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The Witcher 3: Wild Hunt

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    Doesn't look as good as that 2013 shot But yeah it looks good as is.

    Pop-in? When trees get close to the camera? Not a big deal really.
    Jim Lahey: You know whats at work here? Its **** tectonics. When two **** plates strike and come together under incredible pressure, what happens Bubbs?
    Bubbles: What Mr Lahey?
    Jim Lahey: ...****-quake.

    Comment


      Game has tressfx? First I hear about it, I thought they were using nvidia's hairworks or some such, or was that just for the beast fur and not pretty lady hair?
      Jim Lahey: You know whats at work here? Its **** tectonics. When two **** plates strike and come together under incredible pressure, what happens Bubbs?
      Bubbles: What Mr Lahey?
      Jim Lahey: ...****-quake.

      Comment


        nvidia tressfx AKA I could not remember the name of hairworks.

        Seems like the hair gets pretty shiny with hairworks enabled too, guess nvidia also is using a L'Oréal shader.

        Comment


          hm... just looked up an old Witcher 2 screenshot about 4 years ago. So much spirit and flair.... I had forgotten how it looked, still: not bad for a 4 year Witcher game.



          -
          I miss seing Dawn on my Eizo T965 21" CRT with ATi 9700 PRO. RIP.

          Comment


            Well, I'm boycotting the game, there's an ingame option for turning of CA.

            That is unacceptable.

            Comment


              Toggle CA ?

              Downgrade forgiven.
              Jim Lahey: You know whats at work here? Its **** tectonics. When two **** plates strike and come together under incredible pressure, what happens Bubbs?
              Bubbles: What Mr Lahey?
              Jim Lahey: ...****-quake.

              Comment


                I honestly think they turned it down not just for consoles, but for PC's as well. Has there ever been an open world game that looks that much better than consoles and runs well? I'll answer that with a nope. I bet even the mightiest of rigs would have seriously struggled with those earlier visuals. I think AMD/Nvidia have basically been selling people a bill of goods for awhile now.
                Seem like modern Games just arent made with our hardware in mind.

                Comment


                  Originally posted by Meteor_of_War View Post
                  Cross-platform parity needs to die a quick painful death.
                  Who is forcing that? Only time that's an issue when a publisher is funding the multiplatform title rather than an independent developer...
                  "The difference between stupidity and genius is that genius has its limits." -- Albert Einstein
                  Twitch Channel | Steam Profile | Console ID: Pocky4Th3Win

                  Comment


                    Originally posted by |MaguS| View Post
                    Who is forcing that? Only time that's an issue when a publisher is funding the multiplatform title rather than an independent developer...
                    PR and the almighty dollar. Sony & Microsoft exerting pressure on developers to not make their platforms look bad and developers desire to not isolate console gamers. It's all political

                    Comment


                      Originally posted by ThirdEye View Post
                      Toggle CA ?

                      Downgrade forgiven.
                      what's CA?
                      Now Playing:
                      Joe Dever's: Lone Wolf (NS)
                      Final Fantasy World (PS4P)

                      Comment


                        ...no one is concerned that a pc review embargo is apparently still in place? history tells us this typically does not bode well

                        Comment


                          Originally posted by Omega53 View Post
                          PC LIVE STREAM

                          [yt]PahEFn5aQSg[/yt]
                          These are ultra details, and it looks excellent.

                          Comment


                            Originally posted by Ancient76 View Post
                            These are ultra details, and it looks excellent.
                            yea, i'm watching the same thing. they were riding down a road and suddenly a bunch of npc's popped-in for a quest. if that's how the entire game runs it will be laughable.

                            Comment


                              If that's PC Ultra, then I've got to say Rockstar did a way better job in porting their game to PC.
                              The eye only sees what the mind is prepared to comprehend.

                              Comment


                                Originally posted by GatsuTheBerserk View Post
                                If that's PC Ultra, then I've got to say Rockstar did a way better job in porting their game to PC.
                                according to the hosts, its ultra on a single gtx 980.

                                Comment







                                  People have found uber settings for stuff like the grass, terrain, water, shadows, and more in the xml files.
                                  Last edited by Mangler; May 13, 2015, 03:56 PM.

                                  Comment


                                    Originally posted by Mangler View Post
                                    People have found uber settings for stuff like the grass, terrain, water, shadows, and more in the xml files.
                                    Jim Lahey: You know whats at work here? Its **** tectonics. When two **** plates strike and come together under incredible pressure, what happens Bubbs?
                                    Bubbles: What Mr Lahey?
                                    Jim Lahey: ...****-quake.

