).
 
Updates on reported issues:

Griffin trousers journal issue was intended (2 objectives). One is the map clue objective (Witcher school sign that can be investigated). The diagram is a separate objective which appears after discovering the clue object.

Ciri Special Attack works (not quickcast), but it's not acquired until Junior quest. This is never mentioned, and a full energy bar is present, thus unintuitive.

New Issues:

Ciri Special Attack tutorial did not trigger the 'press Q' dialog, and instead skipped to the 'low energy' dialog. The skill wouldn't work until I loaded a save before climbing the ladder, or the autosave at Junior (which immediately triggers the tutorial on loading). After loading the save I was prompted with the 'press Q' dialog, followed by a 'low energy' dialog, when encountering Junior. However, I've bound Cast Sign to a different key, not Q.

I was able to reproduce this bug by loading a saved game before speaking with the guards about the secret passage to Junior's Oxenfurt hideout. Or, at least I didn't get the 'press Q' dialog, but the skill worked.

Ciri is no longer invincible during Special Attack, which renders her vulnerable to enemies randomly swinging their swords in the fray. On Death March, that's 60% HP per hit. 2 hits = death for using an ability. It's amusing, but sort of awkward.

Doors such as Var Attre Estate (Broken Flowers), Stable Manager (Following the Thread, before meeting Eskel), Junior's Casino and Hideout (Oxenfurt) can be opened at will. Accidentally walked through Hideout door, before speaking with the guards, and secret passage objective failed to trigger, went straight to investigate, but secret passage did not fail. It will probably auto-fail when quest completes, even though I went through the passage after speaking to the guards. The guards at all locations say things such as 'Can't go in there' or 'Nobody will get in on my watch', etc...

Furthermore the objective to meet Var Attre at her estate does not trigger if you enter by the front door, which is accessible without speaking to the guard. You must go around back to trigger the dialogue. Marker may be in wrong position, or the door should simply be locked. The corpse on the cliff did not contain a letter (unrelated to this quest), and was not highlighted in Witcher Sense.

Minor Issues:

When items are unequipped at Var Attre's estate for the duel, you end up with a copy of infinite bolts in inventory.

Foglet trophy cannot be transferred to stash.

Enemies think Ciri is male and yell 'Kill him! Get him!'

It was not immediately clear where Zdenek had died. Some shady character was running from the scene, but no sounds of a fight. I only found Zdenek's location (no body) by randomly activating Witcher Sense and noticing the remains.

Pathing back to Bedlam for Honor Amongst Thieves leads to a locked back door. Although, players already know where the real door is.
 
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TL;DR: The current version 4.0 has a calculation bug in the damageManagerProcessor.ws script that causes strong attacks to do 35% less damage.

Player Stats.png


According to player stats screen fast attack damage should be 94 damage (with 159 DPS) and strong attack damage should be 172 damage (with 159 DPS) . In reality a strong attack does 112 damage or 101 DPS, that is only 65% of the damage value it should deal. The cause is an incorrect multiplier in the "damageManagerProcessor.ws" script.

fast attack: 0.6 sec.
strong attack: 1.1 sec.
1.1/0.6 = 1.833
94 * 1.833 = 172

The attackpower multiplier for heavy attacks is reduced by 0.833 in the damageManagerProcessor.ws:1497 script to cancel out values from XML files returned from attackAction.ws script as baseline values.
if(playerAttacker && attackAction && playerAttacker.IsHeavyAttack(attackAction.GetAttackName()))
powerMod.valueMultiplicative -= 0.833;

The problem is that attackAction.ws:366 only returns +0.483 ,while -0.833 are added by damageManagerProcessor.ws:1497.
Therefore the baseline attackpower value for strong attacks is 0.65 while the baseline for fast attacks is 1.00.

