Forums
Games
Cyberpunk 2077 Thronebreaker: The Witcher Tales GWENT®: The Witcher Card Game The Witcher 3: Wild Hunt The Witcher 2: Assassins of Kings The Witcher The Witcher Adventure Game
Jobs Store Support Log in Register
Forums - CD PROJEKT RED
Menu
Forums - CD PROJEKT RED
  • Hot Topics
  • NEWS
  • GENERAL
    THE WITCHER ADVENTURE GAME
  • STORY
    THE WITCHER THE WITCHER 2 THE WITCHER 3 THE WITCHER TALES
  • GAMEPLAY
    THE WITCHER THE WITCHER 2 THE WITCHER 3 MODS (THE WITCHER) MODS (THE WITCHER 2) MODS (THE WITCHER 3)
  • TECHNICAL
    THE WITCHER THE WITCHER 2 (PC) THE WITCHER 2 (XBOX) THE WITCHER 3 (PC) THE WITCHER 3 (PLAYSTATION) THE WITCHER 3 (XBOX) THE WITCHER 3 (SWITCH)
  • COMMUNITY
    FAN ART (THE WITCHER UNIVERSE) FAN ART (CYBERPUNK UNIVERSE) OTHER GAMES
  • RED Tracker
    The Witcher Series Cyberpunk GWENT
THE WITCHER
THE WITCHER 2
THE WITCHER 3
MODS (THE WITCHER)
MODS (THE WITCHER 2)
MODS (THE WITCHER 3)
Menu

Register

LoD Research Thread

+
Prev
  • 1
  • …

    Go to page

  • 6
  • 7
  • 8
  • 9
  • 10
  • …

    Go to page

  • 17
Next
First Prev 8 of 17

Go to page

Next Last
S

Septerra_Core

Senior user
#141
Sep 11, 2015
CarolKarine said:
Editing foliage files is harder than editing meshes, because they're saved in .srt (a speedtree format) which is compiled and can't be edited even by its parent software (I've tried)
Click to expand...
Really bad news, but I have one question. Can we find the low poly srt files and replace them with the high poly files? In that way there will never be rendering on low poly meshes.

And what do you mean they can't be edited by its parent software? Can't speedtree edit them? Why?
 
C

CarolKarine

Rookie
#142
Sep 11, 2015
Septerra_Core said:
Really bad news, but I have one question. Can we find the low poly srt files and replace them with the high poly files? In that way there will never be rendering on low poly meshes.

And what do you mean they can't be edited by its parent software? Can't speedtree edit them? Why?
Click to expand...
There are no low poly .srt files. There is one file, which is dynamically scaled by the speedtree middleware.

Speedtree edits .spm files and then compiles them into a game-ready .srt file. You cannot go backwards. It's like baking a texture- once done you can't pull it apart into the components it was once comprised of.

---------- Updated at 02:07 PM ----------

essenthy said:
good to see some progress, good work guys
Click to expand...
We're at a point where we have to figure out how to add LoD levels for the new high poly proxy meshes, because I've realized that if we made all proxy meshes permanently high poly, we'd end up loading novigrad, oxenfurt, and crow's perch in, all at once. We don't need high poly past 200m, let alone 600. The problem is a lot of meshes switch at 50/75m, and that's way too close.
 
M

marvelmaster

Forum veteran
#143
Sep 11, 2015
@septerracore
I never saw foliage lod problems...do you have video to proof the problem exists?

@carol
Do we need that...which buildubg appears from nothing? Can u give example?
 
C

CarolKarine

Rookie
#144
Sep 11, 2015
marvelmaster said:
@septerracore
I never saw foliage lod problems...do you have video to proof the problem exists?