                                    Comment


                                      Originally posted by ThirdEye View Post

                                      Comment


                                        Originally posted by Ciera View Post
                                        lol my fave one is

                                        Now Playing:
                                        Joe Dever's: Lone Wolf (NS)
                                        Final Fantasy World (PS4P)

                                        Comment


                                          Originally posted by |MaguS| View Post
                                          Who is forcing that? Only time that's an issue when a publisher is funding the multiplatform title rather than an independent developer...
                                          Right, that's what I originally thought. But it seems to be the case in this game now too.

                                          I think if CDPR just tried to go for platform parity in Witcher 3 it was probably due to putting more of the development focus on the console versions, with the PC version just mirroring console optimization--with reason being lack of man power on the dev team.

                                          I could be totally off here, but it is my guess. What other reason for the visual downgrade?

                                          Comment


                                            Originally posted by Hidavi View Post
                                            what's CA?
                                            Chromatic Aberration
                                            Jim Lahey: You know whats at work here? Its **** tectonics. When two **** plates strike and come together under incredible pressure, what happens Bubbs?
                                            Bubbles: What Mr Lahey?
                                            Jim Lahey: ...****-quake.

                                            Comment


                                              Originally posted by Mangler View Post
                                              People have found uber settings for stuff like the grass, terrain, water, shadows, and more in the xml files.
                                              Is that confirmed? Are there any comparison shots to show these "uber" settings?
                                              Let him not vow to walk in the dark, who has not seen the nightfall.

                                              Comment


                                                Originally posted by Brainstew View Post
                                                Is that confirmed? Are there any comparison shots to show these "uber" settings?
                                                If true its awesome news.

                                                Comment


                                                  Originally posted by Brainstew View Post
                                                  Is that confirmed? Are there any comparison shots to show these "uber" settings?
                                                  you can't run the leak without the day one patch.
                                                  Jim Lahey: You know whats at work here? Its **** tectonics. When two **** plates strike and come together under incredible pressure, what happens Bubbs?
                                                  Bubbles: What Mr Lahey?
                                                  Jim Lahey: ...****-quake.

                                                  Comment


                                                    Originally posted by Brainstew View Post
                                                    Is that confirmed?
                                                    I can confirm it. I've got the game preloaded and can freely open the config files.

                                                    There are tons of settings in rendering.xml located in bin/config/r4game/user_config_matrix/pc/. There are also lots of settings in rendering.ini located in bin/config/base/ as well as a few in rendering.ini located in bin/config/platform/pc/

                                                    I'd post them here but don't know if I'd get in trouble.
                                                    AMD Ryzen 7 5800X | Fractal Design Celsius S24 AIO | Gigabyte X570 Aorus Elite | 2 x 16GB G.SKILL Ripjaws V DDR4-3200 (14-14-14-34) B-Die | MSI 3080 VENTUS 3X OC 10G | Creative Sound Blaster Z | Samsung 970 EVO 500GB M.2 NVMe SSD | WD Black SN750 1TB M.2 NVMe SSD | Samusng 850 Evo 500GB SSD | Seagate Barracuda 2TB | WD 640GB Black | Asus BW-12B1ST 12X Blu-ray Burner | Fractal Design Define R5 case | EVGA SuperNOVA 750 G2 PSU | Win 10 Pro | 4K w/Hisense 55" U8H Mini LED Quantum ULED 4K TV
                                                    HT: Hisense 55" U8H Mini LED Quantum ULED 4K TV | Onkyo TX-SR605 A/V receiver | JBL EC35 center | 2 JBL E30's (fronts, bi-amped) | 2 JBL N24II's (rears) | Homemade Sonosub w/Dayton 12" driver (extension to 14Hz), BASH 300w amp | Panasonic DP-UB820 4K Blu-ray player | Toshiba HD-A2 HD DVD player | Xbox Series X
                                                    Camera Gear: Nikon D7000 DSLR | Nikon 16-85mm F3.5-5.6 VR | Nikon 50mm F1.8 G | Sigma 105mm F2.8 EX DG Macro | Slik Pro 700DX tripod legs with Cullmann Magnesit 35Nm ballhead

                                                    Comment


                                                      I guess preloads are different on steam cause this is what I have

                                                      Jim Lahey: You know whats at work here? Its **** tectonics. When two **** plates strike and come together under incredible pressure, what happens Bubbs?
                                                      Bubbles: What Mr Lahey?
                                                      Jim Lahey: ...****-quake.

