Agree, my comment was based on the poster's observation of things appearing/disappearing in-view, which I think has been commented on enough times to not be treated as a bug for certain hardware/drivers.What I'm talking about is if you think you're seeing a bug. For example, high-def LOD drawing in for the mid-field, but then culling for the near-field. No, in that case, we're not "all seeing the same thing". I've not seen that even once. Just because I happen to see an issue, it doesn't meant that others are all seeing the same thing. Just because I'm not seeing an issue, it doesn't mean that it doesn't exist for others. And even 1,000 users all seeing a particular issue would be less than 10% of the total player base just on PC.
The pop-in is simply the LOD scaling as intended. I can subjectively agree that it looked better before, or that other games handle it more fluidly. But there is no technical issue. It's just the settings managing things as to avoid other issues.Agree, my comment was based on the poster's observation of things appearing/disappearing in-view, which I think has been commented on enough times to not be treated as a bug for certain hardware/drivers.
I've responded to this is some detail here.Oh no.
Why not modify lod settings and culling for medium and low settings and keeping high, you know? HIGH.
I hate when gamedevs do this. What even is the point of having OPTIONS then? What If I don't mind lower FPS but better image quallity?
No we just do the common denominator approach -_-
... and I was so happy that 1.3 is finally out.
There is no "downgrade".
When I create an engine, it will almost always be capable of far more in every area individually than when I am running all parts of the engine simultaneously. An engine is responsible for more than just the graphics. It also needs to run the hundreds of thousands of lines of code that are handling random events, loot tables, scripted world scenes, quest timings, dynamic weather systems, AI schedules, etc., etc., etc. Every part of the game.
Of course, when I am dealing with just the rendering, I can go nuts -- crazy amounts of detail. As soon as I start introducing the other parts of the game, I wind up in situations where I might not be able to pull off quite that much visual fidelity and still have the system resources to make everything else work consistently and stably. Different parts of games like this do not connect like people think they do in their minds. Computer programs do not operate on human logic -- they operate on mathematical logic. These connections are not always going to make human sense. Hence, the number of distant buildings drawing in at a higher levels of detail...might be what's causing a bug that prevents a quest from triggering a flag in its script. The quest may break because the engine is too busy prioritizing LOD. The script gets postponed by the engine so much, that another flag fires first and creates a dead end, or an endless loop. In some other spot, the reason a nearby object receives a corrupted texture is because there are too many dynamic lights and shadows on-screen, and the engine can't make the call it needs to get that texture decompressed in time.
There are a million possible combinations, and a million possible ways for things to break, and a million possible ways to work around them. But it's a balancing act. It doesn't matter if a player has a super-high-end GPU capable of running the game at 4K, 200+FPS. If the engine is not able balance all of the games critical functions, then in order to fix the issue, I need to take from one area and give to another. Regardless of hardware, engines are still bound by their own code. (This is why engines for all games go through multiple iterations and versions, and new engines are created all the time -- to do what prior engines could not do.) Graphics processing is only one cog in a huge machine of moving parts. All of it needs to be taken into account. It's never as simple as saying, "Just do it this way."
So, there's no downgrade. It's optimization to ensure all functions of the game are able to execute properly. This may mean that LOD needs to be dragged in a hundred meters or so. Later on, it may be possible to push it back out again. All depends.
Or, another metaphor for this is: "Just because my Ferrari is capable of doing 210 mph, if I try to take that turn at 210, we'll go off the road an flip. Need to take that at 120 tops." Maximum is not the same thing as optimal.
This is likely driver related. If on PC, please list your complete PC specs, including GPU driver version, and a dxdiag using the 64-bit option. A quick 30 second vid highlighting the issue would also be helpful.
Again, send this into Official CDPR Tech Support -- but feel free to post it here, too! (This is almost exactly the same stuff as happened in TW3. It's just part and parcel of dealing with engine changes.)
Nope, but I would rather say that it look like a game who wait a Next-Gen patch
Why should PC users wait it? PC users had gorgeous graphics before 1.1 patch so why did CDPR downgraded it?!