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LoD Research Thread

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E

erxv

Rookie
#61
Sep 6, 2015
Vigilance.492 said:
TBH I tend to forget about the "VRAM Issue" since I'm running 12GB :S but TW3's vanilla setup is pretty poor, even at its highest only utilizing ~3.5GB of VRAM at 4K (Compared to other games with better texture streaming/quality like GTAV which uses like 6-8GB at 4K), which makes sense considering the extremely harsh LOD restrictions it has.
Click to expand...
i think there is an in-engine cap to things.... doesnt really matter how much you got, what matters is can the engine use it.....
 
C

CarolKarine

Rookie
#62
Sep 6, 2015
So as far as adding more proxy meshes - in the xml file, there is a entityproxy=true

Because proxy meshes are allowed to have huge autohideDistance values, maybe changing all the meshes to proxy meshes would work?

@marvelmaster - could you try changing the meshes (of vivaldi's bank) to proxy meshes in the xml files, and then test a much longer autohideDistance value? I'm still exporting all the files, so I can't do anything in wcc_lite.

Also, when you export eredin, he's half a gig of models. Holy fuck.
 
B

berserker66666

Rookie
#63
Sep 6, 2015
in the game files there's one XML and one .INI file that caught my attention. One is io_priority_table.xml located at Witcher 3/bin folder and the other is rendering.ini located at Witcher 3/bin/config/platform/pc folder. Both of these files have something to do with mesh loading priorities and values. I don't know if changing the value would do something in the game but it's worth taking a look.
 
Last edited: Sep 6, 2015
E

essenthy

Rookie
#64
Sep 6, 2015
Vigilance.492 said:
Yes, you'd be loading in far more textures/meshes, which is why this would be the kind of thing you wouldn't go near unless you had like 4-6GB+ VRAM (Even at lower resolutions). Much like you wouldn't go using any Skyrim 4K Texture Overhauls unless you've got a reasonable amount of VRAM. TBH I tend to forget about the "VRAM Issue" since I'm running 12GB :S but TW3's vanilla setup is pretty poor, even at its highest only utilizing ~3.5GB of VRAM at 4K (Compared to other games with better texture streaming/quality like GTAV which uses like 6-8GB at 4K), which makes sense considering the extremely harsh LOD restrictions it has.



Indeed, and that's what I meant by the the "Compounding Effect", but Novigrad is really the only area in the game I see having this as a possible big issue.

At the end of the day you're correct, just have to wait and see exactly what effect it will have after more is done and solid tests can be run. I'm hopeful however that it won't be crazy, but really the method is just pure brute force, so it does have the possibility of being very brutal.
Click to expand...
i would also add that the level design in general changed a lot since the early builds and has been tailored to fit a certain performance " budget " ( and new zones that weren't there early are built just around that ), they reduced the meshes details in general for novigrad for example but they added more trees and grass in the zone and sometimes even objects , same for the swamp, ther's way more trees bush/grass in the final game, so you probably gonna have to reduce foliage in general to compensate

the real questions is how far the engine will go with this, how much " high " detailed meshes can it load at once without crashing
 
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M

marvelmaster

Forum veteran
#65
Sep 6, 2015
Unfortunately i dont know if i can get to my pc today...so progress might be delayed...
I can remember that i edited io priority a while a go but with absolutely no effect.

Carol might be right... if these xml realy describe whether a mesh is a proxy or not it would mean we just might have to edit the one xml of the main mesh
I already tested it a little..few days ago but didnt see an effect.
But i ll dig deeper into this
 
Last edited: Sep 6, 2015
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C

CarolKarine

Rookie
#66
Sep 6, 2015
marvelmaster said:
Unfortunately i dont know if i can get to my pc today...so progress might be delayed...
I can remember that i edited io priority a while a go but with absolutely no effect.

Carol might be right... if these xml realy describe whether a mesh is a proxy or not it would mean we just might have to edit the one xml of the main mesh
I already tested it a little..few days ago but didnt see an effect.
But i ll dig deeper into this
Click to expand...
As soon as the big export is done I'll happily take a look into it (should finish up later today) but I asked mainly because you were working on it and was able to import :p

A problem though. I'm quite literally running out of space on my computer (I use a single 250GB ssd) and I'm not sure I'm be able to import anything without more space. I've already had to delete the entire characters folder (from export) in order to make room for the architecture.

