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You are definitely right. I have a 6800 XT and a Ryzen 5800X, all of these ridiculous shaders and filters don't make the game look any better and they make your PC chug. The aesthetic isn't more realistic either, it's simply uglier and darker. "Realism" apparently means "dark."
What a ridiculous thing to say. It's obvious that many, many people find that this mod makes the game look hideous now, myself included. I don't know how you could call this fuzzy, blackened mess an improvement- it looks worse than vanilla. Athropos is 100% right, and your attitude towards people like this is pathetic and closed-minded. If you keep going this way, this promising mod will turn into garbage overnight- if it hasn't already.
TLDR; Slapping 100 Post-Processing effects on a game and calling it an "improvement" doesn't work.
Above it is said "the fix for the dark game is Campaign Map Post-effects is set to high try 20% to 30%", but where is this setting? I don't see it in the menu.
I noticed changing the 3 brightness, gamma, campaign vibrancy settings makes a big difference but I can't find a good ratio. What do you guys have for those?
where is "campaign map post-effects"
Here. I don't get what and where this setting is.
I don't know exactly what your settings are. It would be useful if you could post them here to see if there are any specific recommendations. A basic recommendation we make is having the sky setting to low, because we added moving clouds to the sky and that causes some lag on less powerful computers.
Turning off Anti-Aliasing also seems to help. I have a pretty middle-of-the-line computer and with all settings on Ultra, except MSAA 4x, Anisotropic 16x, Unit Scale High, Water High, Sky Low, DOF and AA Off, I get 15-30 FPS on a battle with 8 fullstacks (about twice the recommended max battle size).
If this is the campaign map you are having issues on, then the issue there is the new Feral summary labels below settlements, which seem to cause lag regardless of CPU power. This seems to be because what Feral did (which was pushing the engine to its limits already) to display these causes a large amount of calculations that the engine is not optimised for.
Disable it by pressing N. The map should be smooth like butter again.
Hopefully that helps your issue. To address your other points, the only 'bloat' that could cause performance issues here (to my knowledge at least) is the new moving clouds and new tree models, which do not have LODs yet, but this is being worked on right this second, and was not done earlier because we are not a huge team nor are we being paid to develop this, we have to make due with what little free time we have. The LUTs (not shaders, we can't add shaders) are simply preference from our artists, and have zero impact on performance. You might think they are too dark, and that's fair, but it's not fair to suggest that somehow there is some important performance cost from those.
It's not at all a ridiculous thing to say. You are free to publish your own submod that changes the LUTs, skies, and textures as much as you want.
What else do you want us to say? 'No this is how we want you to play the mod, and we will take down any submod that changes the LUTs?'.
I don't see how you managed to misunderstand that so completely.
You will quickly find that pleasing everyone with the colour scheme of the mod is impossible, and there will always be people who disagree with it, and to them we leave the door open to mod them themselves.
Hell, we are still in the process of tweaking our settings at this very moment too, so it's not like we don't try to improve things. The little attitude doesn't really accomplish anything beyond being time-wasting.
The fog is sort of a compromise between full-black undiscovered and the regular FOW, since we can't have full-black undiscovered FOW along with regular FOW because it causes graphical glitches.
We will look into what we can do though.
The Campaign Map Post-Effects setting is in your (Basic) Graphics Settings panel, middle right. It's a slider.