Subnautica

Subnautica

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MyuniHausen 10. feb. 2018 kl. 23:56
A way to get rid of grass-pop-in:
edit: To counter the worst vertical terrain pop-in, you can change "chunksVertically" in block 2 from 8 to 10, thanx ☆Becky'sFootSlave™☆ ! :-)
The devs should probably increase the overall FogDensity to hide terrain plop-in. It would fit the underwater-atmosphere. I would do it myself, but don't know how :-(

Based on this great mod from ActionOfLost:
http://steamcommunity.com/sharedfiles/filedetails/?id=1279642367
fiddeling with the PS4 settings, I found that you can remove grass-pop-in by disabling meshes with the command "ignoreMeshes":true and increasing "grassSettings".

[The downside to this is, that the far distance terrain of the original PC-High-Settings get lost. Responsible for this is the "batchLoadRings":2 command in 'streaming-high.json' which only works when meshes are NOT disabled in the last "levels"-section of 'clipmaps-high.json' ]

Here some clips for comparison (1080ti/6700K):
Clip 1:
Standard High Preset: https://youtu.be/qqdMZClR-NE
Less Close-Range-Pop-In (Custom High Preset): https://youtu.be/xs07Ti06yjQ

Clip 2:
Standard High Preset: https://youtu.be/UHofV2lKJEU
Less Close-Range-Pop-In (Custom High Preset): https://youtu.be/Bsr99CbSYj0

Disclaimer: Use at your own risk and always make a backup of your files!

Important: use the 'high'-preset in Settings at game start only. Before that...

... open:
\steam\steamapps\common\Subnautica\SNUnmanagedData\streaming-high.json
with a text editor and replace its entire content with this data:

{
"disableFarColliders":false,
"maxFrameMs":5,
"maxSubFrameMs":10,
"maxInsideFrameMs":3,
"maxFrameMsToPreventNewEntities":33,
"preLoad":1,
"warmupAllShaders":false
}

... then open:
\steam\steamapps\common\Subnautica\SNUnmanagedData\clipmaps-high.json
with a text editor and replace its entire content with this data:

{
"chunkMeshRes":16,
"numSlices":16,
"maxWorkspaces":8,
"maxMeshQueue":20,
"maxThreads":4,

"vertexBucketStride":300,
"triangleBucketStride":175,

"levels":
[
{
"chunksPerSide":7,
"chunksVertically":7,
"colliders":true,
"downsamples":0,
"grass":true,
"entities":true,
"ignoreMeshes":true,
"debug":false,
"castShadows":true,
"highPriority":true,
"visual":
{
"useLowMesh":false,
"simplify":
{
"maxError":0.001,
"antiSliverWeight":0.005
}
},
"grassSettings":
{
"reduction":0.0,
"maxVerts":60000,
"maxTris":60000
}
},

{
"chunksPerSide":10,
"chunksVertically":8,
"colliders":true,
"downsamples":0,
"maxBlockTypes":8,
"grass":true,
"entities":true,
"debug":false,
"castShadows":true,
"highPriority":false,
"fadeMeshes":true,
"visual":
{
"useLowMesh":true,
"simplify":
{
"maxError":0.01,
"antiSliverWeight":0.001
}
},
"grassSettings":
{
"reduction":0.0,
"maxVerts":60000,
"maxTris":60000
}
},

{
"chunksPerSide":8,
"chunksVertically":8,
"colliders":false,
"downsamples":2,
"ignoreMeshes":true,
"maxBlockTypes":1,
"grass":false,
"entities":true,
"debug":false,
"castShadows":false,
"highPriority":false,
"visual":
{
"useLowMesh":true,
"simplify":
{
"maxError":0.1,
"antiSliverWeight":0.0005
}
},
"grassSettings":
{
"reduction":0.0,
"maxVerts":60000,
"maxTris":60000
}
},

{
"chunksPerSide":8,
"chunksVertically":8,
"colliders":false,
"downsamples":3,
"ignoreMeshes":true,
"maxBlockTypes":1,
"grass":false,
"entities":true,
"debug":false,
"castShadows":false,
"highPriority":false,
"visual":
{
"useLowMesh":true,
"simplify":
{
"maxError":1.0,
"antiSliverWeight":0.0005
}
},
"grassSettings":
{
"reduction":0.0,
"maxVerts":60000,
"maxTris":60000
}
}

]
}
Sidst redigeret af MyuniHausen; 12. feb. 2018 kl. 14:39
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Sorry to say that but go down to the Lost River, ILZ and especially ALZ!
The plop in of rocks and complete formations down there is so damn bad that you can't even find your way!!!
Sidst redigeret af ☆Becky'sFootSlave™☆; 11. feb. 2018 kl. 13:13
Also why is

fadeMeshes:true from the last "block" in the second now

And (hope that's right)

IgnoreMeshes:true from the second block in the last one?

Is there a reason to "swap" those commands?


Would still like to know which commands are related to the formations! Because the Pop in of complete terrain formations makes it unplayable down there!
Sidst redigeret af ☆Becky'sFootSlave™☆; 12. feb. 2018 kl. 1:46
MyuniHausen 12. feb. 2018 kl. 9:30 
Well, I'm still trying to understand all this stuff myself :-)

fadeMeshes:true fades in terrain and objects a little bit more smoothely, instead of just popping them in. This command can be placed in all 4 blocks.

IgnoreMeshes:true in the 2nd block would make terrain invisible, so I can't put it there.
Putting it in blocks 1,3+4 disables the use of plop-in grass-meshes and uses the non-plopping 'always there' "grass-Settings"

In my example the "chunksPerSide":10 and "chunksVertically":8 in the second block are responsible for the terrain. Raising both values to 10, 12 or even 16 should improve view-distance drastically.

Remember, the standard high-settings work somewhat different, since they use the "batchLoadRings":2 command in 'streaming-high.json' for a better view-distance, which is great, but it comes with the downside of in-plopping grass-meshes unless you raise all instances of "chunksPerSide" and "chunksVertically" to very high levels. And this causes an immense performance hit.
Sidst redigeret af MyuniHausen; 12. feb. 2018 kl. 9:55
24. feb. 2018 kl. 0:40 
Thank you, thank you. I've been playing around with these files for a couple hours getting an understanding of what does what but this solved the EXACT problem I wanted an answer for. Made other adjustments but thank you so much for this.
What other adjustments did you make Pseudo?
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