Because three are graphics improvements that don't hurt performance, like disabling rim lighting for example, which this mod does.
Do you think everyone in NexusMods purchases the latests and greatest hardware before starting their modding journey, 'cause that sounds quite disconnected from reality...
why ma dude, why would you care if he had to paddle in order for throttle. gtx1660 was the Shhh at some point. no matter the size the goal is cutting resources and get the highest performance you can out of it. what's the point of gaming on Full Retard mode when the system has to take a break every hour/half or two.
hello, any plan to update to v2.0? I'm getting crash when v look in the mirror, I tested disable all other mods and only running this to make sure, because personally I truly believe this is one of the most essential graphical mod to run with. thx in advance. side note : dont run with mod with PT, it will eat some performances.
Hello. I upgraded my GPU not too long ago and now I can see rays. I noticed that in your mod there is a fix that I could not find being on a GTX GPU. I wanted to ask your permission to add a line to my mod for the fix for those who don't want to lose performance.
-10 fps? if anything this gave my frames back. 130ish fps with rt off and 90ish with rt on with an rtx 3080 granted i do have optimization mods but this one was the only only one i added today and wow (edit) i should probably add i was struggling to get 60 in the same area
Path tracing("PT" lol) renders all shadows and reflections at an unlimited distance. That 's what I understood, at least. So this user.ini works for standard RT and nonRT.
Using CET to alter in realtime other shadow related settings found in the mod I see no difference. These 2 offer visual improvements for 0 fps loss. Using the full mod I lost around 8 fps (on 3080ti + 5800x with 3200mhz cl14 ram) If you don't use raytracing you may want to download the Shadow Cascade mod also https://www.nexusmods.com/cyberpunk2077/mods/416 I assume that also applies to vegetation
Don't touch this([Rendering/GlobalIllumination]) parameter. This directly affects the display range of shading and shadows. See screenshots with "Gamorrah", stadium and the DTR factory(3 and 4 pic). Attention to the shading of the factory.
[Rendering/GlobalIllumination] DistantShadowForce = 10.000000 - parameter responsible for the display range of shadows from global illumination. Just shadows distance, nothing more. Non RT/RT.
Just checked. Yes, I was wrong - the value of 1 is the maximum. Previously, there was a noticeable difference in the values of 1, 5, 10. Now they have reworked something there. Apologize for the disinformation.
It would be cool if people with knowledge about the various setting would document them in some kind of wiki. This way, player would be able to pick and adjust the settings as they desire :-)
Thank you for this mod. I dont understand how it isnt downloaded 10x more :) No performance impact on 3070 for me. But grass shadows disappeared with new update :\
The "Shadow cascades" parameter. Light reflections from global illumination work clumsily in cloudy and foggy weather. We have 2 options - either leave everything as in vanilla, but the shadows from skyscrapers will flickering, or let it be this small glow, but the shadows will stop flickering. The choice is obvious, I think=)
165 comments
how about my old reliable gtx 1660 super? anyone tried this?
Do you think everyone in NexusMods purchases the latests and greatest hardware before starting their modding journey, 'cause that sounds quite disconnected from reality...
side note : dont run with mod with PT, it will eat some performances.
I noticed that in your mod there is a fix that I could not find being on a GTX GPU.
I wanted to ask your permission to add a line to my mod for the fix for those who don't want to lose performance.
edit: i think i did. might be wrong tho. backup your ini before trying this.
[EntityVisualController]
ShadowMeshSwitchDistanceSquared = 64.000000
[Game]
MaxPlayingEffects = 32768
[LevelOfDetail]
DecalsHideDistance = 400.000000
DynamicDecalsHideDistance = 200.000000
[nav]
TileDebugDrawDistance = 150.000000
[Occlusion]
ForceFullTest = true
MaxDistance = 5000.000000
MinBufferHeight = 512
MinBufferWidth = 1024
[Rendering/GlobalIllumination]
DistantShadowForce = 10.000000
(actual max is 1)
(Default is 0.6) Upping it doesn't appear to have any peformance hit. Dunno if doing so causes any other issues
Default:
DistantShadowForce = 1.000000
Going through the settings, will report back if I notice anything noteworthy
edit:
If you're using Raytracing you can also use/add:
[RayTracing]
SpeedTreeLodDistanceMultiplier = 0.008
This mod has it set to 0.005 (default 0.05) but you can get a bit more distance with 0.008
Before
After
As of right now I have only kept/tweaked these settings:
[Rendering/GlobalIllumination]
DistantShadowForce = 1.000000
[RayTracing]
SpeedTreeLodDistanceMultiplier = 0.008
Using CET to alter in realtime other shadow related settings found in the mod I see no difference. These 2 offer visual improvements for 0 fps loss. Using the full mod I lost around 8 fps (on 3080ti + 5800x with 3200mhz cl14 ram)
If you don't use raytracing you may want to download the Shadow Cascade mod also https://www.nexusmods.com/cyberpunk2077/mods/416 I assume that also applies to vegetation
:)
DistantShadowForce = 10.000000 - parameter responsible for the display range of shadows from global illumination. Just shadows distance, nothing more. Non RT/RT.
@chumichangy What good would it be to set DistantShadowForce=10 if the actual maximum value is 1?
It would be cool if people with knowledge about the various setting would document them in some kind of wiki. This way, player would be able to pick and adjust the settings as they desire :-)
V3
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