Witcher 3 Graphics

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I think you should pay more attention to the changes. The color is a lot more balanced(which will be great for further tweaking), there is more ambient occlusion, and Geralt's face at the end of the clip is so much better with the improved lighting. It's not a huge difference but to me it makes a massive difference.

You can't replicate it with shader tools but you can get that foggy look. My game is a bit like that.

We will see. Frankly from videos on YT you cannot judge well, as the compression messes everything. What at first sight I find strange is that the visuals seems even more opaque than vanilla (that's already quite opaque) and this is completely different both from the cinematic pictures posted and, naturally, from the 35 min demo lightning (that was all but opaque).

Again, if this is a problem of the compression or a quality of that particular lightning only time and testing it in game will tell.
 
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It's different. Watch Dogs already had all those setting placed, they were just disabled and hidden. For now nobody has found something similar for W3 so much probably something like this is not in place for the game. The thing is completely different when you have to create something vs. just enabling it.

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Well obviously, I mean once the red kit comes out. For now we can't really do anything.

We either need red kit or something similar to OpenIV developed for the GTA games
 
Some people said, that patch 1.05 downgraded graphic for a bit (like: completely disappeared shadows from fire\smoke\chimney) Did you spot that?
 
Why would you use vsync at 30FPS? That is pointless. Your goal should be 60 FPS in my opinion. I can't game at 30 FPS on a PC. I would turn off and lower a couple things for that silky smooth 60 FPS feel.
Screen tearing is not something I enjoy.
45-60fps with vsync is laggy.
I opt for consistent zero lag performance with every graphical option maxxed.
 
Wow, that looks brilliant. One of the awful things about that game graphically was how flat the sidewalk textures were. This shader change wonderfully blends the textures of the scene and adds death and color.

Yeah, totally. I mean Watch Dogs, a ubisoft game is not very easily moddable, so if they can do that with Watch Dogs, they can definitely do it with The Witcher


yeah i really hope so too...
 
did thhey patch the graphics?

i swear foliage looked like blurr and the game looked mediocre @30-40fps

now everything looks > tw2, and it looks like 2015.. nice mountains, nice draw distance, nice textures @60fps

is it in my head, or did they improve things?


edit: I'm not speaking of 10.5. just in general- all the patches.
 
i swear foliage looked like blurr and the game looked mediocre @30-40fps

now everything looks > tw2, and it looks like 2015.. nice mountains, nice draw distance, nice textures @60fps

is it in my head, or did they improve things?


edit: I'm not speaking of 10.5. just in general- all the patches.

Yep I just finished TW2, first time run, was in my hard drive for years, lol. Also trying to finish DAI. Literally bought that game weeks into release and my main character is only level 11, haha. That said, having played all 3 recently, W3 graphics are very good indeed.
 
They added TextureMipBias to options. In 1.02 it could be tweaked, but was always =0, in 1.03 and after they changed it to -0.4 on high and -1.0 on ultra. While it greatly improved texture quality of everything it also introduced issues with textures looking too sharp. Also after 1.03 they actually decreased draw distance several times now. I hope later they'll make it possible to tweak it via user.config.
 
There's something been done that's improved the clarity. I wouldn't say it looked mediocre at all before either. Now though it looks sharper - even without using the sharpening post process than it did before.
 
will be releasing the mod soon, its finally working, took me a crapload of time to understand what was wrong

anyways about recreating the cut scene lighting effect with Reshade, its simply impossible, you might get close, but not really possible, reshade is an image based enhancer using shaders, it has no physical impact on light for example because it dosnt have internal access to the game engine like the game self shaders do

while the cut scene lighting can look cool, it has it flaws, in heavily shadowed area the scene is quiet opaque and dark as someone already noticed, also in white orchade the difference will be harder to notice for none trained eyes, since white orcade already have some cinematic tonemapping

at the end its a matter of taste weather you'll like it or not, also keep in mind that it was most likely never meant to be used for normal gameplay, only in cutscene, and ther's very little chance that another " cut scene light " file settings exist, as i searched alot before using this, if it does exist its well hidden and has a different name

