Does anyone know how to turn off fkn rendering of the surface map from the latest updates? It is sooo laggy... Every time i open a map it opens about 1 minute or so. I just want fast old fkn map with POI only. Another ingenious move of bethesda.
This worked great! HOWEVER, I had to delete it from my StarfieldCustom.ini as lagged the HELL out of my game (at least it did in New Atlantis) and even locked the game up when I went into the map!
I've tried all sorts of configs and no matter what I can't get the flickering to stop. Does anyone know how to roll back these changes? (I used the StarfieldCustom.ini version)
Endorsed, thanks! Your values quite an FPS hit though, so for people that want something in between, these values work well:
bSurfaceMapUseFixedPointCount 1#Default is 1 fSurfaceMapPointRadius=1.5#Default is 1.5 iSurfaceMapPointsPerLength=384#Default is 224 iSurfaceMapPointsPerMap=75000#Default is 50176 fSurfaceMapZoomDistanceMax=5000.0#Default is 4500 fSurfaceMapZoomDistanceMin=400.0#Default is 700 iSurfaceMapLocalTerrainHeightTrackingTapSize=5#Default is 5 iSurfaceMapNumCells=21#Default is 14 fSurfaceMapZoomSpeedMousewheel=-50.0#Default is -200
So I was able to figure out some interesting details about the surface map variables that seemed to help reduce artifacting.
sqrt(iSurfaceMapPointsPerMap) == iSurfaceMapPointsPerLength ( So I took the square root since the map is ~2D and found this relationship matched with the original presets)
iSurfaceMapPointsPerLength/iSurfaceMapNumCells == power of 2, => 16,32,64
I think this may define GPU block size, but I'm unsure. What I do know is it defining a cell of the map to be iterated over and the using this division relation the original length of each cell was 16 points yielding each cell to be I'm guessing a 16x16 grid. I'm also guessing you want a number of cells that's easily a square for memory efficiency. Just a hunch there though.
This is some choice insight - thanks for sharing this!
Based on your observations, I'm currently using the following values to roughly double the number of points over the default configuration, and it appears to be working beautifully and performantly:
iSurfaceMapPointsPerLength=320 #Default is 224 iSurfaceMapPointsPerMap=102400 #Default is 50176 iSurfaceMapNumCells=20 #Default is 14
Thanks again for taking the time to consider the math and share it with us :)
It works much better if u go into your StarfieldCustom.ini and set these two settings to half of the values what the original author used in the mod. I have barely noticed a drop in my frames with these settings, with the original mod I had around 30fps instead of my normal 120ish fps and with this tweak I have around 115fps on the map. To my knowledge these settings are still higher than what the vanilla game uses anyway so u get a bit more detailed map. iSurfaceMapPointsPerMap<>50000 iSurfaceMapPointsPerLength<>256 Just replace that <> with an = as nexus doesn't like having that inside code blocks.
Just checked the StarfieldCustom.ini, and it looks like an error with the "bSurfaceMapUseFixedPointCount" part. There is no "=" after it, and there was a weird character after the "1". Might be completely wrong and this is intentional but just something that seemed weird to me and thought I'd point out
This is good effort, just bad that they don't have proper maps, but they're saying maps are coming, can't use this mod with my old pc, just a little too laggy for me, thx anyway.
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Massive thanks to Vlits for his help with this.
HOWEVER, I had to delete it from my StarfieldCustom.ini as lagged the HELL out of my game (at least it did in New Atlantis) and even locked the game up when I went into the map!
Endorsed nonetheless as it did work!
bSurfaceMapUseFixedPointCount 1#Default is 1
fSurfaceMapPointRadius=1.5#Default is 1.5
iSurfaceMapPointsPerLength=384#Default is 224
iSurfaceMapPointsPerMap=75000#Default is 50176
fSurfaceMapZoomDistanceMax=5000.0#Default is 4500
fSurfaceMapZoomDistanceMin=400.0#Default is 700
iSurfaceMapLocalTerrainHeightTrackingTapSize=5#Default is 5
iSurfaceMapNumCells=21#Default is 14
fSurfaceMapZoomSpeedMousewheel=-50.0#Default is -200
sqrt(iSurfaceMapPointsPerMap) == iSurfaceMapPointsPerLength ( So I took the square root since the map is ~2D and found this relationship matched with the original presets)
iSurfaceMapPointsPerLength/iSurfaceMapNumCells == power of 2, => 16,32,64
I think this may define GPU block size, but I'm unsure. What I do know is it defining a cell of the map to be iterated over and the using this division relation the original length of each cell was 16 points yielding each cell to be I'm guessing a 16x16 grid. I'm also guessing you want a number of cells that's easily a square for memory efficiency. Just a hunch there though.
Based on your observations, I'm currently using the following values to roughly double the number of points over the default configuration, and it appears to be working beautifully and performantly:
iSurfaceMapPointsPerLength=320 #Default is 224
iSurfaceMapPointsPerMap=102400 #Default is 50176
iSurfaceMapNumCells=20 #Default is 14
Thanks again for taking the time to consider the math and share it with us :)
iSurfaceMapPointsPerMap<>50000
Just replace that <> with an = as nexus doesn't like having that inside code blocks.iSurfaceMapPointsPerLength<>256
theres some places i'd like to return to but identifying exactly where i clicked on some places is just impossible.