<!-- Strong Attack -->
<ability name="sword_2">
<tags>sword_2,attack_heavy</tags>
<armor_reduction max="1000" min="1000" type="add"/>
<attack_power min="0.333" type="mult"/>
</ability>
<ability name="attack_heavy">
<tags>attack_heavy</tags>
<attack_power type="mult" always_random="false" min="0.15" max="0.15" />
<focus_gain type="base" min="0.1" />
<focus_hit_drain_mod type="mult" always_random="false" min="1.5" max="1.5" />
</ability>
243: public function GetPowerStatValue() : SAbilityAttributeValue
247: {
...
298: if(witcherAttacker.IsHeavyAttack(attackTypeName) && witcherAttacker.CanUseSkill(S_Sword_2))
299: result += witcherAttacker.GetSkillAttributeValue(S_Sword_2, PowerStatEnumToName(CPS_AttackPower), false, true);
...
// -> result += 0.333 (geralt_skills.xml)
...
357: if(PowerStatNameToEnum(attributes[i]) == powerStatType)
358: {
359: dm.GetAbilityAttributeValue(attackName, attributes[i], min, max);
360: result += GetAttributeRandomizedValue(min, max);
361: break;
362: }
...
// -> result += 0.15 (basic_attacks.xml)
...
369: return result; // 0.483 (for heavy attack only)
370: }

By adding custom Logging in the "damageManagerProcessor.ws" after line 1935 you can see the damage values the game calculates with every hit in the game's log file "%HOMEPATH%\Documents\The Witcher 3\scriptslog.txt"

[HUD_CONSOLE] BugLog| DMG_LOG : FAST ATTACK
[HUD_CONSOLE] BugLog| BaseDamae: 92.974785
[HUD_CONSOLE] BugLog| powerMod base: 0.000000 ; addit: 4.000000 ; multi: 1.000000
[HUD_CONSOLE] BugLog| FinalDamage: 96.974785
[HUD_CONSOLE] _iDuringDisplay 2 Geralt hits Drowner for <font size="20">96.97</font>.

[HUD_CONSOLE] BugLog| DMG_LOG : STRONG ATTACK
[HUD_CONSOLE] BugLog| BaseDamae: 93.310608
[HUD_CONSOLE] BugLog| powerMod base: 0.000000 ; addit: 4.000000 ; multi: 0.650000
[HUD_CONSOLE] BugLog| FinalDamage: 118.506905
[HUD_CONSOLE] _iDuringDisplay 2 Geralt hits Drowner for <font size="20">118.5</font>.

if(playerAttacker && attackAction && playerAttacker.IsHeavyAttack(attackAction.GetAttackName()))
{

LogChannel('HUD_CONSOLE',"BugLog| DMG_LOG : STRONG ATTACK");
LogChannel('HUD_CONSOLE',"BugLog| BaseDamae: "+dmgInfo.dmgVal);
LogChannel('HUD_CONSOLE',"BugLog| powerMod base: "+powerMod.valueBase+" ; addit: "+powerMod.valueAdditive+" ; multi: "+powerMod.valueMultiplicative);
LogChannel('HUD_CONSOLE',"BugLog| FinalDamage: "+finalDamage);
}
else if(playerAttacker && attackAction)
{
LogChannel('HUD_CONSOLE',"BugLog| DMG_LOG : FAST ATTACK");
LogChannel('HUD_CONSOLE',"BugLog| BaseDamae: "+dmgInfo.dmgVal);
LogChannel('HUD_CONSOLE',"BugLog| powerMod base: "+powerMod.valueBase+" ; addit: "+powerMod.valueAdditive+" ; multi: "+powerMod.valueMultiplicative);
LogChannel('HUD_CONSOLE',"BugLog| FinalDamage: "+finalDamage);
}
}

Files with active Logging are provied in the posts attachment. The files have to be renamed and placed in the following path : %path_to_your_installation%\content\content0\scripts\game\gameplay\damage\damageManagerProcessor.ws
To use the altered game files you need to start the game with witcher3.exe -forcescriptcompilation -debugscripts. The logfile is located at C:\Users\%USERNAME%\Documents\The Witcher 3\scriptslog.txt