                                                      Comment


                                                        F it...

                                                        bin/config/r4game/user_config_matrix/pc/rendering.xml

                                                        Code:
                                                        <?xml version="1.0" encoding="UTF-16"?>
                                                        <UserConfig>
                                                        	<Group id="Visuals" displayName="video.gamma" visibilityCondition="fullscreen">
                                                        		<VisibleVars>
                                                        			<Var id="GammaValue" displayName="gamma" displayType="GAMMA;0.1;1.9;90"/>
                                                        		</VisibleVars>
                                                        	</Group>
                                                        	<Group id="Rendering" displayName="video.general" tags="refreshEngine;graphics">
                                                        		<PresetsArray>
                                                        			<Preset id="0" displayName="low">
                                                        				<Entry varId="Virtual_TexturesOptionVar" 		value="0"/>
                                                        				<Entry varId="Virtual_LevelOfDetailOptionVar" 	value="0"/>
                                                        				<Entry varId="Virtual_WaterOptionVar" 			value="0"/>
                                                        				<Entry varId="Virtual_TerrainOptionVar" 		value="0"/>
                                                        				<Entry varId="Virtual_ShadowsOptionVar" 		value="0"/>
                                                        				<Entry varId="UseHairWorks" 					value="false"/>
                                                        				<Entry varId="Virtual_GrassOptionVar"			value="0"/>
                                                        				<Entry varId="Virtual_FoliageVisibility"		value="0"/>
                                                        			</Preset>
                                                        			<Preset id="1" displayName="medium">
                                                        				<Entry varId="Virtual_TexturesOptionVar" 		value="1"/>
                                                        				<Entry varId="Virtual_LevelOfDetailOptionVar" 	value="1"/>
                                                        				<Entry varId="Virtual_WaterOptionVar" 			value="1"/>
                                                        				<Entry varId="Virtual_TerrainOptionVar" 		value="1"/>
                                                        				<Entry varId="Virtual_ShadowsOptionVar" 		value="1"/>
                                                        				<Entry varId="UseHairWorks" 					value="false"/>
                                                        				<Entry varId="Virtual_GrassOptionVar"			value="1"/>
                                                        				<Entry varId="Virtual_FoliageVisibility"		value="1"/>
                                                        			</Preset>
                                                        			<Preset id="2" displayName="high">
                                                        				<Entry varId="Virtual_TexturesOptionVar" 		value="2"/>
                                                        				<Entry varId="Virtual_LevelOfDetailOptionVar" 	value="2"/>
                                                        				<Entry varId="Virtual_WaterOptionVar" 			value="2"/>
                                                        				<Entry varId="Virtual_TerrainOptionVar" 		value="2"/>
                                                        				<Entry varId="Virtual_ShadowsOptionVar" 		value="2"/>
                                                        				<Entry varId="UseHairWorks" 					value="false"/>
                                                        				<Entry varId="Virtual_GrassOptionVar"			value="2"/>
                                                        				<Entry varId="Virtual_FoliageVisibility"		value="2"/>
                                                        			</Preset>
                                                        			<Preset id="3" displayName="uber">
                                                        				<Entry varId="Virtual_TexturesOptionVar" 		value="3"/>
                                                        				<Entry varId="Virtual_LevelOfDetailOptionVar" 	value="3"/>
                                                        				<Entry varId="Virtual_WaterOptionVar" 			value="3"/>
                                                        				<Entry varId="Virtual_TerrainOptionVar" 		value="3"/>
                                                        				<Entry varId="Virtual_ShadowsOptionVar" 		value="3"/>
                                                        				<Entry varId="UseHairWorks" 					value="true"/>
                                                        				<Entry varId="Virtual_GrassOptionVar"			value="3"/>
                                                        				<Entry varId="Virtual_FoliageVisibility"		value="3"/>
                                                        			</Preset>
                                                        		</PresetsArray>
                                                        		<VisibleVars>
                                                        			<Var overrideGroup="Viewport" id="VSync" displayName="vsync" displayType="TOGGLE"/>
                                                                    <Var id="UseHairWorks" displayName="use_hair_works" displayType="TOGGLE" tags="refreshEngine"/>
                                                                    <Var id="Virtual_ShadowsOptionVar" displayName="shadows" displayType="OPTIONS" tags="refreshEngine">
                                                        				<OptionsArray>
                                                        					<Option id="0" displayName="low">
                                                        						<Entry varId="CascadeShadowFadeTreshold" 	value="2.0"/>
                                                        						<Entry varId="CascadeShadowDistanceScale0" 	value="1.0"/>
                                                        						<Entry varId="CascadeShadowDistanceScale1" 	value="1.0"/>
                                                        						<Entry varId="CascadeShadowDistanceScale2" 	value="1.0"/>
