STAR WARS Jedi: Survivor™

STAR WARS Jedi: Survivor™

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Unofficial hotfix for crashing/textures, etc
been updated a lot to try tgo fix a lot of problems with the engine and the way they made this game. IT WONT WORK FOR EVERYONE sadly. Just try and see if it helps YOU or not. If it doesnt, try to give feedback in the comments so they can try to fix it.
https://www.nexusmods.com/starwarsjedisurvivor/mods/236
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Showing 1-7 of 7 comments
Here is the list of things changing from the mod page itself:

Fix vanilla flickering ray tracing in dark scenes or shadows

Hopefully fixes slow and hitchy ray tracing due to incomplete/poorly configured PSO cache

Completely reworked the texture streamer, which was only partly enabled

Fixed hitches from shaders and shadows compiling after they've presented
Improves water quality, which was rendered at half res

Cut scenes have an FPS boost with no visible quality loss by reducing excessive quality

Freed ~500MB VRAM by disabling several unused engine functions, enabling larger PoolSizes.

Rebalanced in-game graphics settings "Epic" is now closer to cut-scenes, "High" is what "Epic" used to be. "Mid" and "Low" should now look a lot more detailed but work on lower-end PCs

Fixed TAA crawling on sharp texture edges. NOTE: This requires DLSS (it's not fixable on FSR2 unfortunately)

Fixed blurry textures by using in-engine texture sharpening depending on the material (e.g. walls need more sharpening than skin)

Improved white flashes on screen when moving the camera quickly. Not entirely gone but much better

Improved fog and increased the visible movement of fog in lights

Reduced motion blur and improved its quality

Tweaked depth of field and bloom quality in line with game's look

Increase anisotropic filtering to 16x

Fixed TAA edge jitters by using DLSS as an unsharp mask before applying UE's texture sharpener (DLSS/DLAA only)

Fixed stalling when changing camera views in cut scenes

Tweaked subsurface scattering on skin (slightly reduced) to better match the game look
Increased shadow draw distances for High and Epic graphics settings

Enabled texture and shadow LOD fading over 2 seconds to make pop-ins far less noticeable

Sharpened shadows to look more realistic/less blurry

Fixes excessive polygons with grass causing frame drops with ray tracing

Improved mesh accuracy of small objects (flasks, crates, bottles, plants) don't look distorted at a distance. NOTE: This needs more testing, please let me know if you find any potato meshes

Changed Oodle to Selkie (was Mermaid) texture compression which is slightly faster with no noticeable quality loss

Fixed virtual texture compression which causing traversal stutters moving the camera around

Reworks graphics settings so Epic is higher quality and Low is faster
CJM Jan 21 @ 8:18pm 
There are bat files, and registry keys, and the bane of all safe computing best practices, the mod contains two compiled binary "EXE" files.

Safe mods only modify INI files in the game settings. Risky files modify registry keys, and execute scripts in batch files. Security risks are mods than cannot be easily reviewed and verified by the community, because there are compiled binaries which require significant time investment to reverse engineer.
Niliu Jan 22 @ 2:57am 
Originally posted by CJM:
There are bat files, and registry keys, and the bane of all safe computing best practices, the mod contains two compiled binary "EXE" files.

Safe mods only modify INI files in the game settings. Risky files modify registry keys, and execute scripts in batch files. Security risks are mods than cannot be easily reviewed and verified by the community, because there are compiled binaries which require significant time investment to reverse engineer.

Yep, malicious mod.
CJM Jan 22 @ 8:15pm 
Originally posted by PaperMoney:
if you read the actual nexus mod page you will realize why they have those. the exe is a installer to all the files.
A BAT batch script is all that is needed to install files. You can update registry keys using a batch file, and copy files to locations. I recall there is even a BAT routine to elevate UAC privileges when necessary.

At best I can assume the EXE is more familiar to the authors, perhaps it is just more convenient for requesting UAC Admin permissions. Which are a security threat.

Originally posted by PaperMoney:
saying a ini file is all you need for the MESS this game is.. you are a actual idiot too. please both of you old boomers move on if you cant understand how these mods works, or how to read.
"Boomer" means I learned how mods work before you were born, kiddo.

Your response is not sufficient to clear the bar for safe computing best practices. In fact, it is so abysmally insufficient as to be a negative indicator of the mod's safety. We must verify the supply chain.

* Start with a VirusTotal scan of the files for peer reviewed malware checks of known existing threat.

* Wait for a "background check" on the author of the mod, to see if there is any history of malicious activity.

* Provide the source code for compilation. (batch files are their own source code).
PaperMoney Jan 22 @ 10:18pm 
Originally posted by CJM:
Originally posted by PaperMoney:
if you read the actual nexus mod page you will realize why they have those. the exe is a installer to all the files.
A BAT batch script is all that is needed to install files. You can update registry keys using a batch file, and copy files to locations. I recall there is even a BAT routine to elevate UAC privileges when necessary.

At best I can assume the EXE is more familiar to the authors, perhaps it is just more convenient for requesting UAC Admin permissions. Which are a security threat.

Originally posted by PaperMoney:
saying a ini file is all you need for the MESS this game is.. you are a actual idiot too. please both of you old boomers move on if you cant understand how these mods works, or how to read.
"Boomer" means I learned how mods work before you were born, kiddo.

Your response is not sufficient to clear the bar for safe computing best practices. In fact, it is so abysmally insufficient as to be a negative indicator of the mod's safety. We must verify the supply chain.

* Start with a VirusTotal scan of the files for peer reviewed malware checks of known existing threat.

* Wait for a "background check" on the author of the mod, to see if there is any history of malicious activity.

* Provide the source code for compilation. (batch files are their own source code).
you obviously know nothing.. all you're saying is how in your old age you decided to make your own subjective opinion on how mods work and how they can expand through other facets than just simple ini tweaks. read read read.
CJM Jan 25 @ 3:56am 
Originally posted by PaperMoney:
and how they can expand through other facets than just simple ini tweaks.
Yet, in your now deleted post, you claim that the other facets are just the installer, and not simple INI tweaks.
Originally posted by PaperMoney:
if you read the actual nexus mod page you will realize why they have those. the exe is a installer to all the files.

INI tweaks, replacing texture files with new HD textures, replacing 3D model files with higher res or different models which are generally flat unoptimized high res versions with rarely any LOD sub-models.

Most mods replace boring files with boring files. In some instances this could be accomplished by extracting a mere ZIP archive onto the correct folder, with the ZIP archive being fully open to examination.

---

Games are for entertainment, and for play. Play is an educational medium, a means of learning game development. Mods should be open for reverese engineering for students and children to get better a game development.

EXEs that cannot be independently verified are hostile to a safe environment, far too similar to Smiley Face toolbars for IE6 that carry viruses, malware, and/or cryptominers.

Mods are for children, they are not the proper realm of closed source monetized code with protected trade secrets. Ban EXEs.
Came to the forums looking for exactly this kind of mod, thanks OP for the link. Fixing texture streaming was never going to happen with .ini tweaks, let's be real.
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