I tried this today, and it still works. When you alt tab, the game is paused, you can directly see that the LOD does change.
I see that the NPC flickering was never fixed. Can we follow a hard coded approach instead? To simply remove the LOD from the meshes directly so that when an object is loaded, its loaded at the full LOD?
It worked in AC4. I imagine this game's vmprotect makes things harder. Removing vmprotect surprisingly increased my cpu performance too.
The removal of VMP using cheat engine is only a temporary workaround and the LOD is entirely based on the bandwidth of DX calls the exe can execute. The LOD of this game is hard limited by the graphics api it uses, and afaik, there isnt any real way we can go about replacing the api it uses. The reason the NPC flicker occurs is because this table modifies the exe in such a way that longer-distance DX calls are prioritized over close-distance ones and disappearing health bars seem to be a side effect of this. Since there is simply no available bandwidth to call more than what it already does, users must trade close-distance detail(npcs etc) for longer-distance detail(faraway buildings, windows and environment props). Removing the LOD from meshes would simply despawn objects instead of rendering them at lower quality because well the implementation of DX11 used in this game unfortunately can't simultaneously handle hundreds of NPC calls as well as faraway prop calls as stated above.
Definitely fixes the LOD and works very well for taking photos. thanks! I have however noticed something strange, the fix seems to hide the health bars(parry indicators) which makes the gameplay a little harder.
It's nice I do notice an increase in the distance of loaded objects but as others say the NPCs flicker. It is great other than that and shows great promise. Good job!
https://www.youtube.com/watch?v=JStJA38MQBU I tried showing both NPC flickering and the fixed LOD. EDIT: I should also mention that this table removes elements of the UI like enemy health bar/level.
I'll tell ya. The flickering is pretty bad and janky and very unsettling too look at. Also things just pop up randomly for me. eg: carts, people, stuffs like that.
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I see that the NPC flickering was never fixed. Can we follow a hard coded approach instead? To simply remove the LOD from the meshes directly so that when an object is loaded, its loaded at the full LOD?
It worked in AC4. I imagine this game's vmprotect makes things harder. Removing vmprotect surprisingly increased my cpu performance too.
The reason the NPC flicker occurs is because this table modifies the exe in such a way that longer-distance DX calls are prioritized over close-distance ones and disappearing health bars seem to be a side effect of this. Since there is simply no available bandwidth to call more than what it already does, users must trade close-distance detail(npcs etc) for longer-distance detail(faraway buildings, windows and environment props).
Removing the LOD from meshes would simply despawn objects instead of rendering them at lower quality because well the implementation of DX11 used in this game unfortunately can't simultaneously handle hundreds of NPC calls as well as faraway prop calls as stated above.
Also things just pop up randomly for me. eg: carts, people, stuffs like that.