                                                        						<Entry varId="CascadeShadowDistanceScale3" 	value="1.0"/>	
                                                        						<Entry varId="CascadeShadowQuality" 		value="0"/>
                                                        						<Entry varId="CascadeShadowmapSize" 		value="1024"/>
                                                        						<Entry varId="MaxCascadeCount" 				value="3"/>
                                                        						<Entry varId="MaxTerrainShadowAtlasCount" 	value="2"/>
                                                        						<Entry varId="MaxCubeShadowSize" 			value="256"/>
                                                        						<Entry varId="MaxSpotShadowSize" 			value="256"/>
                                                        						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="8.0"/>
                                                        					</Option>
                                                        					<Option id="1" displayName="medium">
                                                        						<Entry varId="CascadeShadowFadeTreshold" 	value="1.5"/>
                                                        						<Entry varId="CascadeShadowDistanceScale0" 	value="1.0"/>
                                                        						<Entry varId="CascadeShadowDistanceScale1" 	value="1.0"/>
                                                        						<Entry varId="CascadeShadowDistanceScale2" 	value="1.0"/>
                                                        						<Entry varId="CascadeShadowDistanceScale3" 	value="1.0"/>					
                                                        						<Entry varId="CascadeShadowQuality" 		value="0"/>
                                                        						<Entry varId="CascadeShadowmapSize" 		value="1024"/>
                                                        						<Entry varId="MaxCascadeCount" 				value="4"/>
                                                        						<Entry varId="MaxTerrainShadowAtlasCount" 	value="3"/>
                                                        						<Entry varId="MaxCubeShadowSize" 			value="512"/>
                                                        						<Entry varId="MaxSpotShadowSize" 			value="512"/>
                                                        						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="12.0"/>
                                                        					</Option>
                                                        					<Option id="2" displayName="high">
                                                        						<Entry varId="CascadeShadowFadeTreshold" 	value="1.0"/>
                                                        						<Entry varId="CascadeShadowDistanceScale0" 	value="1.0"/>
                                                        						<Entry varId="CascadeShadowDistanceScale1" 	value="1.0"/>
                                                        						<Entry varId="CascadeShadowDistanceScale2" 	value="1.2"/>
                                                        						<Entry varId="CascadeShadowDistanceScale3" 	value="1.2"/>				
                                                        						<Entry varId="CascadeShadowQuality" 		value="1"/>
                                                        						<Entry varId="CascadeShadowmapSize" 		value="2048"/>
                                                        						<Entry varId="MaxCascadeCount" 				value="4"/>
                                                        						<Entry varId="MaxTerrainShadowAtlasCount" 	value="4"/>
                                                        						<Entry varId="MaxCubeShadowSize" 			value="512"/>
                                                        						<Entry varId="MaxSpotShadowSize" 			value="512"/>
                                                        						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="16.0"/>
                                                        					</Option>
                                                        					<Option id="3" displayName="uber">
                                                        						<Entry varId="CascadeShadowFadeTreshold" 	value="1.0"/>
                                                        						<Entry varId="CascadeShadowDistanceScale0" 	value="1.0"/>
                                                        						<Entry varId="CascadeShadowDistanceScale1" 	value="1.0"/>
                                                        						<Entry varId="CascadeShadowDistanceScale2" 	value="1.5"/>
                                                        						<Entry varId="CascadeShadowDistanceScale3" 	value="1.5"/>		
                                                        						<Entry varId="CascadeShadowQuality" 		value="1"/>
                                                        						<Entry varId="CascadeShadowmapSize" 		value="3072"/>
                                                        						<Entry varId="MaxCascadeCount" 				value="4"/>
                                                        						<Entry varId="MaxTerrainShadowAtlasCount" 	value="4"/>
                                                        						<Entry varId="MaxCubeShadowSize" 			value="512"/>
                                                        						<Entry varId="MaxSpotShadowSize" 			value="512"/>
                                                        						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="54.0"/>
                                                        					</Option>
                                                        				</OptionsArray>
                                                        			</Var>
                                                                    <Var id="Virtual_TerrainOptionVar" displayName="terrain" displayType="OPTIONS" tags="refreshEngine">
                                                        				<OptionsArray>
                                                        					<Option id="0" displayName="low">
                                                        						<Entry varId="TerrainErrorMetricMultiplier" 		value="30"/>
                                                        						<Entry varId="TerrainScreenSpaceErrorThreshold" 	value="4.0"/>
                                                        					</Option>
                                                        					<Option id="1" displayName="medium">
