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The foliage and foliage shading

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Maganus

Maganus

Senior user
#21
May 20, 2015
@Zaeccis
Here you are:
[Gameplay/EntityPool]SpawnedLimit=150
[Hidden]
HasSetup=true
uiVerticalFrameScale=0.9975
uiHorizontalFrameScale=1
[Localization]
SpeechLanguage=PL
TextLanguage=PL
[Viewport]
VSync=true
Resolution="1920x1080"
FullScreenMode=2
VSyncThreshold=0
OutputMonitor=-1
[Hud]
HudSize=0
ConsoleModule=false
[Budget]
cvMaxAllowedLightsShadowTime=1
cvMaxAllowedApexDestroTickedTime=0.2
cvMaxAllowedGrass=30000
cvMaxAllowedDecalsDynamic=10
cvMaxAllowedDynMeshes=104857600
cvMaxAllowedChunksSkinnedTime=2.5
cvMaxAllowedTrianglesSkinned=100000
cvMaxAllowedDecalsSSTime=0.1
cvMaxAllowedLightsShadow=3
TerrainTileMipDataBudget=100
cvMaxAllowedApexTicked=60
cvMaxAllowedActiveEnvProbesTime=0.1
cvMaxAllowedStatTextures=314572800
cvMaxAllowedSpeedTree=5000
cvMaxAllowedLightsNonShadowsTime=0.2
cvMaxAllowedSpeedTreeTime=2.2
cvMaxAllowedChunksStatic=1500
cvMaxAllowedTrianglesStatic=500000
cvMaxAllowedHiresChunks=25
cvMaxAllowedDecalsDynamicTime=0.5
cvMaxAllowedLightsNonShadows=40
cvMaxAllowedChunksStaticTime=1.5
cvMaxAllowedChunksSkinned=400
cvMaxAllowedApexDestroTicked=20
cvMaxAllowedStatMeshes=209715200
TerrainTileMinTimeout=2
cvMaxAllowedHiresChunksTime=0.2
cvMaxAllowedApexTickedTime=0.5
cvMaxAllowedCharTextures=209715200
cvMaxAllowedParticlesCountTime=0.2
cvMaxAllowedParticlesCount=1000
cvMaxAllowedGrassTime=1.5
TerrainTileTimeout=10
OcclusionQueryAdditionalMemory=5
TerrainTileLoadingTimeout=5
cvMaxAllowedDecalsSS=160
[Audio]
Subtitles=true
[LoadingScreen/TCR]
ShowProgress=true
[Game]
DoNotPauseWhileStopped=false
[PostProcess]
MotionBlurPositionTreshold=0.05
MotionBlurRotationTreshold=1
AllowSharpen=false
SSAOSolution=2
[Input]
PadVibrationEnabled=true
KeyboardCooldownSpeed=0.1
InvertCameraXOnMouse=false
InvertCameraYOnMouse=false
CameraAutoRotX=true
InvertCameraX=false
UIMouseSensitivity=1
CameraAutoRotY=true
RightStickCameraSensitivity=1
InvertCameraY=false
RightStickAimSensitivity=1
MouseSensitivity=1
[Gameplay]
Difficulty=2
[LevelOfDetail]
SwarmHideDistance=200
DecalsHideDistance=80
DimmerHideDistance=60
DynamicDecalsHideDistance=20
StripeHideDistance=60
[General]
ConfigVersion=1
[LoadingScreen/Editor]
Disabled=false
[LoadingOverlay/TCR]
FadeOutCooldownExtraTime=1
FadeInSpinnerTime=1
NoninteractiveSpinnerTime=3
FadeOutSpinnerTime=1
NoninteractiveEndCooldown=1
[Visuals]
InventoryBgColorScaleB=0.036
InventoryFixedLuminance=0.25
InventoryBgColorScaleG=0.034
MovieFramerate=30
GammaValue=0.58
InventoryBgColorScaleR=0.02
[Rendering]
GrassDensity=3600
DecalsSpawnDistanceCutoff=10
TextureStreamingHeadsDistanceLimit=10
GlobalOceanTesselationFactor=64
TextureStreamingCharacterDistanceLimit=50
CascadeShadowFadeTreshold=1
CascadeShadowDistanceScale2=3
TextureStreamingDistanceLimit=40000
TextureMemoryBudget=1400
CascadeShadowDistanceScale3=3
MeshLODDistanceScale=1
ScaleformTextureUnstreamDelay=2.5
DecalsChance=1
TerrainReadAheadDistance=200
HairWorksLevel=1
TerrainScreenSpaceErrorThreshold=1.6
MaxTerrainShadowAtlasCount=4
TextureInFlightCountBudget=12
TerrainErrorMetricMultiplier=6
CascadeShadowmapSize=4096
CascadeShadowDistanceScale0=4
MeshRenderingDistanceScale=1
CascadeShadowQuality=4
CascadeShadowDistanceScale1=4
[Input/Gestures]
EnableSwipe=true
EnablePan=true
EnableGestures=true
EnablePinch=true
[LoadingScreen]
FadeInTime=3
SkipShowWithAnyKey=true
GameRevealTime=3
SkipHideDelay=3
SkipInputDelay=0.25
FadeOutTime=1.5
SkipAutoshow=false
[Engine]
LimitFPS=60
[Rendering/SpeedTree]
GrassGenerationEfficiency=0.075
GrassDistanceScale=3
FoliageDistanceScale=1.8
FoliageShadowDistanceScale=108
GrassRingSize=16777216
[Save]
ShowCompatWarning=true
[Kinect]
Kinect=true
[Foliage]
MaxVisibilityDepth=24
I also have more "hardcore" type of .ini, but this one do not take much from performance and make a really huge difference.
Also, the sweetfx/reshade was taken from the descripiton of that video: https://www.youtube.com/watch?v=t2WoRfULG1Y
It laso shows, how beutiful it all looks in motion, not just on static screenshoots.
Enjoy :)
 