@carol
Do we need that...which buildubg appears from nothing? Can u give example?
Click to expand...
I'm not referring to buildings, I'm talking about meshes in general. Characters, torches, rubble, clutter, etc. It all pops in around 20-50m
 
E

essenthy

Rookie
#145
Sep 11, 2015
actually sometimes ( but very rarely ) building vanish and appear out of nowhere, last time ive seen that was in the swamp zone, the orphan village, at a certain distance on of the 3 building literally disappear then re appear when you get closer , might be just a bug
 
W

web-head91

Senior user
#146
Sep 11, 2015
essenthy said:
actually sometimes ( but very rarely ) building vanish and appear out of nowhere, last time ive seen that was in the swamp zone, the orphan village, at a certain distance on of the 3 building literally disappear then re appear when you get closer , might be just a bug
Click to expand...
i don't think it's a bug, i remember seeing a video showing a building disappear if you're away from it by relatively short distance. in short, pop-in struck buildings too.
 
C

CarolKarine

Rookie
#147
Sep 11, 2015
essenthy said:
actually sometimes ( but very rarely ) building vanish and appear out of nowhere, last time ive seen that was in the swamp zone, the orphan village, at a certain distance on of the 3 building literally disappear then re appear when you get closer , might be just a bug
Click to expand...
That's due to proxy mesh render ranges not overlapping with high quality mesh render ranges properly.
 
M

marvelmaster

Forum veteran
#148
Sep 11, 2015
The future lod mod here will resolve the "inbetweenpopping" decorations of buildings we can include...
But items that hide into nothing will be a problem(example video on first page here, the two buildings left and right of the big tower just disappear...we have not tried yet resolving this)

---------- Updated at 07:40 PM ----------

Hey Carol i got a realy roflnating idea how to solve the meshes that dont have proxy...gonna test next week
 
C

CarolKarine

Rookie
#149
Sep 11, 2015
marvelmaster said:
The future lod mod here will resolve the "inbetweenpopping" decorations of buildings we can include...
But items that hide into nothing will be a problem(example video on first page here, the two buildings left and right of the big tower just disappear...we have not tried yet resolving this)

---------- Updated at 07:40 PM ----------

Hey Carol i got a realy roflnating idea how to solve the meshes that dont have proxy...gonna test next week
Click to expand...
PM me! I can test this weekend.
 
S

Septerra_Core

Senior user
#150
Sep 11, 2015
marvelmaster said:
I never saw foliage lod problems...do you have video to proof the problem exists?
Click to expand...
Problems? Imho foliage is terrible both in their 2d meshes and in their textures. You can't even compare the current foliage with the one in the 2013 screenshots.
I just hoped that preventing it from loading low poly meshes it would stop looking so terrible.
 
  • RED Point
Reactions: uriel_
U

uriel_

Forum regular
#151
Sep 11, 2015
Septerra_Core said:
Problems? Imho foliage is terrible both in their 2d meshes and in their textures. You can't even compare the current foliage with the one in the 2013 screenshots.
I just hoped that preventing it from loading low poly meshes it would stop looking so terrible.
Click to expand...
Yes. Can't agree more. The quality of the foliage that ended up in the game is nowhere near to what was shown in the vertical slice.
 
M

marvelmaster

Forum veteran
#152
Sep 11, 2015
Can u give me screen or smth?

Btw carol..check last msg
 
C

CarolKarine

Rookie
#153
Sep 11, 2015
Septerra_Core said:
Problems? Imho foliage is terrible both in their 2d meshes and in their textures. You can't even compare the current foliage with the one in the 2013 screenshots.
I just hoped that preventing it from loading low poly meshes it would stop looking so terrible.
Click to expand...
uriel_ said:
Yes. Can't agree more. The quality of the foliage that ended up in the game is nowhere near to what was shown in the vertical slice.
Click to expand...
If you look at the 2013 trailer, you can pick out what is actually the same foliage. I'll be the only thing that changed were the textures.

guess what, you can mod those. ( I can't I'm not a texture artist)

EDIT: I went back and looked at the 2013 footage. Particle systems are the biggest problem, and the LOD range is massive. There are some nicer lighting systems like volumetric fog too.

But the foliage is the same. the game now has foliage that looks that good if you're playing on 4K, and I promise you that I can't really tell the difference between my 1440p foliage and the stuff in the 2013 demo.
 
Last edited: Sep 11, 2015
G

gr4nis

Senior user
#154
Sep 11, 2015
I'm not an expert in this area, but I agree that foliage quality of distance trees is pretty terrible. Looks blurry as hell. Just a mass of sharp green pixels. I don't know whether it's necessary technical solution of improving the performance or if it was better in earlier stages of development but it really bothers me.
 
