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There really isn't, since as soon as you use even the most basic settings for draw distance:
r.ViewDistanceScale = 2
r.StaticMeshLODDistanceScale = 0
foliage.LODDistanceScale = 2
r.Shadow.DistanceScale = 2
r.Shadow.MaxCSMResolution = 8192
your framerate will tank, up to 40fps even, in places like Gilanne Woodland, Este Luvah Forest.
@Havoc, have you tested your ini in these places? What fps are you getting? I assume you are also on 2560x1440?
Changes:
- added r.ForceLOD cvar back to the game (normally removed in non-debug UE4)
- added a fix to scale up UTextureRenderTarget2D render resolution to match screen resolution, hopefully fixing skit/cutscene resolution!
This is a test-release since I haven't tried it out much myself yet, right now every UTextureRenderTarget2D will get rescaled to your screen res, haven't found how to make that skit/cutscene only yet (maybe only skits/cutscenes ever actually use it though?)
r.ScreenPercentage isn't used for rescaling yet, similarly I haven't handled the case where the RenderTarget's existing resolution is larger than your screens - if there are any like that, they'll be resized down to your screen res right now. I'll add stuff to handle these in soon.
If you try it out please let me know how it goes!
Yep I'm at 1440p, just got up to Traslida Highway and it's the first time it's been going below 60 for me, getting ~50-55 there, I did have it working at 60 there fine at some point though,..
Amazing! Thank you once again. The skits look a lot better.
Yea Traslida was the first area I started getting sub 60, and from then on, my fps has been getting hit badly (I'm on RTX3070 Ryzen 9 1440). Testing your ini, taking out lines, it seems the (; optimization attempts) also contribute up to 10fps loss. Everything else were minimal, and I boiled it down to the draw distance settings I posted above that really tanks the performance. Even setting the values down to just 1.25 gave up to 20fps loss.
You'll soon be at a forest area after Traslida that will really test your fps tho.
4k SDK off vs. On: https://imgsli.com/NzMwNDA
This should let the cutscenes get scaled up by r.ScreenPercentage now, but there's a chance scaling with that could break the aspect ratio, which seems to mess up the camera position or something in those cutscenes... if you notice anything like that please let me know!
(I did notice the RT resolution-change also seems to get triggered when opening menu, please tell me if you find anything broken in there...)
Changes:
- made the UTextureRenderTarget2D render resolution fix have r.ScreenPercentage cvar applied to it
- now will only change the RenderTarget2D resolution if it's smaller than screen-resolution
- added CutsceneRenderFix setting to Arise-SDK.ini to allow disabling that fix
- allowed setting MinimumNPCDistance to -1 to disable the NPC fix.
Just guessing here, but try those settings again but with r.StaticMeshLODDistanceScale=0.25 if you haven't already. I'm changing a minimal amount of settings myself just to help with the pop in/draw distance issue. I'm using a higher end GPU then you but I'm running at 4k60 without any drops.
Tried as you said, can confirm that NPC fix and DPI/resolution bug fix works even if no INI present, just the .dll was enough, but in final ended disabling stuff in INI and kept NPC fix and just added few shadows tweaks in Engine. Thanks for help. Will keep looking for further updates, as this MOD/Fix saved me so much trouble and some issues in game.
Unreal Engine is using BitBlt model here, so the least efficient windowed mode possible. Special K can override that and get Flip model windowed mode (same performance as fullscreen exclusive), but barring that, the game's borderless mode will add 2 frames of latency.
Yea it didn't much matter 0 vs 0.25 as the fps suck here is mainly from the shadow tweaks. We're basically forced to choose performance vs shadow pop-in. I just hope Bandai Namco will further optimize this for PC.
Changes (from the last non-test release):
- added a fix to resize/scale up UTextureRenderTarget2D render resolution to match screen resolution (reduces aliasing & improves quality of skits/cutscenes a lot!)
- allows the UTextureRenderTarget2D render resolution fix to have r.ScreenPercentage cvar applied to it
- added CutsceneRenderFix to Arise-SDK.ini to allow disabling that fix, and allowed setting MinimumNPCDistance to -1 to disable the NPC fix.
- added r.ForceLOD cvar back to the game (normally removed in non-debug UE4)
Only difference from the last 0.1.15 test-release is that this only hooks RenderTargets created via UKismetRenderingLibrary::execCreateRenderTarget2D, which is what cutscenes/skits seem to use, so hopefully won't have any effect on any other things using RenderTarget2D.
(I did see some full-screen cutscenes that seemed lower-res before finding this fix, but haven't seen any since adding it - not sure if that means this helps to fix them or maybe I just haven't triggered the kind of cutscene that had that issue - if anyone still notices any low-res cutscenes please let me know - maybe 0.1.15 will help with them, since that version affected pretty much all RenderTarget2Ds)