fromsoftserve's mod is a much more ambitious re-imagining of the game, and the InfiniDetail is kinda fundamentally incompatible with it. This mod tries to stick as close to the original art style/decisions/graphics featureset as possible while also increasing the limits (LOD, enhanced draw distance, more pronounced sfx, etc).
It's been so conservative in fact that up until now I have not added any dynamic shadows to the mod at all and just relied on the game's baked shadows everywhere.
Author, can you make reverse process? My old comp (FX-8320+RX580) can't 60 fps with "render all the time anywhere in the map". And I often have fps drops with infinite draw distance. In Dark Souls Re-Remastered Mod by fromsoftserve author makes infinite draw distance too. But with enhanced shadowing and lighting fps drops is more significant. It's hard to lower draw distance by changing files in map/MapStudio?
Would it be possible to have a version with just the bugfixes? The LOD changes can have a massive performance impact, for example in Anor Londo or Demon Ruins. There's a lot of value in the bugfixes as they don't hit the performance.
What are your system specs? I ran the InfiniDetail mod on a Steam Deck (LCD) and it was fullspeed all the way with max settings (at its default res 1280x800).
i7-4790K with AMD RX 570. The most severe framerate drops happen in the Demon Ruins and Anor Londo. Normally the game is extremely stable 60FPS for me. I have manually picked some of the fixed files as they're mentioned in the readme... but not everything is I think, like the disappearing clouds when you approach the Duke's Archives balcony bonfire, had to find that one manually.
Long-term I might be able to optimize Demon Ruins and Anor Londo. Right now most mappieces and objects in that map are set to '4294967295' for all drawgroups which just means 'render all the time anywhere in the map'. With more conservative values I can prob still achieve the same draw distance but at a lower GPU cost.
Just here to report a small bug, I'm not sure if it's caused by this mod alone or a combination of the mods I have installed but the Great Hollow tree has two different models rendered at once when approached up-close, which overlap each other very obviously. Great work regardless!
Just wanted to add that when this mod was installed alongside the Jack McKracken "improved and custom textures 4k" mod: Dark Souls Remastered - improved and custom textures 4k at Dark Souls Remastered Nexus - Mods and Community (nexusmods.com), some of the textures get kinda funky, such as the large bonfires where the first boar is and the broken benches in the undead church. May be worth listing this as incompatible with mods that change the games environment textures such as upscales, would suspect that Evie's 2020 textures are also broken currently with this.
Do recent updates of the 4K texture mod still have issues with my mod? I'm not really doing anything special, it just always renders LOD 0 textures and it tries to draw everything. No real visual changes were made.
Would it be possible to merge this mod with this one : Death Counter and QOL items ( https://www.nexusmods.com/darksoulsremastered/mods/234?tab=posts ) ? They both edit the same files unfortunately
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It's been so conservative in fact that up until now I have not added any dynamic shadows to the mod at all and just relied on the game's baked shadows everywhere.
In Dark Souls Re-Remastered Mod by fromsoftserve author makes infinite draw distance too. But with enhanced shadowing and lighting fps drops is more significant.
It's hard to lower draw distance by changing files in map/MapStudio?
Do recent updates of the 4K texture mod still have issues with my mod? I'm not really doing anything special, it just always renders LOD 0 textures and it tries to draw everything. No real visual changes were made.