S.T.A.L.K.E.R. 2: Heart of Chornobyl

S.T.A.L.K.E.R. 2: Heart of Chornobyl

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Madi92 Dec 19, 2024 @ 3:27am
Pop Ins feels way worse?
So, patch suppsed to fix the distant tree pop ins, but for me everything got way worse. Tress building up branches in front of me, cars loading in and out, light loading in front of me..

Anybody else has this issues?
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Showing 1-10 of 10 comments
Sir Lunchalot Dec 20, 2024 @ 1:05pm 
same actually
Mörkö Dec 20, 2024 @ 1:26pm 
Seems like it.
We wouldn't have had any of this crap if they had just stuck with making a PC game.
Sir Lunchalot Dec 20, 2024 @ 1:35pm 
especially noticable when I aim with my pistol. Single bushed appear out of nowhere.. :/
doscomputer Dec 20, 2024 @ 3:09pm 
agreed
dgresevfan Dec 20, 2024 @ 4:29pm 
Anyone working on a nice infinite draw distance mod?

I once installed one of those for Morrowind and rendered the entire exterior game world at once.
Dersh Dec 23, 2024 @ 3:18pm 
Somewhat medium distant buildings in Pripyat popping in as I turn around is nuts since the 1.1.X and I cant seem to fix it with any GameUserSettings.ini modifications. I stand in one place, turn around 180 degrees buildings go for low poly/low resolution to loading in, turn around another 180 degrees, same thing.

Its just super irritating and very immersion breaking. Unreal 5 games are bad for this pop in ♥♥♥♥ unfortunately...
dgresevfan Dec 30, 2024 @ 4:02am 
Is there no ini file entry for draw distance we can edit?
lockwoodx Dec 30, 2024 @ 4:12am 
It's because the shader compiler is being bypassed
Carbon Dec 30, 2024 @ 4:26am 
These settings eliminated the foliage pop in for me. Copy and paste this into your Engine.ini file, make one if you don't have it. Apparently making one can lead to some compiler crashes at the start, but it didn't happen to me. Putting this stuff into the GameUserSettings has no effect. Engine.ini should go/be here:

C:\Users\<username>\AppData\Local\Stalker2\Saved\Config\Windows

These settings also address the reflections / shadow low VSM issue (shimmering, unstable shadows and reflections), likely at the cost of some performance. I've seen nothing significant myself, but my system is above recommended spec.

If you want, you can edit out the Lumen stuff and any reference to shadows...I'm just posting the whole thing. It's a Frankenstein; I took pieces of other mods and spliced them together and have arrived a this, as I wanted to sort out draw distance and shadow/reflection instability. Using all of it makes the game look much better, imo. I've been using it for over a week without issues.

[SystemSettings]
foliage.LODDistanceScale=5.0
fg.MaxNumBakedFoliageActorsToProcess=32
fg.MaxNumBakedFoliageActorsToTick=128
fg.MaxNumBakedFoliageActorsToTick.Near=32
fg.MaxNumBakedHISMsOrISMsToProcess=32
fg.MaxNumBakedHISMsOrISMsToTick=128
fg.MaxNumComponentsToProcess=16
fg.MaxNumComponentsToTick=128
fg.MaxNumComponentsToTick.Near=64
fg.CullDistanceScale.Bushes=2
r.StaticMeshLODDistanceScale=0.1
r.Shadow.MaxCSMResolution=8192
r.Shadow.MaxResolution=4096
r.Shadow.DistanceScale=1.5
r.Shadow.CSMDepthBias=1
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.Tonemapper.Quality=0
r.MaxAnisotropy=16
r.VolumetricFog.GridPixelSize=7
r.VolumetricFog.GridSizeZ=256
r.VolumetricFog.UpsampleJitterMultiplier=0.55
r.VolumetricCloud.EnableLocalLightsSampling=1
r.LumenScene.Heightfield.MaxTracingSteps=128
r.LumenScene.Radiosity.SpatialFilterProbes.KernelSize=0
r.LumenScene.Radiosity.UpdateFactor=128
r.LumenScene.Radiosity.ProbeSpacing=4
r.LumenScene.Radiosity.HemisphereProbeResolution=8
r.Lumen.RadianceCache.NumFramesToKeepCachedProbes=15
r.Lumen.TranslucencyReflections.FrontLayer.Allow=1
r.Lumen.Reflections.DownsampleFactor=0
r.Lumen.Reflections.MaxRoughnessToTrace=0.27
r.Lumen.Reflections.ScreenSpaceReconstruction.RoughnessScale=0.3
r.Lumen.Reflections.SmoothBias=1
r.Lumen.Reflections.BilateralFilter=1
r.Lumen.Reflections.ScreenSpaceReconstruction=1
r.lumen.Reflections.Temporal=0
r.Lumen.Reflections.HierarchicalScreenTraces.MaxIterations=100
r.Water.SingleLayer.RefractionDownsampleFactor=0
r.LumenScene.GlobalSDF.Resolution=380
r.LumenScene.GlobalSDF.NotCoveredMinStepScale=1
r.LumenScene.GlobalSDF.DitheredTransparencyTraceThreshold=1
r.Lumen.TraceMeshSDFs.TraceDistance=300
r.LumenScene.Lighting.Stats=1
r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1
r.Lumen.ScreenProbeGather.TemporalFilterProbes=1
r.Lumen.ScreenProbeGather.TemporalFilterProbes.HistoryDistanceThreshold=45
r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated=60
r.Lumen.ScreenProbeGather.TracingOctahedronResolution=16
r.Lumen.ScreenProbeGather.Temporal.DistanceThreshold=0.015
r.Lumen.ScreenProbeGather.DownsampleFactor=16
r.Lumen.Reflections.RadianceCache.AngleThresholdScale=0.01
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=16
r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget=1000
r.LumenScene.SurfaceCache.CardCaptureRefreshFraction=0.1
r.Lumen.TraceDistanceScale=1
r.AmbientOcclusionRadiusScale=3
r.Shadow.CSM.MaxCascades=10
r.Shadow.MaxCSMResolution=4096
r.Shadow.CSMCaching=1
r.Shadow.FilterMethod=1
r.Shadow.Denoiser=1
r.Shadow.AlwaysAllocateMaxResolutionAtlases=1
r.RayTracing.Skylight=1
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Date Posted: Dec 19, 2024 @ 3:27am
Posts: 10