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翻訳の問題を報告
I'd wait a couple of weeks so they can iron out the kinks...
my update hasn't finished yet to test.
altar.upscalingmethod x
replace x with the number for your gpu make.
1 nvidia
2 amd
3 intel.
While i hope they do, remember this is Bethesda, they don't fix, they wait modders to fix things.
It made sense when they were a much smaller studio, but their parent company is Microsoft. They should have tons and tons of resources to make this not a complete steaming pile of garbage on day 1.
I can't use the framerate generation anymore
Yes this works but i haven't figured out how to configure it, seems like it is DLSS balanced by default.
altar.fsr.quality x
altar.xess.quality x
replace x with number 1-7
DLSS
1 native?
2 DLaa
4 quality
5 balanced (default)
6 perf
7 ultra perf
FSR
0 native
1 quality
2 balanced (default)
3 performance
XESS
1 ultra perf
2 perf
3 balanced(default)
4 quality
5 ultra qual
6 uq+
7 native xessAA
e.g. type into console
altar.dlss.quality 7
will set dlss to quality setting ultra performance.
try that?
altar.FSR3.Quality 3
altar.FSR3.FI.Enabled 1
All good now, performance is as it was.
Tested on a RX 7900 XT GPU.
If you want sharpening as well, use this command:
Altar.FSR3.Sharpness 100
Enabling frame interpolation messes up the console command display though.
Lower the altar.FSR3 setting, to increase upscaling quality setting.
Excuses. UE5 is a nonsense auto-build engine for pointy clicky wannabe "devs" and execs who dont want to pay for talent and competency. Even requiring raytracing and upscaling is now a crutch for studios forced on paying customers in lieu of dev labor and optimization.
Specific to this game, stable frames "outside" are the issue. Dungeons are fine, but outside the constant fluctuations while traversing/turning the camera, not just world load points, between desired frames and sudden massive fps drops is near unplayable for many - especially those prone to motion sickness from crappy frame pacing/rates. Another observation is there's WAY too much useless geometry (rocks, sticks, foliage, etc) not even enriching the visual design nor close to the player, yet with no occlusion and still rendered.
The OG Oblivion being an Creation Engine is an excuse. I was there for the midnight launch back in 2006. It was far more stable on a high end PC than this UE5 smothered nonsense because as a once aspiring game dev myself back then (now in DevOps), I was VERY sensitive to poor optimization and had the artist's "eyes" to spot it.
Before you say "uPgRaDe uR pOtATo bRuH":
9800X3D, 4090, 64GB, installed on m.2