                                                        						<Entry varId="TerrainErrorMetricMultiplier" 		value="20"/>
                                                        						<Entry varId="TerrainScreenSpaceErrorThreshold" 	value="3.0"/>
                                                        					</Option>
                                                        					<Option id="2" displayName="high">
                                                        						<Entry varId="TerrainErrorMetricMultiplier" 		value="10"/>
                                                        						<Entry varId="TerrainScreenSpaceErrorThreshold" 	value="2.0"/>
                                                        					</Option>
                                                        					<Option id="3" displayName="uber">
                                                        						<Entry varId="TerrainErrorMetricMultiplier" 		value="6"/>
                                                        						<Entry varId="TerrainScreenSpaceErrorThreshold" 	value="1.6"/>
                                                        					</Option>
                                                        				</OptionsArray>
                                                        			</Var>
                                                                    <Var id="Virtual_WaterOptionVar" displayName="water_quality" displayType="OPTIONS" tags="refreshEngine">
                                                        				<OptionsArray>
                                                        					<Option id="0" displayName="low">
                                                        						<Entry varId="GlobalOceanTesselationFactor" 	value="8"/>
                                                        					</Option>
                                                        					<Option id="1" displayName="medium">
                                                        						<Entry varId="GlobalOceanTesselationFactor" 	value="16"/>
                                                        					</Option>
                                                        					<Option id="2" displayName="high">
                                                        						<Entry varId="GlobalOceanTesselationFactor" 	value="32"/>
                                                        					</Option>
                                                        					<Option id="3" displayName="uber">
                                                        						<Entry varId="GlobalOceanTesselationFactor" 	value="64"/>
                                                        					</Option>
                                                        				</OptionsArray>
                                                        			</Var>
                                                                    <Var id="Virtual_GrassOptionVar" displayName="grass" displayType="OPTIONS" >
                                                        				<OptionsArray>
                                                        					<Option id="0" displayName="low">
                                                        						<Entry varId="GrassDensity" 	value="1400.0"/>
                                                        					</Option>
                                                        					<Option id="1" displayName="medium">
                                                        						<Entry varId="GrassDensity" 	value="1600.0"/>
                                                        					</Option>
                                                        					<Option id="2" displayName="high">
                                                        						<Entry varId="GrassDensity" 	value="2000.0"/>
                                                        					</Option>
                                                        					<Option id="3" displayName="uber">
                                                        						<Entry varId="GrassDensity" 	value="2400.0"/>
                                                        					</Option>
                                                        				</OptionsArray>
                                                        			</Var>
                                                        			<Var id="Virtual_TexturesOptionVar" displayName="textures" displayType="OPTIONS" tags="refreshEngine">
                                                        				<OptionsArray>
                                                        					<Option id="0" displayName="low">
                                                        						<Entry overrideGroup="TextureStreaming" varId="MaxResidentMipMap" 	value="6"/>
                                                        						<Entry varId="MaxTextureSize" 			value="1024"/>
                                                        						<Entry varId="MaxAtlasTextureSize" 		value="2048"/>
                                                        						<Entry varId="TextureDownscale" 		value="2"/>
                                                        						<Entry varId="DetailTextureDownscale" 	value="2"/>
                                                        						<Entry varId="AtlasTextureDownscale" 	value="2"/>
                                                        						<Entry varId="TextureMemoryBudget" 		value="200"/>
                                                        						<Entry varId="TextureMemoryGUIBudget" 	value="80"/>
                                                        						<Entry varId="TextureTimeBudget" 		value="10"/>
                                                        						<Entry varId="TextureInFlightBudget" 	value="128"/>
                                                        					</Option>
                                                        					<Option id="1" displayName="medium">
                                                        						<Entry overrideGroup="TextureStreaming" varId="MaxResidentMipMap" 	value="6"/>
                                                        						<Entry varId="MaxTextureSize" 			value="2048"/>
                                                        						<Entry varId="MaxAtlasTextureSize" 		value="2048"/>
                                                        						<Entry varId="TextureDownscale" 		value="1"/>
                                                        						<Entry varId="DetailTextureDownscale" 	value="1"/>
                                                        						<Entry varId="AtlasTextureDownscale" 	value="1"/>
                                                        						<Entry varId="TextureMemoryBudget" 		value="300"/>
