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Too bad, as it fixes artefacts issues around foliage in water in Koboh.
Fixed Ultra+ ray tracing. Respawn ray tracing expects most textures to have an optional texture LOD resolution (which is baked separately)
Fixed Respawn's stutter/hitch issues using their original texture streaming method (that is most noticable when you move the camera around) by freeing up the pipeline that feeds the textures to the texture streamer
Sped up the realtime streaming ("Streaming") pak by 5-10 fps depending on the area by adding more mesh LODs
Increased the draw quality of rocks and buildings especially (by tweaking texture settings, and also by adding mesh LODs)
Fixed bug with vanilla raytracing causing flashing and/or pulsing in dark areas, by increasing ray tracing samples per pixel by 2 or 3. This is controlled by the Foliage quality, because Foliage doesn't do anything except change the view distance of vegetation so it's easy to scale. Note also that the flashing will still occur on low Foliage qualities (but only in some places)
Added a script to reset the config files to fix a vanilla game crash scenario where you can't change the game's settings properly
Fixed view distance LODs were being overridden by Respawn's custom engine code. Well, I've overridden their overrides! So there!
Added a new pak called "NoStream". This is exactly the same as the usual Ultra+, but does not enable the real-time texture streamer
Applied texture sharpening to several textures groups and normal maps to fix some blurriness before post-processing
Fixed awful distant rocks in Kaboh and other places by applying a streaming boost of 2.0x for Epic, 1.5x for High View Distance. this affects performance of course
Slightly increased intensity of fog (again)
Fixed missing particles in the area... where.. there are particles.. on the ground
Fixed missing dust/and puffs of cloud on ground around water etc. FX
Fixed problem where in-game Video > Shadow Quality was being overridden
Fixed a problem where bloom quality was being overridden
Tweaked shadow quality performance/quality of all graphics settings so it's a bit friendlier on performance. Use caution with "Epic" shadows!
"Cinematic" quality now ineherets some selective qualities from whatever graphics settings you're using. Nothing you should notice, but enough to help performance
Moved all the texture LOD groups into BaseDeviceProfiles.ini and deleted everything from DefaultDeviceProfiles.ini because I'm tired of updating devices individually
Increased GPU scene buffer from 512,000 to 768,000 to fix an occasional hitch
Changed Oodle texture compression method from Mermaid to Selkie, which is 25-75% at decompression (depending on the amount of data streamed). Important for texture streaming
Corrected foliage minimum screen percentages and moved to View Distance in graphics settings
Fixed an issue where distant ray tracing was not updating correctly
Halved the resolutions of "optional" textures, which are generated to a different file. Respawn Ray tracing is looking into these, possibly for reflections, but they don't need to be more than 2048x quality
Fixed issue where bloom quality was being ignored in graphics settings
Hopefully fixed some performance issues
Fixed a bug with Visuals > Post Processing which was causing crashes on startup or if tried to change the quality in-game
Increased texture resolution for small characters to 2048x
Changed the DLSS sharpening to a crazy method I found... DLSS is now running as an unsharp mask first (r.NGX.DLSS.Sharpness=-1.0 i.e. smoothing), followed by UE sharpening. This has the benefit of fixing any remaining TAA jittering completely and looks super nice with the new sharper textures!
Slightly increased volumetric fog density to match the new look
Gonna test it right now.
The streaming version is a stutter fest for me. So all in all, I don't see real differences with or without the mod, and I suppose I won't use it for now. Still following though.
Edit: I actually get more stuttering even with the non-streaming version, unfortunately.