Do you think I'd put it there for no reason? Yes, you need CL. It "turns it into the epic store version" in the effect that it makes some edits to the executable and the edits necessary were discovered with the epic store version, because the devs left behind some files there. It doesn't change anything for the user, AFAIK it works fine on all platforms now and doesn't disable achievements. Even if it didn't you can always go back
Hey! Author of this new mod here: https://www.nexusmods.com/prey2017/mods/149 I've run into the issue with Shuttle Bay multiple times. I've been wondering why and investigating, but couldn't find the reason. I know that it's fixed by setting objects quality to High (3) instead of Very High (4). Stuff just stopped drawing, it simply wasn't in the "draw list" (I checked with Nsight). How were you able to natively compile shaders by the way? Would you mind if I merged this with my mod and added you to the credits?
You don't have very clear instructions on how this needs to be installed. Do I just pick the first download and put it in the specified place and that is all I need?
Had a lot of severe compilation stuttering in the Shuttle Bay escape pod room. Too many locations and directions to list. Another big stutter spot is right near the entrance of Shuttle Bay. Standing on the left of the large Leverage 3 object blocking a doorway, pretty much every direction causes compilation. Also had brief compilation heading into Shuttle Bay from the exterior. I'm willing to share my cache, if that helps at all.
Really appreciate this mod. It's incredible that this major bug has gone unfixed for so long. I'm really enjoying my current playthrough finally being able to SEE things here instead of getting torched by invisible fire.
Thank you for your kind words! I checked those areas and I'm not having anything... could you check, you might have installed just the shader compiler and not the precompiled shaders, so like, you got the fix on your own machine but in theory it should be you just download this and it's all fine from the getgo. I remember that particular object by the entrance was a pain when making this, that's what makes me suspect that.
It could be related to my hardware/software environment. I'm running on Linux with an AMD GPU (RX 7900 GRE). I know I put the shaders in the right place, since the cache files got larger after playing. At any rate, a few seconds of one-time stuttering is a small price to pay.
EDIT: I just noticed my cache has a new file called "DeferredShading@ForwardDecalPS" in the CGP and CGV folders, as well as others in the CGV folder. Others in the CGV folder are "Monitor@ZPassVS" and "Vegetation@Common_ZPassVS".
Well idk. I checked everything you listed... I'll give it another pass but yeah. For you those should stay unless you delete them (or disable the shader compiler as chairloader works rn). Thanks for the feedback!
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Author of this new mod here:
https://www.nexusmods.com/prey2017/mods/149
I've run into the issue with Shuttle Bay multiple times. I've been wondering why and investigating, but couldn't find the reason. I know that it's fixed by setting objects quality to High (3) instead of Very High (4). Stuff just stopped drawing, it simply wasn't in the "draw list" (I checked with Nsight).
How were you able to natively compile shaders by the way?
Would you mind if I merged this with my mod and added you to the credits?
Really appreciate this mod. It's incredible that this major bug has gone unfixed for so long. I'm really enjoying my current playthrough finally being able to SEE things here instead of getting torched by invisible fire.
EDIT: I just noticed my cache has a new file called "DeferredShading@ForwardDecalPS" in the CGP and CGV folders, as well as others in the CGV folder. Others in the CGV folder are "Monitor@ZPassVS" and "Vegetation@Common_ZPassVS".