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Unofficial FAQ for The Witcher 3: Wild Hunt

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D

D4rKy2014

Rookie
#121
May 10, 2015
Does this game support MSAA FXAA or TXAA ? or just normal AA and ubersampling like the witcher 2 ?
I just hate jaggies on full HD i am going to use MSAA for sure if its support it, iam not really a big fan of TXAA neither FXAA blurry things to much texture wise.
 
Riven-Twain

Riven-Twain

Moderator
#122
May 10, 2015
@GuyNwah ? Have you seen anything that might pertain to the above question? It's a bit out of my depths.
 
Cheylus

Cheylus

Senior user
#123
May 10, 2015
Ok thanks, so that's in the plan then :)
 
Riven-Twain

Riven-Twain

Moderator
#124
May 10, 2015
Minor update to main list, to address recurring question about equipment imports. Unfortunately, I still cannot locate the video of the GOG.com Twitch stream with Miles Tost ( @MilezZ ).
 
G

GuyNwah

Ex-moderator
#125
May 10, 2015
Short answer: TW3's Ubersampling is a form of SSAA. As with SSAA in general, it is both very effective and computationally very expensive. On PS4, the game has a form of temporal AA (like TXAA, only different). I know of no other built-in AA technologies that they are employing. The Balázs Török interview denied that there would be TXAA on the PC, but confirmed a similar technology on the PS4.

There are three closely related methods of brute-force AA: FSAA, MSAA, and SSAA. All of them operate by producing more pixels or partial pixels than are used in the final image, and applying a filter to them.

FSAA is usually synonymous with Downsampling. The entire image is generated at a higher resolution than will be displayed. Then pixels are downsampled to produce the displayed image. The common method of downsampling 4K to 1080p is an example of this. Because 4 pixels are averaged to produce each displayed pixel, it can be described as 4x FSAA.

SSAA is an improvement on FSAA in two ways: the extra pixels are averaged as they are generated, which avoids generating the entire image before filtering; and the pixels can be positioned in a geometry that improves the antialiasing of edges that are not on the 45-degree diagonals. Ubersampling is an example of an SSAA method.

MSAA is an optimization of SSAA that doesn't attempt to antialias every component. (Pixels have six components: 3 colors, alpha, depth, and stencil.) MSAA anti-aliases only the depth and stencil components. This gives a result that favors anti-aliasing of edges and shadows, but doesn't touch interiors of polygons.

"Plain old antialiasing", which is what you get when you force antialiasing from the nVidia or AMD control panel, generally means MSAA, but each vendor has their own enhancements.

FXAA and TXAA are nVidia-driven enhancements to AA logic. Getting the best result with these requires support in the game engine itself. CDPR has said they are not using these, except for the TXAA-like feature on the PS4. [Source: Balázs Török interview]
 
Last edited: May 10, 2015
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D

D4rKy2014

Rookie
#126
May 10, 2015
GuyNwah said:
Short answer: TW3's Ubersampling is a form of SSAA. As with SSAA in general, it is both very effective and computationally very expensive. On PS4, the game has a form of temporal AA (like TXAA, only different). I know of no other built-in AA technologies that they are employing. The Balázs Török interview denied that there would be TXAA on the PC, but confirmed a similar technology on the PS4.

There are three closely related methods of brute-force AA: FSAA, MSAA, and SSAA. All of them operate by producing more pixels or partial pixels than are used in the final image, and applying a filter to them.

FSAA is usually synonymous with Downsampling. The entire image is generated at a higher resolution than will be displayed. Then pixels are downsampled to produce the displayed image. The common method of downsampling 4K to 1080p is an example of this. Because 4 pixels are averaged to produce each displayed pixel, it can be described as 4x FSAA.

SSAA is an improvement on FSAA in two ways: the extra pixels are averaged as they are generated, which avoids generating the entire image before filtering; and the pixels can be positioned in a geometry that improves the antialiasing of edges that are not on the 45-degree diagonals. Ubersampling is an example of an SSAA method.

MSAA is an optimization of SSAA that doesn't attempt to antialias every component. (Pixels have six components: 3 colors, alpha, depth, and stencil.) MSAA anti-aliases only the depth and stencil components. This gives a result that favors anti-aliasing of edges and shadows, but doesn't touch interiors of polygons.

"Plain old antialiasing", which is what you get when you force antialiasing from the nVidia or AMD control panel, generally means MSAA, but each vendor has their own enhancements.

FXAA and TXAA are nVidia-driven enhancements to AA logic. Getting the best result with these requires support in the game engine itself. CDPR has said they are not using these, except for the TXAA-like feature on the PS4. [Source: Balázs Török interview]
Click to expand...
I understand wich AA technologies are available, but my question was or is does the witcher 3 only support SSAA [uber sampling] ? no normal AA or MSAA ?
Because SSAA is kinda demanding, so thats why i was curious.

Metro Last Light for an example uses SSAA its looks beautiful on 1080p with my GTX 980 sli but anything higher then 2x it wil make my game a slideshow xD
 
Last edited: May 10, 2015
G

GuyNwah

Ex-moderator
#127
May 10, 2015
The only AA technology built into the PC game engine that has been given mention is SSAA (Ubersampling). Yeah, it's brutal to compute. PS4 has that TXAA work-alike, which is probably there because PS4 couldn't do SSAA, or even MSAA at a high multiple.

Whether the game will play nice with AA forced from the driver control panel is anybody's guess at this point. But that would give you MSAA.
 