How to fix


To fix this issue damageManagerProcessor.ws:1497 has to be modified and scripts recompiled with -forcescriptcompilation parameter.
change from:
if(playerAttacker && attackAction && playerAttacker.IsHeavyAttack(attackAction.GetAttackName()))
powerMod.valueMultiplicative -= 0.833;

to:
if(playerAttacker && attackAction && playerAttacker.IsHeavyAttack(attackAction.GetAttackName()))
powerMod.valueMultiplicative -= 0.483;

The file is located unter : %path_to_your_installation%\content\content0\scripts\game\gameplay\damage\damageManagerProcessor.ws

I attached four versions of damageManagerProcessor.ws. The file containing the bug fix and the original file with and without logging activated.
After the fix is applied your strong damage isequal to the values shown in your character screen.
You have tostart the game with script recompiling enabled (witcher3.exe -forcescriptcompilation -debugscripts)

The two attachted textfiles are the game logs with active logging, one from the original game and one after fix ist applied.

"savefile.zip" provides the savestate i used for testing.


Additional Info

Formula finalDamage - see damageManagerProcessor.ws:1733
finalDamage = MaxF(0, (dmgInfo.dmgVal + powerMod.valueBase) * powerMod.valueMultiplicative + powerMod.valueAdditive)

* dmgInfo.dmgVal --- initial damage value (rnd weapon value)
* powerMod.valueBase --- flat scaling bonus
* powerMod.valueMultiplicative --- sum of mulitpliers including critical mulitplier if critical hit
* powerMod.valueAdditive --- flat non-scaling attack power bonus per level from "geralt_stats.xml"


[Edited to remove DLs -- SigilFey]
 
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I have this too regularly on PC, usually after a few hours of playing.
Save and exit game fixes it for me (game then always crashes on shutdown).
After restart and reload it is fixed.
 
The improvements to experience gain that give you more time to complete quests and get the experience reward aren't applying to Hearts of Stone and presumably Blood and Wine quests.

This seems like an oversight or bug.

It use to take five levels to be overleveled for a quest, and now it is suppose to be ten, but it seems this improvement wasn't applied to HoS and presumably BoW.
 
Anyone else getting audio issues in Skellige when it storms? In place of thunder I get an annoying buzzing sound for however long the thunder audio was supposed to last. Changing audio setting doesn’t seem to help. Also happens when using headphones. Playing on series X

I'm getting this too. Playing on Xbox Series X. Every time it thunders the audio distorts and buzzes. Using an Onkyo receiver with a 5.1 speaker system. No other game gives me sound issues. I tried playing with audio settings in game and in the Xbox menu but nothing helped. Hopefully they fix this in the next update.
 
I'm getting a pretty consistent crash to desktop in Whoreson's Hideout in the attic area. I'm playing on RT Ultra with latest drivers, etc. I'll also get occasional CTDs being in the character menus (inventory, meditation, alchemy, etc.) at the point where I leave trying to resume the game but much less frequently. No mods.
 
get junior scene
after meeting the kings , killing the guards and crash every .single. time.
reinstalled windows, game, playing dx11 low low low etc.
nothing works

I refuse to start a NG+ because you didn't solve the issues with Baron quest and I don't wanna start over either.

dcprojectred, where is your QA ?!? where ?!?????

this is last game buy from you. did it with 2077 and it was a mess.

I never pirated any of your games.

this patch of next gen broked the game, irreversible.

I refuse to buy any of your future games, period

I just hope you will not release a buggy dlc with Phantom Liberty.

honesty,

not ca cdprojectred fan
 

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Immersion ruining bug on PS5, the close range foliage pops in and out constantly :


Happens almost every time I launch the game. Only way to fix it that I know of is restarting the PS5 on safe mode and clearing the cache multiple times until it works. Comes back after quitting the game or turning PS5 off. Process as to be repeated to get a chance to play without the issue.

