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This. Option's called "variable rendering" or whatever.
This being said, my particle effects still look pixely asf even with that off, although it'll go from "n64" to "almost original xbox", so that's an improvement.
Lighting effects are also rendered using this if you have ray tracing off, which will lead to the discoball-meets-tv static light puddles you can see in the screenshot below:
https://steamcommunity.com/sharedfiles/filedetails/?id=3456026361
The "good" news is that enabling ray tracing will take care of this and only leave you with the ♥♥♥♥ particle effects for attacks, flashpods, scoutflies, et al.
Nope. Have you accidently turned on the variable rate for something something rendering?
Its been off since launch for me. Turning it on makes no noticeable difference
Try deleting the config.ini on the game's root folder and launch it again so it makes a new one and configuring it again once it does? Maybe also deleting the .shadercache file too, for good measure
Hm.
Use this and try again to be on the safe side.
https://steamcommunity.com/sharedfiles/filedetails/?id=3454351115
So after more testing, I think this may be a case of poor DLSS 4 implementation. It gets considerably worse with DLSS 4, and seems to not really happen with upscaling off entirely? I don't know how to describe it. the bloom vfx from the pod are still not perfect but a lot less ugly without dlss 4. So you either get a worse image quality with 3 but less smear, or dlss 4 with better quality but more smear in situations like that.
It is not for performance. It is for updating the game.
The shader pre-caching turn out often faulty, and is unnecessary to begin with.
It can help with other games, but Monster Hunter Wilds does the shader always before you start the game, when it is necessary and it does not get updated until it becomes necessary again for the game.
In this case it is so that the existing data by Steam does not interfere with your file verification which is supposed to turn the game back to the state it is supposed to be on delivery.
as for the initial issue, I think this may be mostly DLSS 4 artifact after some closer comparisons with some less tired eyes. Its pretty unfortunate there is no perfect solution for this one way or another.