                                                        						<Entry varId="TextureMemoryGUIBudget" 	value="80"/>
                                                        						<Entry varId="TextureTimeBudget" 		value="10"/>
                                                        						<Entry varId="TextureInFlightBudget" 	value="128"/>
                                                        					</Option>
                                                        					<Option id="2" displayName="high">
                                                        						<Entry overrideGroup="TextureStreaming" varId="MaxResidentMipMap" 	value="6"/>
                                                        						<Entry varId="MaxTextureSize" 			value="2048"/>
                                                        						<Entry varId="MaxAtlasTextureSize" 		value="2048"/>
                                                        						<Entry varId="TextureDownscale" 		value="0"/>
                                                        						<Entry varId="DetailTextureDownscale" 	value="0"/>
                                                        						<Entry varId="AtlasTextureDownscale" 	value="0"/>
                                                        						<Entry varId="TextureMemoryBudget" 		value="500"/>
                                                        						<Entry varId="TextureMemoryGUIBudget" 	value="80"/>
                                                        						<Entry varId="TextureTimeBudget" 		value="10"/>
                                                        						<Entry varId="TextureInFlightBudget" 	value="128"/>
                                                        					</Option>					
                                                        					<Option id="3" displayName="uber">
                                                        						<Entry overrideGroup="TextureStreaming" varId="MaxResidentMipMap" 	value="6"/>
                                                        						<Entry varId="MaxTextureSize" 			value="2048"/>
                                                        						<Entry varId="MaxAtlasTextureSize" 		value="2048"/>
                                                        						<Entry varId="TextureDownscale" 		value="0"/>
                                                        						<Entry varId="DetailTextureDownscale" 	value="0"/>
                                                        						<Entry varId="AtlasTextureDownscale" 	value="0"/>
                                                        						<Entry varId="TextureMemoryBudget" 		value="800"/>
                                                        						<Entry varId="TextureMemoryGUIBudget" 	value="80"/>
                                                        						<Entry varId="TextureTimeBudget" 		value="10"/>
                                                        						<Entry varId="TextureInFlightBudget" 	value="128"/>
                                                        					</Option>
                                                        				</OptionsArray>
                                                        			</Var>
                                                        			<Var id="Virtual_FoliageVisibility" displayName="foliage_visibility" displayType="OPTIONS" tags="refreshEngine">
                                                        				<OptionsArray>
                                                        					<Option id="0" displayName="low">
                                                        						<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="4"/>
                                                        					</Option>
                                                        					<Option id="1" displayName="medium">
                                                        						<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="8"/>
                                                        					</Option>
                                                        					<Option id="2" displayName="high">
                                                        						<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="12"/>
                                                        					</Option>
                                                        					<Option id="3" displayName="uber">
                                                        						<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="24"/>
                                                        					</Option>
                                                        				</OptionsArray>
                                                        			</Var>
                                                        			<Var id="Virtual_LevelOfDetailOptionVar" displayName="level_of_detail" displayType="OPTIONS" tags="refreshEngine">
                                                        				<OptionsArray>
                                                        					<Option id="0" displayName="low">
                                                        						<Entry overrideGroup="LevelOfDetail" varId="DecalsHideDistance" 	value="15"/>
                                                        					</Option>
                                                        					<Option id="1" displayName="medium">
                                                        						<Entry overrideGroup="LevelOfDetail" varId="DecalsHideDistance" 	value="30"/>
                                                        					</Option>
                                                        					<Option id="2" displayName="high">
                                                        						<Entry overrideGroup="LevelOfDetail" varId="DecalsHideDistance" 	value="40"/>
                                                        					</Option>
                                                        					<Option id="3" displayName="uber">
                                                        						<Entry overrideGroup="LevelOfDetail" varId="DecalsHideDistance" 	value="80"/>
                                                        					</Option>
                                                        				</OptionsArray>
                                                        			</Var>
                                                        		</VisibleVars>
                                                        	</Group>
                                                        </UserConfig>
                                                        ----------------------------------------------