C

CarolKarine

Rookie
#155
Sep 11, 2015
gr4nis said:
I'm not an expert in this area, but I agree that foliage quality of distance trees is pretty terrible. Looks blurry as hell. Just a mass of sharp green pixels. I don't know whether it's necessary technical solution of improving the performance or if it was better in earlier stages of development but it really bothers me.
Click to expand...
If someone could go in and retexture them that would solve the problem. We may not be able to edit meshes, but we can play with the textures.
 
S

Septerra_Core

Senior user
#156
Sep 11, 2015
CarolKarine said:
If you look at the 2013 trailer, you can pick out what is actually the same foliage. I'll be the only thing that changed were the textures.
Click to expand...
Not actually. Especially the grass is more "fat" now.

marvelmaster said:
Can u give me screen or smth?
Click to expand...
Sure mate.
http://i.imgur.com/9wg2dq0.jpg?1
 
U

uriel_

Forum regular
#157
Sep 11, 2015
CarolKarine said:
If you look at the 2013 trailer, you can pick out what is actually the same foliage. I'll be the only thing that changed were the textures.

guess what, you can mod those. ( I can't I'm not a texture artist)

EDIT: I went back and looked at the 2013 footage. Particle systems are the biggest problem, and the LOD range is massive. There are some nicer lighting systems like volumetric fog too.

But the foliage is the same. the game now has foliage that looks that good if you're playing on 4K, and I promise you that I can't really tell the difference between my 1440p foliage and the stuff in the 2013 demo.
Click to expand...
To be honest I can't really say whether it's just textures or if meshes are also affected. But regardless, I agree with you that changing just the textures will make a big impact. This video has a good comparison, look around the 2' mark:
https://www.youtube.com/watch?v=bX_WePhiYHE
 
M

marvelmaster

Forum veteran
#158
Sep 11, 2015
Septerra_Core said:
Not actually. Especially the grass is more "fat" now.


Sure mate.
http://i.imgur.com/9wg2dq0.jpg?1
Click to expand...
This pic is 2013 footage?
And your problem is low poly trees on the pic?
 
S

Septerra_Core

Senior user
#159
Sep 11, 2015
marvelmaster said:
And your problem is low poly trees on the pic?
Click to expand...
The grass right in front of your face actually? You're telling me you didn't notice it?
 
M

marvelmaster

Forum veteran
#160
Sep 11, 2015
uriel_ said:
To be honest I can't really say whether it's just textures or if meshes are also affected. But regardless, I agree with you that changing just the textures will make a big impact. This video has a good comparison, look around the 2' mark:
https://www.youtube.com/watch?v=bX_WePhiYHE
Click to expand...
Its both..but more textureimpact than mesh..another problem is shadowrenderdistance

---------- Updated at 09:05 PM ----------

Look at the wall textures @2:48 comparison... realy hoping well get 2013 back ;)
 
Prev
  • 1
  • …

    Go to page

  • 6
  • 7
  • 8
  • 9
  • 10
  • …

    Go to page

  • 17
Next
First Prev 8 of 17

Go to page

Next Last
Share:
Facebook Twitter Reddit Pinterest Tumblr WhatsApp Email Link
  • English
    English Polski (Polish) Deutsch (German) Русский (Russian) Français (French) Português brasileiro (Brazilian Portuguese) Italiano (Italian) 日本語 (Japanese) Español (Spanish)

STAY CONNECTED

Facebook Twitter YouTube
CDProjekt RED Mature 17+
  • Contact administration
  • User agreement
  • Privacy policy
  • Cookie policy
  • Press Center
© 2018 CD PROJEKT S.A. ALL RIGHTS RESERVED

The Witcher® is a trademark of CD PROJEKT S. A. The Witcher game © CD PROJEKT S. A. All rights reserved. The Witcher game is based on the prose of Andrzej Sapkowski. All other copyrights and trademarks are the property of their respective owners.

Forum software by XenForo® © 2010-2020 XenForo Ltd.