Couple things. just my opinion. removing motion blur and especially removing AA is why a lot of people in the comments are having problems with shimmering or white spots, or some even said pixilated. That's all related to AA. Even at 4k, having no AA is not good and will cause these problems... Sub surface scattering is to high. I get that you're trying to push everything to the max but more doesn't always mean better. That is the case for SSS. To little is bad, also to much is also bad. Looking at the playable character, he looks a lot less realistic and a lot of detail on his face goes away with the SSS up that high. Also, motion blur. For anyone running it under 60 fps then it will look bad and choppy without motion blur. So I think the AA, and motion blur should be enabled again and also the SSS should be turned down. just my opinion though.
Motion blur is just a pain in the ass in any game, AA as well, if you want AA just use a custom config someone made because they will look a LOT better than the ingame AA options
Odd question... Do you think you could disable the fake flashlight Jacob has mounted to his shoulder which reflects off surfaces but casts absolutely no light rays?
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You can reset them to what you desire by simply changing after loading up the mod.
However: as of the current patch (1.08) raytracing shadows is still broken and should not be enabled as you're gonna get hammered and this will contribute to the game's active memory leak.
are you sure its not the vram leak caused by nvidia drivers and dwm.exe thats existed for nearly a year? I havent noticed any memory leak from the game which you can test yourself by idling in 1 area. If its the game it will use more and more vram x time but it doesnt. I also scanned it and there were no apparent leaks found
The DWM leak was fixed two drivers ago, so that isn't likely to be the problem, and while I have not tested the current callisto patch that just dropped with NG+, the highest shadow setting under RT was definitely causing memory hogging.
The game tends to cap out at 8-12 gigs or so depending on which level you're in, on the surface and in the greenhouse you could hit 17 gigs easy under the maxed rt shadow settings, and 5 gigs of shadow map data in ANY game is bonkers so there was definitely a cache flushing issue.
Hey great mod first of all, my looks better and loads textures way faster than it did before, which was kinda immersion breaking. One issue tho um I get like some weird effects? the characters are more pixalated and shiny? Here I hope this'll help
Idk if it's just my computer or did I do something wrong? Any help would be appreciated
The pixelization is likely from being 1920 by 1080. The Maximum series is geared towards 4K/8K (yes 8K. Not dlss "eightkay" but actual set your GPU on fire 8K.)
The Maximum mods are 100% leveraged bruteforce mods that do not compromise on quality over performance, hence the name.
The shimmering "shininess" is very likely FSR, if you're running it in max performance mode.
AMD has a handy dandy chart that is pretty accurate on how it pans out at various settings:
Hitting about 70% screen actual should diminish the effect considerably, and you def wanna be running the game in dx12 and in full screen. While dx11 is more stable than dx12, you also take about a 22% hit to frame time and frame rate.
You can reduce texture size in the main menu, but the pixelization isn't pixelization, it's artifacting from running a 4K imagespace at a quarter of its intended resolution.
Changing the FSR performance and quality settings can alter this.
I get this shimmer, white spots and "shine" on everything and because you disabled the AA everything has jaggies, reenabling it in settings doesnt seem to help. Disabling upscailing and even forcing smaa via reshade didnt help. I am running a resolution of 5120x1440 so its not that its an issue either.
This problem persists in full 4k resolution, regardless of whether upscaling methods are applied or not. Some of the mips settings completely kill the naturalness of the textures - this is especially pronounced on the hair and face of the characters, as well as on the metal edges of objects. Since there are quite a lot of options, a hint is needed on how to fix this (even by returning some of the textures to the original resolution).
There is no upscaling. That's literally the point of the mod. Full asset use, no blur. Mips are normally used on distant objects meant to be background only, the mod forces full model fidelity even at that distance, so mipmaps aren't being invoked. The only place you're going to see them is during the outside section on environmental geometry.
Mips do not come up in the interior sections other than the greenhouse reveal or the original colony start. What you're asking for post processing and blur to soften geometry, in which instance you don't need the mod at all.
Wonderful tweaks! With some adjustments of my own, in particular reducing draw distance to 2.0 and removing the lines that always force mipmaps (which gave frame drops when looking through lots of smoke like in the intro prison break), I got it looking so much better than vanilla but running only around 6-8 frames worse.
They changed streaming/preload strengths and changed some the raytrace variables to be friendlier to current (30XX, 40XX, 60XX 79XX) gen cards as opposed to just bruteforcing everything (which is very VERY easy to do on the ps5 thanks to the I/O chip).
On strong hardware you'll get a slight hit to max FPS but your frametimes should be way more consistent.
39 comments
Particle Lighting
Shadow Radius and Shadowmap size
Odd question... Do you think you could disable the fake flashlight Jacob has mounted to his shoulder which reflects off surfaces but casts absolutely no light rays?
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The original is designed to have unlimited streaming and spooling, "infinite" draw distance and full entity display at any distance with no LOD.
All you've done is limit those things and amount of thread and core access as well as cache usage.
literally half assed.
Playing at 4k native/no fsr if that means anything. Is the line in the settings files r.DefaultFeature.AntiAliasing?
However: as of the current patch (1.08) raytracing shadows is still broken and should not be enabled as you're gonna get hammered and this will contribute to the game's active memory leak.
The game tends to cap out at 8-12 gigs or so depending on which level you're in, on the surface and in the greenhouse you could hit 17 gigs easy under the maxed rt shadow settings, and 5 gigs of shadow map data in ANY game is bonkers so there was definitely a cache flushing issue.
Idk if it's just my computer or did I do something wrong? Any help would be appreciated
2. Are you running FSR
3. are you running dedicated fullscreen, windowed or borderless window
2. Yes
3.Fullscreen
Btw appreciate the response so soon after I submitted my issue
The pixelization is likely from being 1920 by 1080. The Maximum series is geared towards 4K/8K (yes 8K. Not dlss "eightkay" but actual set your GPU on fire 8K.)
The Maximum mods are 100% leveraged bruteforce mods that do not compromise on quality over performance, hence the name.
The shimmering "shininess" is very likely FSR, if you're running it in max performance mode.
AMD has a handy dandy chart that is pretty accurate on how it pans out at various settings:
https://preview.redd.it/1ka01b2avpe71.jpg?width=960&crop=smart&auto=webp&s=52321165004fd664d75be43bc2c54056fd8ae772
Hitting about 70% screen actual should diminish the effect considerably, and you def wanna be running the game in dx12 and in full screen. While dx11 is more stable than dx12, you also take about a 22% hit to frame time and frame rate.
Changing the FSR performance and quality settings can alter this.
This is literally what it is. You're running "5K"-2K on a manifest designed for pure 4K/8K.
4K pixel density is 8.3m in 16:9, 5/14 is 7.3m in 32:9 which means your vertical resolution is 50% less.
Some of the mips settings completely kill the naturalness of the textures - this is especially pronounced on the hair and face of the characters, as well as on the metal edges of objects.
Since there are quite a lot of options, a hint is needed on how to fix this (even by returning some of the textures to the original resolution).
Mips do not come up in the interior sections other than the greenhouse reveal or the original colony start. What you're asking for post processing and blur to soften geometry, in which instance you don't need the mod at all.
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What has the recent update changed/added?
On strong hardware you'll get a slight hit to max FPS but your frametimes should be way more consistent.