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C

ChiOfficial

Rookie
#22
May 20, 2015
I've played a 7 hour session last night and I've noticed that it depends a lot on the lighting. That one screenshot I made was at around 7AM in the morning with probably the worst possible lighting conditions.After playing the game a lot more, man, I gotta' admit it does look much better. I've also slapped a SweetFX preset on there to make everything a little less cartoonish and so far it works really good.But yeah, the grass still has shading issues though, no one can't deny that. The shading is a bit flat and it seems ambient occlusion doesn't really affect foliage that much.Also, what SweetFX preset are you all using? Especially Maganus, that looks sweet!
 
S

statmonster2

Rookie
#23
May 20, 2015
Smoofie said:
@Zaeccis.

Skyrim modded looks way better. Yes it is modded, but the engine is 4 years old.
Click to expand...
Agreed. Vert's Skyrim Flora Overhaul is really nice - he's been working on it for 3.5 years. Having a good ENB really helps bring out the appearance.

My brief impression is the TW3 flora is better than vanilla Skyrim though.

---------- Updated at 12:56 PM ----------

coolboy523 said:
I didn't want to bring up Skyrim because it has the unique advantage of being supported by more than just mods, but also enb, which adds things like shaders which were not included in the original from Bethesda. But yes, anyone who has played modded skyrim would be especially disappointed by the foliage, especially the trees. The grass is actually ok, wish it could be denser but quality wise is not bad. Trees are very disappointing. Skyrim trees with 2011 textures, bigger (denser) trees mod: http://static-8.nexusmods.com/15/mods/110/images/17168-2-1342599170.jpg
Click to expand...

I agree. I like the grass density and fullness in TW3. I have a much more powerful graphic setup for it than I did for Skyrim so maybe I can get a lot better grass due that alone. (It's shocking how much something so mundane as grass taxes graphic cards.)

Regarding your point on Skyrim modded vs TW3 - I look at it as more of a glass half full. Sure, heavily modded Skyrim looks nice, better than TW3 in many ways. But what will TW3 look like after some modding? My naive impression is that TW3 will provide a better base on which to build even better mods. 64 bit native plus DX11 (and 12 to come?) should really help overcome some of the limitations modders push up against in Skyrim, even with Sheason's memory fix and the like.

To my mind the big questions are will TW3 get the tools from CDPR and the interest from talented modders to reach its potential?
 
Last edited: May 20, 2015
leoshenlong90

leoshenlong90

Rookie
#24
Mar 16, 2020
Today I accidentally discovered that Velen has a very nice tree, the texture and foliage model are quite good compared to the common ground, this is the best tree model in the game. Now is there a way to replicate it all over the map? Because I looked around there were only 3 trees I still know speedtree is exclusive so I can't add new models but is there any way to change this model?
 

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SigilFey

SigilFey

Moderator
#25
Mar 17, 2020
That's quite charming. Now...get behind the lines!

(The paladins surge forward, weapons at the ready. Several pause for a brief moment to admire the tree. The ground begins boil and shift. Undead begin to claw their way up into the open air. Flashes of holy radiance sparkle up and down the lines and the blessed blades rise and fall. The growing darkness appears to swallow them.)

Air support! On our position! Five-year necro! I repeat, five-year necro! Begin the assault on the western... (He pauses as one of the paladins offers him something.) What? No, Gregarius, I don't want any berries. Where did you -- did you pick those off of the tree??? Don't eat those; you don't even know if they're safe. Get back on the line! Come on, man.

Thread closed.
 
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