I made a more detailed thread here https://forums.cdprojektred.com/index.php?threads/ps5-foliage-pop-in-pop-out.11112877/
 
My game is broken, I’m playing on ps5 performance mod and i have this weird glitch where everything turns white. I tried making a new save and reinstalling the game multiple time it does not matter it keeps happening. If anybody as a solution i’d love to ear it. Haven’t been able to play the game since the release of the patch ..
2EC99A3C-AB12-4775-B00E-EF0E2A24B663.jpeg
 
TLDR: see (bugs 3/4), which explain the first 2 bugs... but I'll leave them here, as they illustrate some odd behaviour.

bug 1: Found an issue with Z-culling of foreground objects. Affects both Fullscreen and Borderless Window.

FPS drops from above 60 to below 50, when the tree is culled from view. When the tree is in view, FPS remains above 60.

It's only when the tree is removed (culled) from view that FPS drops below 50.

FPS in the general area is above 60, even looking towards Vegelbuds.

At first, I thought it was related to the nearby Vegelbud Estate geometry, but this happens looking down at the ground as well as up. FPS can drop below 45 when looking up though. The results of slightly rotating the camera. No new objects come into view except the 2 trees which are either visible or culled from view.

Something in the rendering pipeline, which was probably affecting the tree stutter I noticed previously with Borderless Window mode. But, this issue affects Fullscreen as well.

Strangely, it's also affected by camera angle. It's worst at 20-30 degrees, but can return to 60 FPS at extreme vertical angles. Maybe that's to be expected, as more of the ground or sky come into view, culling more background objects from view. However, this foreground culling issue is not expected.

Well, that's even stranger... It only seems to affects certain trees. Not sure why that's the case. About half of trees in the area seem affected. Not sure based on what principle. 2 adjacent trees, or tree model? Neither. Even trees with completely different models, standing separately are affected. Not sure what the common factor is, seems random, but always the same exact trees.

There are also trees with what is apparently the same model as another, which do not suffer from the same problem.

Alright, so this even occurs if the tree is behind you, completely off the screen. As long as it is nearby and being culled by the engine, the issue persists. I was trying to figure out why FPS was dropping randomly just standing out in the open, with nearby trees, and the camera rotated a certain way, compared to another 2 feet away, and this is the reason.

In fact, FPS drops linearly for each object or tree that is culled. 1 tree = 52 fps. 2 tree = 46 fps.

w3v4-zc2.jpg


bug 2: Found some other issue, related to the road textures... When I'm standing perpendicular, directly in front of it, FPS also drops to 40 from 60. Not sure if related to twigs with incorrect shaders on them (the ones that glow in the dark)... or something else with this texture specifically or LODs. The issue disappears as soon as I move across the road. The direction (left/right) from which it is viewed makes little difference. For reference, 60 FPS in Novigrad.

The road issue is definitely an Ultra+ texture resolution or LOD issue, possibly shader. It's resolved on Ultra setting. I've never seen 1 texture spanning 3% of the screen area drop FPS by 33%...

This location is by the Temerian Partisan Hideout (signpost marker visible on map), in the direction of Vegelbud Estate.

Only seems somewhat related to some ground textures on Ultra+, even those completely covered in grass, which is counter-productive, where FPS drops from 60 to 52-54 simply staring at the ground. In other areas it's fine. I cannot image this is due to resolution or LODs though, maybe pixel shaders?

bug 3: Yet one more bug. Setting texture quality to Ultra instead of Ultra+ drops FPS to 20-25, until you alt-tab out and back in. Actually, alt-tabbing back in is insufficient. You need to change the focus or press Windows key, etc... Actually, it isn't working this time around, still stuck at 30 FPS, eventually resolved.

Ok, so if it's set to Ultra, FPS will drop to 30 when setting it to Low, High or Ultra+. If it's set to Ultra+, it will drop to 30 when setting it to Medium or High. Basically alternates in even/odd sets, if Low=0, Medium=1, etc...

Changing detail level has the same effect, and possibly other options?

bug 4: This is not a new bug, but something awkward. When I load a saved game, road texture issues are temporarily resolved... the foreground culling issues are significantly reduced.

Oh well, that's what did it... alt-tabbing triggers bugs 1/2. It may also be triggered in other ways like changing video options, as someone else mentioned. From that point on, this bug persists until a saved game is loaded.