If anyone else is planning on doing this, realize it takes over a full day and will eat 150+ GBs of storage.

I believe I have a hard drive (that isn't broken, like the last one) that I can use. I'll put it in my system once the export wraps up; I think I have enough empty space now that I removed the characters folder.
 
B

berserker66666

Rookie
#67
Sep 6, 2015
Honestly, if it comes down to resource management and trees have to be cut down :p , so be it. There's way too many trees in the game anyways just like there's too much fog. Look at this screenshots below. I think the first one has a good balance of trees while the second one has trees way overblown in the distance. (2nd pic was taken by Essenthy and his STLM mod)

http://giant.gfycat.com/ApprehensiveCompetentIchneumonfly.gif

http://i.imgur.com/hOF9yaa.jpg
 
V

Vigilance.492

Ex-moderator
#68
Sep 6, 2015
essenthy said:
the real questions is how far the engine will go with this, how much " high " detailed meshes can it load at once without crashing
Click to expand...
Indeed, summed it up quite nicely as I was going to reply a similar thing to @erxv

So yeah erxv you're mostly correct, basically it'll come down to the Engine > API > GPU interaction and just how far you can push that. VRAM won't so much be an issue, but just how much of a load the Engine/API can take before it implodes, or so to speak.

berserker66666 said:
Honestly, if it comes down to resource management and trees have to be cut down , so be it.
Click to expand...
That would almost definitely require a proper world/environment editor, like a Redkit, and even then you couldn't be sure as to what positive engine related effect it might have (It'd likely be insane trial and error).
 
M

marvelmaster

Forum veteran
#69
Sep 6, 2015
Too much blue fog?
Not for me^^

Anyways Carol its realy sad that cdpr just released such a poor modkit...
If it wasnt like that you would have been finished in an hour or so.
 
Last edited: Sep 6, 2015
C

CarolKarine

Rookie
#70
Sep 6, 2015
berserker66666 said:
Honestly, if it comes down to resource management and trees have to be cut down :p , so be it. There's way too many trees in the game anyways just like there's too much fog. Look at this screenshots below. I think the first one has a good balance of trees while the second one has trees way overblown in the distance. (2nd pic was taken by Essenthy and his STLM mod)

http://giant.gfycat.com/ApprehensiveCompetentIchneumonfly.gif

http://i.imgur.com/hOF9yaa.jpg
Click to expand...
I love the thick trees. It makes woods actually feel like woods. if you look at that shot, you can see through what little copses of trees there are. those wouldn't feel like woods.

---------- Updated at 11:42 AM ----------

Vigilance.492 said:
Indeed, summed it up quite nicely as I was going to reply a similar thing to @erxv

So yeah erxv you're mostly correct, basically it'll come down to the Engine > API > GPU interaction and just how far you can push that. VRAM won't so much be an issue, but just how much of a load the Engine/API can take before it implodes, or so to speak.



That would almost definitely require a proper world/environment editor, like a Redkit, and even then you couldn't be sure as to what positive engine related effect it might have (It'd likely be insane trial and error).
Click to expand...
I'm praying that we won't run into issues with crashing. I know that some engines (cryengine 3 is my best example) deal with overloads on polygons really well - it just CRAWLS. (like a couple seconds per frame crawls) at least if it reacts like that it would be easier to diagnose problems - we could see which areas would be hardest hit by the mod. if it crashes outright it would be more difficult to test.

I have a pretty beefy rig (3570K and 290X) but I'd like to enlist someone with at least a titan X (preferably 2 or 3) to help do testing. Vigilance, you mentioned that you've got 12GBs of vram, would you mind helping once we've gotten to a point where we need to do performance tests?