                                                        bin/config/base/rendering.ini

                                                        [PostProcess]
                                                        AllowBloom=true
                                                        AllowShafts=false
                                                        AllowAntialias=false
                                                        AllowMSAA=false
                                                        AllowBlur=true
                                                        AllowDOF=false
                                                        AllowVignette=true
                                                        AllowSharpen=false
                                                        AllowRain=true
                                                        AllowSSAO=true
                                                        AllowMotionBlur=false
                                                        AllowCutsceneDOF=true
                                                        AllowBillboards=true
                                                        AllowSoftLight=true
                                                        AllowFog=true
                                                        AllowUnderwater=true
                                                        AllowChromaticAberration=false
                                                        [Rendering]
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                                                        ----------------------------------------------

                                                        bin/config/platform/pc/rendering.ini

                                                        [Rendering]
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                                                        Comment


                                                          wouldn't uber just be the ultra settings?
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                                                          Comment


                                                            Originally posted by ThirdEye View Post
                                                            wouldn't uber just be the ultra settings?
                                                            Could be. What I'm curious about is if upping the settings even higher has any effect.
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                                                            Comment


                                                              Originally posted by Meteor_of_War View Post
                                                              I could be totally off here, but it is my guess. What other reason for the visual downgrade?
                                                              Maybe they realized they couldn't make the game look like that and in reality it never did. You do know that almost all prerelease gameplay videos or demos are from a separate build developed solely to show off the game. There are many demos in the past that featured content that never was seen in the game not because it was cut for DLC or anything like that but rather it was part of a demo only build used to show the target that would not be possible to show in an unfinished product.

                                                              The alphas and betas you see videos from are total bullshit. When a game is in alpha it normal is missing even the most basic of features like animations or menus.

                                                              I know you and 90% of this forum love to hate on consoles and blame it for all the wrongs on PC Gaming but it's not as sinister as you think.
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                                                                Originally posted by Ciera View Post
                                                                PR and the almighty dollar. Sony & Microsoft exerting pressure on developers to not make their platforms look bad and developers desire to not isolate console gamers. It's all political
                                                                If you believe that then you must be either a total idiot or a Republican. Their is no conspiracy and if that were the case blame the developer, MS and Sony only agenda is to make sure the game is available on their platform and that it works. They never tell a developer that another platform needs to be worse or parity. If that were the case than why wouldn't MS make sure every Xbox version was equal or better than the PS version since their hardware is far inferior.
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                                                                Comment


                                                                  I don't consider it a 'conspiracy' nor am I trying to place blame. I simply acknowledge it as a reality in this industry. CDProjekt is ultimately in business to make money, not to engage in altruistic acts or pursue pointless ideals. If they wanted to they could release a PC perfect version of the game, but there isn't one simply because of time, man-power, and there not being a business case for it.

                                                                  Comment


                                                                    Originally posted by Ciera View Post
                                                                    I don't consider it a 'conspiracy' nor am I trying to place blame. I simply acknowledge it as a reality in this industry. CDProjekt is ultimately in business to make money, not to engage in altruistic acts or pursue pointless ideals. If they wanted to they could release a PC perfect version of the game, but there isn't one simply because of time, man-power, and there not being a business case for it.
                                                                    There is no such thing as a PC perfect game. The Witcher 2 released exclusive to the PC and was extremely demanding for the time and buggy. No exclusive title for PC has ever been perfect or stable, not even Diablo 3 which had a large and more talented team behind it with a far bigger budget and more development time.
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                                                                      Originally posted by |MaguS| View Post
                                                                      There is no such thing as a PC perfect game. The Witcher 2 released exclusive to the PC and was extremely demanding for the time and buggy. No exclusive title for PC has ever been perfect or stable, not even Diablo 3 which had a large and more talented team behind it with a far bigger budget and more development time.
                                                                      witcher 2 was on consoles. Diablo 3 is not a pc exclusive either.

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                                                                        Originally posted by jimjobob View Post
                                                                        witcher 2 was on consoles. Diablo 3 is not a pc exclusive either.
                                                                        When they released they were. Both had stagnated launches on consoles and in regards to the Witcher 2 it was a subpar port to the Xbox 360.
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                                                                        Comment


                                                                          TW2 in Detail

                                                                          Originally posted by Progression View Post
                                                                          Anyone got a good video telling the story of TW2? I played quite a bit (finished chapter 1 ) but never finished.

                                                                          I want to play TW3 hence why I want to know the story before I do.
                                                                          I found the most incredibly detailed analysis of the Witcher 2. This guy wrote a massive treatise on the history, motivations, and results of the political machinations in TW2. SPOILERS for TW2 obviously!

