EA SPORTS™ WRC

EA SPORTS™ WRC

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vito74m 5 NOV 2023 a las 5:23
Easy FIX for LoD Quality! and Pop In...
Go to folder > [Disk:\Users\userName\AppData\Local\WRC\Saved\Config\WindowsNoEditor] open Engine.ini and at the very bottom paste:

FIX POP In - Just set DYNAMIC OBJECT from ULTRA (bugged) to HIGH or MEDIUM. And tadam!!!

"r.MipMapLodBias=-1.5"

This feature sharpens LoD textures, which are unhappily too close to the route. Thanks to this treatment, the accuracy of their rendering is improved and they look much better in the game! We are talking about trees in 99% of cases!
Below is my entire kit. It improves the coloring, reduces clipping when compiling shaders.
Above that, it eliminates Bloom.

You can test the function "r.MipMapLodBias=-1.5" for yourself, the more on the minus, the sharper the LoD textures will be, and the positive value (no minus) starts to blur them. With the use of this 2 option we can see that LoD textures we have often too close to the route to talk about groundbreaking graphics :D Which unfortunately shows that the very UE version used in the game, is not exactly the happiest solution, Sorry EA and Codemasters. But LoD textures should not be so close to the player, they are supposed to be the background, not on the main plane!

AFTER PASTING WHAT YOU WANT. YOU MUST change the priority of the Engine.ini file, to READ ONLY! and save the change. Otherwise the game will delete the parameters we entered.

Go to folder > Disk:\Users\userName\AppData\Local\WRC\Saved\Config\WindowsNoEditor, open Engine.ini and at the bottom paste:

[/script/engine.renderersettings]
r.Streaming.PoolSize=0
niagara.CreateShadersOnLoad=1
r.CreateShadersOnLoad=1

[SystemSettings]
r.DefaultFeature.Bloom=0
r.BloomQuality=0
r.MipMapLodBias=-2
r.Color.Mid=0.32
r.TonemapperGamma=2.4

i tested sharpening for LoD textures and (-2) is sweat spot for this."r.MipMapLodBias=-2"
This feature sharpens LoD textures, which are unhappily too close to the route. Thanks to this treatment, the accuracy of their rendering is improved and they look much better in the game! We are talking about trees in 99% of cases!

video, see desc below video in yt about my gpu.
https://www.youtube.com/watch?v=ia49TLtBYiw
Última edición por vito74m; 5 NOV 2023 a las 13:53
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Mostrando 1-15 de 39 comentarios
fear factor 5 NOV 2023 a las 5:42 
will this reduce/eliminate the massive replay objects/grass/landscape pop in??

Evertyime when i watch te replay on my i7-13700k, rtx4090, 64gb ddr5 i could kill someone (optimization, quality control).... :D
Última edición por fear factor; 5 NOV 2023 a las 5:49
Beethy 5 NOV 2023 a las 5:53 
I've tested every engine.ini setting, scalability.ini and others. I think no tweak fixes massive chunks of foliage popping in, if you have 'dynamic objects' (which is LoD for everything) set to either high or ultra.
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.
Última edición por Beethy; 5 NOV 2023 a las 5:56
vito74m 5 NOV 2023 a las 6:12 
Publicado originalmente por fear factor:
will this reduce/eliminate the massive replay objects/grass/landscape pop in??

Evertyime when i watch te replay on my i7-13700k, rtx4090, 64gb ddr5 i could kill someone (optimization, quality control).... :D

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
vito74m 5 NOV 2023 a las 6:18 
Publicado originalmente por Beethy:
I've tested every engine.ini setting, scalability.ini and others. I think no tweak fixes massive chunks of foliage popping in, if you have 'dynamic objects' (which is LoD for everything) set to either high or ultra.
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.

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.
Beethy 5 NOV 2023 a las 6:41 
Publicado originalmente por vito74m:
Publicado originalmente por Beethy:
I've tested every engine.ini setting, scalability.ini and others. I think no tweak fixes massive chunks of foliage popping in, if you have 'dynamic objects' (which is LoD for everything) set to either high or ultra.
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.

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?
vito74m 5 NOV 2023 a las 7:11 
Publicado originalmente por Beethy:
Publicado originalmente por vito74m:

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...
Última edición por vito74m; 5 NOV 2023 a las 7:20
Beethy 5 NOV 2023 a las 7:25 
It's as I suspected. My .ini files are set to read only. I can observe the increased draw distance, but the chunked foliage pop in is still happening.
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.
Última edición por Beethy; 5 NOV 2023 a las 7:30
aplikantgold 5 NOV 2023 a las 7:28 
No, i tried it, none of your "fixes" in engine.ini work in WRC, game is probably blocking it. Setting r.viewdistance to higer values have no performance hit and no visual effect, for sure it doesnt help with this big pop ins like on Estonia fields around the road. Also foliage lod changes do nothing in this game.
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.
vito74m 5 NOV 2023 a las 7:32 
ehh ok use r.ViewDistanceScale=10
Beethy 5 NOV 2023 a las 7:32 
Publicado originalmente por aplikantgold:
No, i tried it, none of your "fixes" in engine.ini work in WRC, game is probably blocking it. Setting r.viewdistance to higer values have no performance hit and no visual effect, for sure it doesnt help with this big pop ins like on Estonia fields around the road. Also foliage lod changes do nothing in this game.
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.
They do work, but they don't work for the pop in. With the .ini changes, your FPS will be lower than the ultra settings for some, which is evidence the values are affecting the game.
The pop in issue is due to codemasters hardcoding these areas, which the .ini values cannot influence.
Beethy 5 NOV 2023 a las 7:32 
Publicado originalmente por vito74m:
ehh ok use r.ViewDistanceScale=10
you don't get it. the pop in doesn't change irrespective of how far the distance is set. it's hardcoded. to humor you, i'll record another video (RIP my fps) to show you.
Última edición por Beethy; 5 NOV 2023 a las 7:33
vito74m 5 NOV 2023 a las 7:34 
but guys rymember this topic is about "r.MipMapLodBias=-1.5" < LoD (trees) sharpening...
Beethy 5 NOV 2023 a las 7:40 
Publicado originalmente por vito74m:
but guys rymember this topic is about "r.MipMapLodBias=-1.5" < LoD (trees) sharpening...
Here: https://streamable.com/ycb4t0
Doesn't work. Has zero effect on the pop in.
It's hardcoded, like I said.
vito74m 5 NOV 2023 a las 7:40 
ok if u no see diference when u edit r.ViewDistanceScale=1.5 u must rebuild shaders cache...
in AMD gpu u have reser shaders cache in driver options...
Beethy 5 NOV 2023 a las 7:42 
Publicado originalmente por vito74m:
ok if u no see diference when u edit r.ViewDistanceScale=1.5 u must rebuild shaders cache...
in AMD gpu u have reser shaders cache in driver options...
No. You don't understand the issue. It has nothing to do with the cache. I've seen this problem in every single EA WRC video. .ini values cannot change it.
Please, go to the 3rd stage in Estonia, to the same spot. You'll experience the same problem.
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Publicado el: 5 NOV 2023 a las 5:23
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