Awkwardly though, alt-tabbing doesn't always trigger the bug. There must be some other condition.

Alright, this is beyond me. Much too random. I was able to trigger it by fast-travelling, without even alt-tabbing. Maybe something to do with the game menus or UI, or some combination of alt-tabbing and fast-travelling or UIs.

I've also tested with various weather conditions, as that seems to variably affect the results. The lowest I could get it to drop was 49 FPS in front of the road, at night, with fog, rain, and wind. When the bug is triggered, it will drop to 40 FPS in front of the road, clear conditions (as in the screenshots) when it should be 60 FPS, assuming no trees are culled and the bug is not triggered. Strangely, in another test, I'm getting 60 FPS at night, with fog, rain and wind in front of the same road...

8gb vram: Well here's another oddity. My system was using 8 gb vram. Why is that strange? Because Witcher 3 doesn't use more than 4gb. Not sure if this was as a result of messing with graphics options, but the issues cropped up before that. Not sure exactly what happened there, but there was no other process running in the background. Required reboot.

This may even be responsible for the texture and FPS issues, assuming it somehow occurred before I messed with graphics options, spontaneously. I'm not sure, will monitor the situation.
 
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A reminder to all not to attach direct downloads in your posts. Please, use a system like Pastebin to host those files.
 
I'm playing on PS5 in performance mode with a non-cross-save file. This is version 4.00. Been seeing a lot of horses that have two or three heads in just about every encampment. Here are some examples along with the location marked. Also, the game will crash if I'm shopping in any merchants' inventory screen for an extended amount of time.

View attachment 11341252
View attachment 11341255
View attachment 11341258

Help!!! Lately when the game reaches a checkpoint or autosave the screen freezes for 3 seconds. Someone else happens? This happens to me in series x

PS5 (4.002). Very annoying bug that replaces all the BGM into a "eerie" ominous tune. This seems to happen specifically after completing the Netflix Devil's Pit quest.

Loading a previous auto or manual save doesn't fix it. Visiting the Bloody Baron room is a temporary fix until you load the game. Fast travel to White Orchard and travel back also works as a temporary solution.

Could you please fix this?

So in the mission for The Gangs of novigrad, when you have to go to the arena and talk with Igor.

There is a door that should be close and only with a key you can open it.

But when you just go thorugh the door, you traspass it, but then you cannot go back and you have to reload the lastest save.

I attach a video of it.

I upload it as private video on Youtube so you can see it.


You don't have too many saves ?
Some players have an issue with saves. Auto and check point saves are never deleted/overwrited. So they end to have hundreds of saves.
If not, try to disconnect your GOG account, it may be related to the cross progression (above all, if you only play on your Series X).

Updates on reported issues:

Griffin trousers journal issue was intended (2 objectives). One is the map clue objective (Witcher school sign that can be investigated). The diagram is a separate objective which appears after discovering the clue object.

Ciri Special Attack works (not quickcast), but it's not acquired until Junior quest. This is never mentioned, and a full energy bar is present, thus unintuitive.

New Issues:

Ciri Special Attack tutorial did not trigger the 'press Q' dialog, and instead skipped to the 'low energy' dialog. The skill wouldn't work until I loaded a save before climbing the ladder, or the autosave at Junior (which immediately triggers the tutorial on loading). After loading the save I was prompted with the 'press Q' dialog, followed by a 'low energy' dialog, when encountering Junior. However, I've bound Cast Sign to a different key, not Q.

I was able to reproduce this bug by loading a saved game before speaking with the guards about the secret passage to Junior's Oxenfurt hideout. Or, at least I didn't get the 'press Q' dialog, but the skill worked.

Ciri is no longer invincible during Special Attack, which renders her vulnerable to enemies randomly swinging their swords in the fray. On Death March, that's 60% HP per hit. 2 hits = death for using an ability. It's amusing, but sort of awkward.