also note that if we had a tool to open the *.env ( Redkit :( ) files, the lighting would look better, most of the lighting settings are there but we cant edit them at the moment

some words about watch dogs too, since me and some hardcore guys from Guru3d spent nearly a year modding that abomination , to make it clear, there was never ever working "E3 files" , what the The worse was doing was simply adding bloom and swapping coloring grading/weather lighting presets left and right, then youtubers and news site jumped on the boat since the hype and the blow out against ubisoft was so huge and it bringed lots of click obviously, no one really wanted to check what was going on in reality

ther's one and only single working lighting settings for watch dogs that was made for an earlier build ( probably the one used in the 14mn demo so its not that early ) all the other settings labeled as E3, either do not work at all, or have minor coloring change or are buggy, because they were made for another lighting system that never made it for release

so how does W3 compare to WD ? well WD is completly crypted we had to rely on a decryption table that only decrypted 60% of the files, and if we had to mode a crypted files we had to convert binhex values to readable values wich is a nightmare for anyone who have experience with this

on the other hand we have W3 wich isnt crypted at all, but we still dont have the right tools to open all the files, i have great hope with the redkit
 
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will be releasing the mod soon, its finally working, took me a crapload of time to understand what was wrong

anyways about recreating the cut scene lighting effect with Reshade, its simply impossible, you might get close, but not really possible, reshade is an image based enhancer using shaders, it has no physical impact on light for example because it dosnt have internal access to the game engine like the game self shaders do

while the cut scene lighting can look cool, it has it flaws, in heavily shadowed area the scene is quiet opaque and dark as someone already noticed, also in white orchade the difference will be harder to notice for none trained eyes, since white orcade already have some cinematic tonemapping

at the end its a matter of taste weather you'll like it or not, also keep in mind that it was most likely never meant to be used for normal gameplay, only in cutscene, and ther's very little chance that another " cut scene light " file settings exist, as i searched alot before using this, if it does exist its well hidden and has a different name

also note that if we had a tool to open the *.env ( Redkit :( ) files, the lighting would look better, most of the lighting settings are there but we cant edit them at the moment

some words about watch dogs too, since me and some hardcore guys from Guru3d spent nearly a year modding that abomination , to make it clear, there was never ever working "E3 files" , what the The worse was doing was simply adding bloom and swapping coloring grading/weather lighting presets left and right, then youtubers and news site jumped on the boat since the hype and the blow out against ubisoft was so huge and it bringed lots of click obviously, no one really wanted to check what was going on in reality

ther's one and only single working lighting settings for watch dogs that was made for an earlier build ( probably the one used in the 14mn demo so its not that early ) all the other settings labeled as E3, either do not work at all, or have minor coloring change or are buggy, because they were made for another lighting system that never made it for release

so how does W3 compare to WD ? well WD is completly crypted we had to rely on a decryption table that only decrypted 60% of the files, and if we had to mode a crypted files we had to convert binhex values to readable values wich is a nightmare for anyone who have experience with this

on the other hand we have W3 wich isnt crypted at all, but we still dont have the right tools to open all the files, i have great hope with the redkit
Got an estimated time of release? I'm replaying the game so it would be really nice to play through the whole story with the mod.
I appreciate the work.
 
in heavily shadowed area the scene is quiet opaque and dark
This is something that's really good for reshade we will be able to fix many hindrances like this and just get the benefits from your mod(fix?). Interesting what you say about Orchard, I had a feeling before that this was the case because the moment I entered Velen I noticed a lot of inconsistent visuals that weren't present before. The grass being less shaded for instance.
 
@OlekKing : maybe tomorrow, currently it works fine in novigrad/velen ( the blue sky in novgrad is still a bit crappy tho couldnt fix that ) in WO it dosnt load every time i have to figure out why

once i release it, i will work on implementing it for skellige

@Saorise : since WO is the first area that you visit and is relatively small, they took great care of it compared to Velen/novigrad for example
 
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This is something that's really good for reshade we will be able to fix many hindrances like this and just get the benefits from your mod(fix?). Interesting what you say about Orchard, I had a feeling before that this was the case because the moment I entered Velen I noticed a lot of inconsistent visuals that weren't present before. The grass being less shaded for instance.