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T

thehawkness

Rookie
#128
May 10, 2015
Thanks for the assistance @RivenII and @Rafal_Jaki. That definitely answers the question.
 
P

P1ckleJ4r

Rookie
#129
May 11, 2015
Will there be a notice board for random monster contracts like the bounty hunts in Red Dead Redemption? Not subject to 'linar' narrative but more to do with adding to replay ability.

Random monster, random spot.
 
Riven-Twain

Riven-Twain

Moderator
#130
May 11, 2015
P1ckleJ4r said:
Will there be a notice board for random monster contracts like the bounty hunts in Red Dead Redemption? Not subject to 'linar' narrative but more to do with adding to replay ability.

Random monster, random spot.
Click to expand...
If by 'random monster contracts' you mean randomly generated contracts, which change from game to game, and have no story attached to them, no, there don't appear to be any of these. The writers have spent quite a bit of time crafting each quest, as they've repeated often, and have invented stories, large or small, for every quest and contract. Since stories are a driving force in the game, I doubt random, shallow contracts would have been a high priority. However, this is not to say the game will always be the same, as there are many ways of completing some quests, and, thus, quite a few different play-throughs possible. Completing some quests may even close others off. But, if you wish to wander in the wilds, just fighting monsters, and ignoring storied quests, we are told there can be all sorts of unique encounters -- because of the AI -- with various combinations of monsters appearing together.

Quest design is a very complex topic in the game, as it has quite a few variables. I'm still looking for a good article that explains their approach to quests, and, if anyone else knows a good one, feel free to add it. This one isn't bad, though: http://comicbook.com/2015/04/07/the-witcher-3-developers-promise-you-wont-find-two-identical-sid/
 
Last edited: May 11, 2015
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M

mico11

Senior user
#131
May 11, 2015
Does anyone know if you can zoom in the camera? Like GTA different view modes?
 
Riven-Twain

Riven-Twain

Moderator
#132
May 11, 2015
mico11 said:
Does anyone know if you can zoom in the camera? Like GTA different view modes?
Click to expand...
The camera is locked to a series of presets, which depend on the situation. Source: https://twitter.com/Marcin360/status/583529258812858368 .
 
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M

mico11

Senior user
#133
May 11, 2015
RivenII said:
The camera is locked to a series of presets, which depend on the situation. Source: https://twitter.com/Marcin360/status/583529258812858368 .
Click to expand...
Wow that was a very fast response, thank you.
I was just watching some footage and thought that it would look better zoomed in, in towns and zoomed out in wilderness.
Witcher 2 had some camera and FOV mods, so I guess people who want to customize it on PC will be able too.
 
Riven-Twain

Riven-Twain

Moderator
#134
May 11, 2015
mico11 said:
Wow that was a very fast response, thank you.
Click to expand...
Not a problem. When I'm around, I try to locate answers promptly.
 
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V

Valmighty

Rookie
#135
May 11, 2015
Rawls said:
As much information as I know about that issue would be in this thread: http://forums.cdprojektred.com/threads/35388-The-Witcher-3-Wild-Hunt-Language-availability?p=1631046#post1631046

I'm not sure if you can load two different language versions using the same save file. I honestly doubt that your save file would work for different versions of the game. But I've been wrong many times before.



I didn't mean to sound like I was saying you were complaining. I was saying that other people complaining may have caused them to go with a different color scheme on the design.

Here is a thread discussing the issue. http://forums.cdprojektred.com/threads/35035-User-Interface-Comparison
Click to expand...
Ahh thank you. I was searching for a thread like that but didn't find it. Cheers
 
Riven-Twain

Riven-Twain

Moderator
#136
May 11, 2015
Cheylus said:
Is there a word about pre-downloading the game, bought on GoG in my case?
Click to expand...
Update:
Marcin Momot said:
Yes. It's slowly being enabled. Should be up and running everywhere in a few hours.
Click to expand...
And GOG.com is ready: eager players are pre-loading, as we speak.
 
Last edited: May 11, 2015
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X

xzxxsicko

Rookie
#137
May 11, 2015
Is using magic that needed ? Like i i have no clue about witcher lore , but from gameplays i see Gerald as superb warrior and for me its kinda akward tofor him magicaly spawn flame wall against enemys , XD So the question , can i maximaze one playstyle and totally not care for magick ?
 
Riven-Twain

Riven-Twain

Moderator
#138
May 11, 2015
xzxxsicko said:
Is using magic that needed ? Like i i have no clue about witcher lore , but from gameplays i see Gerald as superb warrior and for me its kinda akward tofor him magicaly spawn flame wall against enemys , XD So the question , can i maximaze one playstyle and totally not care for magick ?
Click to expand...
There are three disciplines: Swordsmanship, Alchemy, and Signs (Magic). You can develop the one you favour most, or make a combination of the three. Each branch has its own strengths and weaknesses, but they are all viable routes for playing the game.
 
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Rawls

Rawls

Moderator
#139
May 11, 2015
xzxxsicko said:
So the question , can i maximaze one playstyle and totally not care for magick ?
Click to expand...
Yes you can concentrate on swordplay, magic (called signs) or alchemy, or a hybrid build of any of the three. Regardless of your build you will still have the ability to cast signs without any upgrades. Some enemies will likely be more vulnerable to one type of attack than other types.

Edit: :ninja: Well played sir. Well played.
 
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Riven-Twain

Riven-Twain

Moderator
#140
May 11, 2015
Rawls said:
Edit: :ninja: Well played sir. Well played.
Click to expand...
 
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