---------- Updated at 11:47 AM ----------

marvelmaster said:
Too much blue fog?
Not for me^^

Anyways Carol its realy sad that cdpr just released such a poor modkit...
If it wasnt like that you would have been finished in an hour or so.
Click to expand...
I mean, if MeshRenderingDistanceScale and the LOD value in user.settings worked we wouldn't have had this issue...

if CDPR were to just unlock that value we could all move on to other mods (I've got stuff cooking in the back of my mind, but It's all scripting and I need some time to get used to the syntax)
 
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M

marvelmaster

Forum veteran
#71
Sep 6, 2015
The performanceimpact should not be that hard.
If i remember right you can edit the lod and hidedistance of the proxymesh freely!
So we can switch to low poly again when the object is realy out if sight :)
(But need to test again maybe my memory is wrong^^)
 
Last edited: Sep 6, 2015
C

CarolKarine

Rookie
#72
Sep 6, 2015
marvelmaster said:
The performanceimpact should not be that hard.
If i remember right you can edit the lod of the proxymesh freely!
So we can switch to low poly again when the object is realy out if sight :)
(But need to test again maybe my memory is wrong^^)
Click to expand...
if you can't test today I'll get to it after the export (finally) finishes.
 
M

marvelmaster

Forum veteran
#73
Sep 6, 2015
So if i am right put in xml:
Lod0=10
Lod1=200

The mesh should then unnoticably switch to lod 1 after 200 meters
 
V

Vigilance.492

Ex-moderator
#74
Sep 6, 2015
CarolKarine said:
would you mind helping once we've gotten to a point where we need to do performance tests?
Click to expand...
Absolutely. I'm always the first on-board with trying all these graphical related mods, especially when it comes to something so egregious like the LOD/Pop-In issues. And testing is the least I can do, considering I sadly don't have the prowess to actually create these things.

I've got a metric shit ton of Hard Drive space, and 2 Titan X's, so more than happy to oblige.
 
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C

CarolKarine

Rookie
#75
Sep 6, 2015
marvelmaster said:
So if i am right put in xml:
Lod0=10
Lod1=200

The mesh should then unnoticably switch to lod 1 after 200 meters
Click to expand...
for the proxy mesh? I believe so...

ultimately I'd rather make all meshes technically "proxy" and then just increase ranges and LOD ranges as necessary. If we can do that I can just write a script to change all the values for every xml file within a directory.

Vigilance.492 said:
Absolutely. I'm always the first on-board with trying all these graphical related mods, especially when it comes to something so egregious like the LOD/Pop-In issues. And testing is the least I can do, considering I sadly don't have the prowess to actually create these things.

I've got a metric shit ton of Hard Drive space, and 2 Titan X's, so more than happy to oblige.
Click to expand...
Awesome! That'll be perfect for testing more ridiculous values. Of course, at a certain point it's more for posterity that any realistic need to increase the view distance that far, but It's kinda future-proofing the game for when resolutions scale up large enough that we'll need to have detail at that range.
 
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V

Vigilance.492

Ex-moderator
#76
Sep 6, 2015
CarolKarine said:
but It's kinda future-proofing the game for when resolutions scale up large enough that we'll need to have detail at that range.
Click to expand...
Tell me about it. I play the game @ 4K and the extra clarity of the Image Quality on the larger resolution/screen only serves to make those LOD issues even more insanely severe, as it's near impossible to miss the big pops.

Anyway, best of luck to you guys working on this, and I'll certainly be here to help test.
 
B

berserker66666

Rookie
#77
Sep 6, 2015
Vigilance.492 said:
and 2 Titan X's
Click to expand...
You.......are one lucky person.
 
C

CarolKarine

Rookie
#78
Sep 6, 2015
berserker66666 said:
You.......are one lucky person.
Click to expand...
No, I'd assume he's just an adult with expendable income.

Once I'm out of Uni those kind of purchases will be more reasonable :p
 
M

marvelmaster

Forum veteran
#79
Sep 6, 2015
So i tested just editing the xml file of th main mesh to entityProxy="true"

but had no effect at all...
seems like something else tells the engine what is proxymesh and what is main mesh :(
 
  • RED Point
Reactions: web-head91
C

CarolKarine

Rookie
#80
Sep 6, 2015
marvelmaster said:
So i tested just editing the xml file of th main mesh to entityProxy="true"

but had no effect at all...
seems like something else tells the engine what is proxymesh and what is main mesh :(
Click to expand...
so setting it to true didn't enable longer maximum distances? well shit, I was hoping that would work.
 
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