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Evertyime when i watch te replay on my i7-13700k, rtx4090, 64gb ddr5 i could kill someone (optimization, quality control).... :D
Setting it to medium ensures the chunky pop in happens before it fades into view.
I wish this could be fixed, but I am fairly certain it's hard coded, and can't be tweaked.
The best way to see these chunks being loaded, is by running the 3rd stage in Estonia. Though, every single stage has this issue.
Dirt Rally 2.0 also had this problem, which leads me to suspect it's the same developer making the same tweaks to optimize the game by heavily reducing draw calls.
Basically, foliage.LODDistanceScale or any of those other values do not alter when those giant chunks pop in.
There's also a line called bUseInstancedFoliage, which can be true or false, like so:
bUseInstancedFoliage=False
This is normally what causes those chunks to reduce draw calls (if set to true), but it also doesn't prevent the aforementioned issue.
This is for UR PC. :)
[/script/engine.renderersettings]
r.Streaming.PoolSize=0
niagara.CreateShadersOnLoad=1
r.CreateShadersOnLoad=1
[SystemSettings]
r.DefaultFeature.Bloom=0
r.BloomQuality=0
r.MipMapLodBias=-1.5
r.ViewDistanceScale=1.75
r.Shadow.DistanceScale=1.75
foliage.LODDistanceScale=1.75
r.Color.Mid=0.32
r.TonemapperGamma=2.4
r.ViewDistanceScale=1.75 = ur problem fix... :) or if u have strong PC use r.ViewDistanceScale=2 but problem is for tree, too far, big performance cost
we need separate foliage distance skalablity from this function
because for grass/foliage 1.75 iperfect, but for tree is 1
and rymember option r.ViewDistanceScale= in engine ini = dynamic object in game set not work
r.ViewDistanceScale=1.75 = u have in game 75% more like ultra.
Wait a sec. So you're saying I can set dynamic objects to medium (which currently prevents the chunked sudden pop in), combine that with the .ini tweaks, and it should be resolved?
function "r.ViewDistanceScale=" overwrites the data from the game settings, adding it to the Engine.ini file, and setting the file read-only. It does not allow the game to change this setting:)
That is, it doesn't matter what you have set in the game, because it is overwritten with the setting from the ini file.
If you have, for example, in the ini file r.ViewDistanceScale=1.75 and in the game ultra low or whatever, it means that you always have 175% of the value of the default ultra.
If you have this feature on medium, you can't have it on ULTRA, much less anything above a value of 1 (ultra+) is not for you, and that's the only way to not have bushes and grasses appearing too close...
Estonia, 3rd stage is a good place to test, since it's very noticeable in this area.
Video: https://streamable.com/0z52wl (pop in happens at 0:12, all the foliage near the first turn)
It doesn't matter what tweaks you use, or what .ini changes you make. These chunks will always pop in at the exact same distance.
Like I said, doesn't just happen in Estonia, happens in every single stage. This is just a good example.
So for now its ultra with big pop ins from time to time or medium with lower draw distance where u can see everything is poping in but its more constant.
The pop in issue is due to codemasters hardcoding these areas, which the .ini values cannot influence.
Doesn't work. Has zero effect on the pop in.
It's hardcoded, like I said.
in AMD gpu u have reser shaders cache in driver options...
Please, go to the 3rd stage in Estonia, to the same spot. You'll experience the same problem.