                                                                          http://knightofphoenix.tumblr.com/witcher

                                                                          You asked for a video...but man, this guy's thousands of words proves how insanely complex and ultimately satisfying TW2's story truly is. Plenty of stories are hard to follow because they are nonsensical fantasy, but the TW2 is such a deep story with characters with real motivations. The more I study it, the more impressed I become.

                                                                          The most relevant part for preparing for TW3 is probably the article on the Emperor's motivations (in TW2) since he is a key character in TW3. And the article (and TW2) ends with the direct lead-in to TW3.

                                                                          http://knightofphoenix.tumblr.com/po...rt-4-emhyr-the

                                                                          What I find most remarkable is how TW2 stands up to intense scrutiny, scholarly scrutiny you'd usually apply to actual historical criticism. You won't get as much feeling out of the articles without having experienced the scenes and emotions yourself in the game, but you still may find the study quite fascinating! Even after 3 playthroughs of TW2, I learned a great deal from his articles.
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                                                                          Comment


                                                                            In-depth SPOILER FREE review of TW3 by a gamer:

                                                                            http://forums.cdprojektred.com/threa...TW3-by-a-gamer

                                                                            What CD project succeeds in achieving is not a beautiful world, but a believable eco system. Not a single NPC, beast or an animal seems to be placed just for the sake of it. The beauty is in, how the life interacts with the world. Take the example of a village.
                                                                            If u arrive to a village at night, you will find it empty except for a few guards patrolling it. You might wonder why…. The villagers are off to their homes and are sleeping. Come morning, most of them are out of their houses. Some women assemble together to wash clothes and share some gossip. Some people go to the fields to work. The kids come out and play on the streets. Around noon, you can expect them to go home for lunch. And if in case it rains, people will run off to find a shelter. Wait till the evening and you will see that many villagers are off to the village tavern to catch a mug of rye. A lot of parallels can be drawn from the world of Skyrim, when it comes to this. Witcher 3 has done to only better.
                                                                            The monsters in the wild hunt are varied and ample. What’s amazing is that these monsters just don’t exist to be killed. Every monster affects the area around it. The villagers and other NPCs are aware of the creatures. Some of the creatures have a definite history associated with the area. Don’t be surprised if one of the monsters in the nearby forest is worshipped as the local god by the villagers. It is this interactivity between the beasts and the world that makes the Witcher 3 shine. The only game that ever came this close to designing a believable world was Witcher 2. Skyrim did a fantastic job as well, but the giants and the mammoths roaming around the city of Whiterun never really had an impact on it. They were just there.

                                                                            Now coming to the geography of the world, to put it in simple terms, imagine Skyrim multiplied by 5. The Witcher 3 has sprawling cities, open fields, dense forests, number of villages, abandoned forts and other places, Snowcapped mountains, beautiful valleys, huge marshlands, caves, dungeons, plain grass fields, islands, sea shores, ports, cliffs, battle torn areas, rivers, lakes, ocean and number of other small areas. Though Skyrim had more CITIES, Witcher’s Novigrad is much bigger than Whiterun, Solitude, Windhelm and Markarth combined. Some of the villages in Velen have population more than the city of Whiterun in Skyrim. You can imagine how big the scale is.

                                                                            I am familiar with the recent controversy of downgrade and stuff. But believe me, Witcher 3 is beautiful! Downgrade or not, what CD project has achieved here is outstanding.

                                                                            Comment


                                                                              sounds like this is the game to get for skyrim fans.

                                                                              and i am one of them. i hope iwill not be disapointted.

                                                                              i like stealing i skyrim, but i don't think this game has that feature
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                                                                                Originally posted by wc326 View Post
                                                                                sounds like this is the game to get for skyrim fans.

                                                                                and i am one of them. i hope iwill not be disapointted.

                                                                                i like stealing i skyrim, but i don't think this game has that feature
                                                                                I hope it isn't!

                                                                                Devs compare this game to Gothic series.

                                                                                Comment


                                                                                  The reason for the downgrade is because they also made the game on Consoles which means they had to reduce asset quality, however the reason the PC version doesn't have the improved locations I personally think is because they know it will require a absolute beast of a PC and as soon as a title doesn't run well on a top end pc the entire community goes into a shitstorm saying it's unoptimised.

                                                                                  Same **** happened when Crysis came out people said omg this game is so unoptimised ignoring the fact it's a very demanding game.

                                                                                  All developers expected the next gen consoles to be a lot more powerful which is why many games got scaled back.

                                                                                  Unreal Engine 4 completely gutted the GI lighting in the engine purely because of the next gen consoles not being powerful enough to even use it.
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