Doors such as Var Attre Estate (Broken Flowers), Stable Manager (Following the Thread, before meeting Eskel), Junior's Casino and Hideout (Oxenfurt) can be opened at will. Accidentally walked through Hideout door, before speaking with the guards, and secret passage objective failed to trigger, went straight to investigate, but secret passage did not fail. It will probably auto-fail when quest completes, even though I went through the passage after speaking to the guards. The guards at all locations say things such as 'Can't go in there' or 'Nobody will get in on my watch', etc...

Furthermore the objective to meet Var Attre at her estate does not trigger if you enter by the front door, which is accessible without speaking to the guard. You must go around back to trigger the dialogue. Marker may be in wrong position, or the door should simply be locked. The corpse on the cliff did not contain a letter (unrelated to this quest), and was not highlighted in Witcher Sense.

Minor Issues:

When items are unequipped at Var Attre's estate for the duel, you end up with a copy of infinite bolts in inventory.

Foglet trophy cannot be transferred to stash.

Enemies think Ciri is male and yell 'Kill him! Get him!'

It was not immediately clear where Zdenek had died. Some shady character was running from the scene, but no sounds of a fight. I only found Zdenek's location (no body) by randomly activating Witcher Sense and noticing the remains.

Pathing back to Bedlam for Honor Amongst Thieves leads to a locked back door. Although, players already know where the real door is.

I have this too regularly on PC, usually after a few hours of playing.
Save and exit game fixes it for me (game then always crashes on shutdown).
After restart and reload it is fixed.

The improvements to experience gain that give you more time to complete quests and get the experience reward aren't applying to Hearts of Stone and presumably Blood and Wine quests.

This seems like an oversight or bug.

It use to take five levels to be overleveled for a quest, and now it is suppose to be ten, but it seems this improvement wasn't applied to HoS and presumably BoW.

I'm getting this too. Playing on Xbox Series X. Every time it thunders the audio distorts and buzzes. Using an Onkyo receiver with a 5.1 speaker system. No other game gives me sound issues. I tried playing with audio settings in game and in the Xbox menu but nothing helped. Hopefully they fix this in the next update.

I'm getting a pretty consistent crash to desktop in Whoreson's Hideout in the attic area. I'm playing on RT Ultra with latest drivers, etc. I'll also get occasional CTDs being in the character menus (inventory, meditation, alchemy, etc.) at the point where I leave trying to resume the game but much less frequently. No mods.

get junior scene
after meeting the kings , killing the guards and crash every .single. time.
reinstalled windows, game, playing dx11 low low low etc.
nothing works

I refuse to start a NG+ because you didn't solve the issues with Baron quest and I don't wanna start over either.

dcprojectred, where is your QA ?!? where ?!?????

this is last game buy from you. did it with 2077 and it was a mess.

I never pirated any of your games.

this patch of next gen broked the game, irreversible.

I refuse to buy any of your future games, period

I just hope you will not release a buggy dlc with Phantom Liberty.

honesty,

not ca cdprojectred fan

Immersion ruining bug on PS5, the close range foliage pops in and out constantly :


Happens almost every time I launch the game. Only way to fix it that I know of is restarting the PS5 on safe mode and clearing the cache multiple times until it works. Comes back after quitting the game or turning PS5 off. Process as to be repeated to get a chance to play without the issue.

I made a more detailed thread here https://forums.cdprojektred.com/index.php?threads/ps5-foliage-pop-in-pop-out.11112877/

My game is broken, I’m playing on ps5 performance mod and i have this weird glitch where everything turns white. I tried making a new save and reinstalling the game multiple time it does not matter it keeps happening. If anybody as a solution i’d love to ear it. Haven’t been able to play the game since the release of the patch ..View attachment 11341468

View attachment 11341477
swords of a thousand flowers silver and steel. sheath floating

TLDR: see (bugs 3/4), which explain the first 2 bugs... but I'll leave them here, as they illustrate some odd behaviour.

bug 1: Found an issue with Z-culling of foreground objects. Affects both Fullscreen and Borderless Window.

