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Brother the chair in the second shot has literal triangles on it what are you even saying?? But thank you for confirming that posting even the most mundane of comments on steam boards is not worth doing. Have a good one.
I'm not saying the chair looks good, I did notice it but really how often do you look at chairs? You'll be far more busy looking for pickups and other intractable.
That chair obviously uses nanite due to there being no lods for that model but most things don't, try in the town itself ( not otherworld variant ) and you'll see barely any difference in visual fidelity.
My point is that nanite is being used extremely sparsely, which makes no sense from a development perspective.
Nanite was created for UE5 so that the need for LOD's wasn't needed since LOD'S would require multiple models of varying detail levels vs nanite which is one detailed mesh that dynamically dynamically draws.
E.g
With LOD'S One scene can have 100,000 models + another 100,000 of a lower detail and then another 100,000 at the lowest detail levels, With the models being swapped on the fly with higher quality ones, it would impact performance significantly increasing frametimes and increasing stutter as lods are swapped when within range.
With nanite there are no LOD'S, so you'll have 100,000 models and that's it, nanite does all the calculations for you, but it does have an impact.
This is why you'll notice the table doesn't change when you disable nanite, ideally you'd need to look around the map more to find other models, but it's bizarre to me that they're using 2 systems together that essentially do the same job.
1. The table does change, you can see the wood going through the cloth in the second screenshot.
2. I said I only found a handful of low poly models with Nanite disabled. Mainly in Otherworld sections with those pieces of furniture that have cloth draped over them.
3. I understand LoDs vs Nanite.
I really don't get what we are arguing about here. I just wanted to point out that it does, indeed, affect how some things look. Not much, and most things aren't too bad. But there are definitely some seriously low quality models without Nanite. To me it honestly seems like an oversight like they just, forgot to optimize some of the regular LoDs.
I've done 2 playthroughs with Nanite disabled now myself, so I kinda just hope they fix the regular meshes. The performance difference is just huge from disabling it, to where it almost runs like it SHOULD be running in the first place. I don't even understand why they are using it for this game at all considering we are running around the fog and darkness where LoDs could easily just be well hidden.
Honestly they should have either used LODS OR nanite, not a frankenstein 90/10 of the 2.
Agreed
Put shadows to low or medium.
Unfortunately, these days you have to compromise.
the only solution I think is to wait for patches
Nobody reads ♥♥♥♥♥♥♥♥♥ these days.
It’s got to presented to them on a plate read by a servant.
This is one of the knock-on effects of digital gaming, from when physical copies had a gorgeous manual (ring bound at times).
Now we have a new disease: lazyitis.
Ever seen WALL-E, where humans become so fitless they get pushed about in chairs?
https://youtu.be/s-kdRdzxdZQ?feature=shared
Please read it to me AI, as I can’t be arsed
If you think there will be some magical patch that will allow you to do this i can already tell you now, stop dreaming because it aint going to happen.
I run the game at 1080p with dlss on quality and shadows on low, everything else on max with rtx, on my rtx 3080 and the game runs fine and looks fine.
I also run Cyberpunk 2077 ALL MAXED OUT AT 4K with a mod that goes beyond path tracing with 6 rays and 6 bounces and it runs great