I agree with both of you...here is my video about graphic comparison, you can see better what's going on with transitions from cut scene to gameplay...i think that dynamic IBL shaders are the thing. I must say also something about dark shadows during cutscene...shadowed areas has very good gamut, and this is very encouraging for post-processing. Thank you essenthy for your efforts.

 
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I agree with both of you...here is my video about graphic comparison, you can see better what's going on with transitions from cut scene to gameplay...
i think that dynamic IBL shaders are the thing. I must say also something about dark shadows during cutscene...shadowed areas has very good gamut,
and this is very encouraging for post-processing. Thank you essenthy for your efforts.

This video has me really excited :). Right around 2:15 are the transitions that bother me the most, even with my tweaks the game looks so dirty in scenes like that with too much color in shadows. Most of the interiors are like that too, for instance the barber in Oxenfurt, the interior just looks dirty for lack of a better word.
 
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@essenthy Thank you for your work, sir. But, maybe you better make this lightning for Skellige first, and then release complete version of this mod (instead of part by part)?
 
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a bit off topic , but for the given visuals and world nature, how optimized is witcher 3? i have been hearing mixed opinions everywhere
 
I'm not sure what everyone is complaining about. The only thing bad about the graphics is some of the textures. The game could use some more high-res textures as its only using 2gb of my VRAM at 1440p. Other than that the game looks great/beautiful and it's maxing out my 980SC at %100 usage at 55-60 FPS. Compared to other recent games, this game is beautiful. People just want to complain. I highly doubt all of these posters have rigs that could handle better graphics.

People are complaining about the graphics being downgraded from advertisements?? It sucks, but it happens, with almost every video game known to man........

I would just lock this thread. This is a troll post that got out of control. This game is stunning, and unless all of these posters have 970+ or SLI setups they are not maxing this game at 60FPS. I highly doubt all of these posters have the GPU setup I just stated.

The textures are the least of the game's graphical problems.

The draw distance LoD got cut in half and dipped in bleach in comparison to last year's gameplay demos, the lighting is okay but it looks downright awful at times, like a last gen game, especially indoors where it looks like it doesn't even exist, the art style change, making it more colorful and saturated, doesn't fit with the game's themes and universe anymore.

Look at the SoD trailer, look for the part with Dandelion, and the part with Triss. Their character models, textures and the lighting etc don't look that good in-game at the same scenes. I'm not even gonna mention the burning village with the Wild Hunt or the fire and water effects. Not to mention the lack of blood compared to the demos.

And we're not comparing them solely to trailers anymore, but the GAMEPLAY DEMOS from last year even, where we saw how it looked and played, at E3 and in the 35 minute demo.

It doesn't matter if people couldn't handle it now, they'd lower the settings and handle it in a few years when more powerful hardware comes out.

The game simply doesn't look anywhere near as good as it did in 2013, nor 2014. Except maybe the character models, but even that's up for debate. Someone needs to make a high quality 1:1 comparison of the game with the SoD trailer, E3 demo and the 35 minute gameplay demo, to put an end to all this.

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a bit off topic , but for the given visuals and world nature, how optimized is witcher 3? i have been hearing mixed opinions everywhere
IMO, not that great. I can't keep a steady 30fps on medium settings at 1080p on my i5 + GTX760. Latest drivers, patches etc. It doesn't look good enough to excuse the performance.
 
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I agree with both of you...here is my video about graphic comparison, you can see better what's going on with transitions from cut scene to gameplay...
i think that dynamic IBL shaders are the thing. I must say also something about dark shadows during cutscene...shadowed areas has very good gamut,
and this is very encouraging for post-processing. Thank you essenthy for your efforts.


That is an amazing video. Quite excited. Some of us may still need sweetfx at least for the shadows but.. wow!! Can't wait.

If a mod can be done in a few days by committed people its not possible for any positive reason why this mode wasn't enabled for pc users in the first place.. so better not think about it.
 
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