![]() So I've semi figured out what was going on with some of the shadows. I generally stay between 35-45 and never drop below 30. A few seconds after it ends you'll see the little "saving" icon in the lower right corner.Įdit 2: With regards to the stuttering and lag spikes - for me, the framerate's not the most consistent (heavily depends on what you're looking at) but I haven't really had any stuttering to speak of. :\Įdit: The game should autosave whenever you do a "main" light diary thing (one that requires you to "tune the signal" or whatever). Supposedly Nvidia is releasing a new driver soon, though that might just be for SLI support. Regardless, the textures are generally very very high quality so I'm not complaining. No change in framerate or image quality regardless of setting, though it did use a little less VRAM (2200 MB on low, 2800 MB on Very High). Tried to see the difference in texture quality, but I got nothin'. When taking screenshots for this post with Very High object detail it honestly took me a pretty long time to find any noticeable instance of shadow pop-in *at all* - you really only see it on super tiny details (detailed self-shadowing on hay bales, the shadow of a handle on a paint bucket, etc.) - basically really small stuff that you can only see close up anyway. I can spot it if I'm specifically looking for it but it definitely wasn't distracting. I've been playing on "High" object detail for framerate reasons and honestly I hadn't consciously noticed any shadow pop in at all. In this case, the detail shadows on the house pop in about 20 feet away, which is perfectly reasonable. Basically, big or "important" shadows like the landscape, houses, cars trees, etc.) are basically always visible no matter the distance, and smaller details pop in as you move closer. The last two images show where shadows pop in on Very High object detail - notice the shadow below the window ledge on the left. There's a very clear difference in the wheat and distant tree details as the object detail increases - try opening each image in a separate tab and switching between them to really see the difference. I made an imgur album showing the different Object Detail settings and how they affect LOD and framerate (FPS counter in the upper right). I feel like there must be a bug or something with Nvidia drivers (or possibly your specific setup?) because what you're describing has not been my experience at all (Radeon HD 7950 3GB with the latest 16.3.2 drivers). It's hard to concentrate and immerse yourself when the game is falling apart around you. Considering most of the game's focus lies on searching the environment I'd say this is an enormous flaw. But the way it is now, something needs to be done. I don't know how this ran on PS4, if there was a digital foundry article I didn't see it. The way it's handled appears buggy because I can't see any perceptible change to the distance LOD objects replace the fully detailed models pop-in occurs extremely close to the player (especially where grass is concerned) and shadows have a zone within a short distance from the player where they don't display at all, this can be seen upon turning around in the first few seconds of the game. Raising this should increase the range at which shadow detail drops off as well as texture quality and polygon count of in-game objects. Now, my main issue is the way LOD/Object Detail works in this game. ![]() If I had to guess high is the highest actual resolution textures and very high is simply increasing the vram cache. Changing settings does nothing to nullify the stuttering and lag spikes, assumed textures were using over 4gbs of ram but reducing them to medium does little to nothing.īefore I go into my main problem, I just want to say this game does not look anywhere near good enough to be lagging this much, furthermore switching to very high textures doesn't appear to change the quality of the textures themselves. Hey, so I'm aware of the performance issues and the lack of any reliable way to solve them.
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