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Source? Group name?
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Original post (Nov 3, 2020)-
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I feel like i've posted this a lot (so sorry if you've already seen this), but try (any or all of) these tweaks:
Enable the tone mapper, disable Depth-of-Field (which is on by default in DE, but off by default in OG), increase draw distance, reduce LOD culling, enable Temporal Anti-Aliasing, increase shadow quality, enable motion blur-
(add this to the bottom of %USERPROFILE%\Documents\My Games\DRAGON QUEST XI S DEMO\Steam\Saved\Config\WindowsNoEditor\Engine.ini)
Thanks for what you are doing. I really
appreciate it :)
"enable motion-blur"
So you're replacing one bad effect with another?
r.Foliage.LODDistanceScale=10
I will update the list above as we find more of these (I believe there is another to improve the trees as well). You can also apply these tweaks directly in the Debug Console to see the changes immediately.
unless you want the fps to die in gondolia, I would advise against that. even a value of 2 rather than 10 is sufficient anyway
Thank you for your work into getting the game to look better.
i added in that grass density one, but it still looks like there isnt much grass. Does this just increase the distance the grass can be seen?
I think so, but we're still uncovering a bunch of additional tweaks (including foliage-related cvars):
Suffice it to say, you can choose to use any of the tweaks individually. If you experience substantial performance impact, you can choose to lower any of these cvars to reduce it, as someone was kind enough to recommend:
We should have a full tweaking guide / write-up soon.
Also, i feel like the game is CPU bound. There are some cases where my GPU is at 80% usage and then when im in the middle of helidor, the GPU usage drops to 40% usage and my framerate goes from 100+ down to mid 60s
There is a max value (depends on the cvar). Most of the ones set in that example are either on the very high side or completely maxed out. There are also a few "experimental" ones that are commented out if you are feeling particularly bold, lol.
There are definitely some areas that are CPU bound and that was the case in the original as well. At one point, I had linked a post by Kaldaien (developer of Special K) explaining exactly why that is. It almost sounds like some of the pipeline might have been optimized between OG and DE, however.