FPS drops from above 60 to below 50, when the tree is culled from view. When the tree is in view, FPS remains above 60.

It's only when the tree is removed (culled) from view that FPS drops below 50.

FPS in the general area is above 60, even looking towards Vegelbuds.

At first, I thought it was related to the nearby Vegelbud Estate geometry, but this happens looking down at the ground as well as up. FPS can drop below 45 when looking up though. The results of slightly rotating the camera. No new objects come into view except the 2 trees which are either visible or culled from view.

Something in the rendering pipeline, which was probably affecting the tree stutter I noticed previously with Borderless Window mode. But, this issue affects Fullscreen as well.

Strangely, it's also affected by camera angle. It's worst at 20-30 degrees, but can return to 60 FPS at extreme vertical angles. Maybe that's to be expected, as more of the ground or sky come into view, culling more background objects from view. However, this foreground culling issue is not expected.

Well, that's even stranger... It only seems to affects certain trees. Not sure why that's the case. About half of trees in the area seem affected. Not sure based on what principle. 2 adjacent trees, or tree model? Neither. Even trees with completely different models, standing separately are affected. Not sure what the common factor is, seems random, but always the same exact trees.

There are also trees with what is apparently the same model as another, which do not suffer from the same problem.

Alright, so this even occurs if the tree is behind you, completely off the screen. As long as it is nearby and being culled by the engine, the issue persists. I was trying to figure out why FPS was dropping randomly just standing out in the open, with nearby trees, and the camera rotated a certain way, compared to another 2 feet away, and this is the reason.

View attachment 11341471

bug 2: Found some other issue, related to the road textures... When I'm standing perpendicular, directly in front of it, FPS also drops to 40 from 60. Not sure if related to twigs with incorrect shaders on them (the ones that glow in the dark)... or something else with this texture specifically or LODs. The issue disappears as soon as I move across the road. The direction (left/right) from which it is viewed makes little difference. For reference, 60 FPS in Novigrad.

The road issue is definitely an Ultra+ texture resolution or LOD issue, possibly shader. It's resolved on Ultra setting. I've never seen 1 texture spanning 3% of the screen area drop FPS by 33%...

This location is by the Temerian Partisan Hideout (signpost marker visible on map), in the direction of Vegelbud Estate.

Only seems somewhat related to some ground textures on Ultra+, even those completely covered in grass, which is counter-productive, where FPS drops from 60 to 52-54 simply staring at the ground. In other areas it's fine. I cannot image this is due to resolution or LODs though, maybe pixel shaders?

bug 3: Yet one more bug. Setting texture quality to Ultra instead of Ultra+ drops FPS to 20-25, until you alt-tab out and back in. Actually, alt-tabbing back in is insufficient. You need to change the focus or press Windows key, etc... Actually, it isn't working this time around, still stuck at 30 FPS, eventually resolved.

Ok, so if it's set to Ultra, FPS will drop to 30 when setting it to Low, High or Ultra+. If it's set to Ultra+, it will drop to 30 when setting it to Medium or High. Basically alternates in even/odd sets, if Low=0, Medium=1, etc...

Changing detail level has the same effect, and possibly other options?

bug 4: This is not a new bug, but something awkward. When I load a saved game, road texture issues are temporarily resolved... the foreground culling issues are significantly reduced.

Oh well, that's what did it... alt-tabbing triggers bugs 1/2. It may also be triggered in other ways like changing video options, as someone else mentioned. From that point on, this bug persists until a saved game is loaded.

Awkwardly though, alt-tabbing doesn't always trigger the bug. There must be some other condition.

Alright, this is beyond me. Much too random. I was able to trigger it by fast-travelling, without even alt-tabbing. Maybe something to do with the game menus or UI, or some combination of alt-tabbing and fast-travelling or UIs.

Hello everybody! Please make sure to report all the bugs and glitches to the official support team. It's the only way to ensure that the issues will be looked at.

The forums are great for sharing experience and making other players aware of the bugs. However, the devs won't be reading every single post.

Here's the link to the official support site:
 
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