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sosuinepsixuyu

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sosuine

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1212 comments

  1. sixpak
    sixpak
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    So really appreciate the unloading issue being presented on the mod description, that explains so much.  

    Is the quest completion part limited to quests in your log or can it be side gigs or just things you haven't come across yet?
    1. sosuine
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      only quests which are active in your journal
    2. sixpak
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      thank you, i guess i better just start finishing what i got then and be careful how many i pickup at a time.
  2. KoyominVamp
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    hi, this is kind of a dumb question but will turning all values up to max ruin ray tracing? it looks great but im not sure if im jeopardizing the ray tracing or not. thanks!
    1. sosuine
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      Mod increases the amount of objects in the scene, thus increases the amount of objects handled by RT. And the bigger that number, the more chances you'll stumble upon RT flickering. There is a workaround, but judging by your comment - i'd just recommend to stick with default values
  3. LoneVit
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    sosuine, i got an idea (maybe silly one): is it possible to make a streaming issue detector? as standalone mod, or integrated in this one. this could help with debugging and to identify exact moment when save is getting borked.
    and if NSGDD also could apply another set of settings depending on the detector state... this would be a great feature =)
    1. sosuine
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      Not sure if it's possible, but i'll try
  4. Goggersy
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    can I use it with lut 3?
    Thanks
  5. CLADxxx
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    How big is the expected performance impact when using this mod?
    1. Drive637
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      Next to none. It's a no-brainer.
    2. CLADxxx
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      Yeah, it is. I tested it and the result is about 2fps or 1.61% performance cost.
  6. LoneVit
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    little update to my previous test report.
    i repeated the test on borked save with everything maxed except LoD=20, .ini parameter is VisibilityFrustumOffset=120.0.
    it's far more stable but i still got CTD after about 5th ride around Lizzie's.
    and my system is noticeably struggling in that place comparing to fine save situation.
    1. ZenKittyCait
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      How did you fix the borked save?
    2. LoneVit
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      i didn't. it is just saves from different time: borked is somewhere in middle of playthrough, fine is endgame save.
      the game fix itself after completing some quests.
  7. JamestheWicked88
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    So I started using this for better draw distance and I can notice a good amount of changes in the LODs. I read over the comments and description it has already been tuned to the best draw settings without breaking  game shadows keeping RT/PT in mind. I have had a good experience with your work and using population and car mods as well. Does this do more than - Increased Level of Details Distance - Draw Distance - I used this in the past and had a pretty good experience with it. Just curious what people have used, seen, and recommend to play for the best visual upgrades.
    1. sosuine
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      Hello! Yes, default settings are stable, tho there is a chance people using ultrawide and RT may still experience problems (due to increased frustum aka camera field of view size), but i can't check that myself.

      As for "Increased Level of Details Distance - Draw Distance" - it doesn't do anything really unless you use DistanceBoost setting, which was working pretty nicely before 2.0 update, but then CDPR broke it's functionality. Not So Good DD mod allows you to configure things that can't be even affected by DistanceBoost parameter (like particles or street lamps lighting) + allows for more flexible configuration, not just constant value for everything. 
    2. JamestheWicked88
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      Thank you for getting back to me so quickly while using Mo2- I did follow the guide and settings for Increased level of detail distance. Noticed pop in on the bench mark given those settings and even lower and 5ish fps loss. Turned off the mod tested using your mod and not a single pop and barely notice the change in fans after crossing the road and I think 1-2 fps loss. I know/read other LoD detail mods generally work with this. So thank you for all your work. My last question I swear, does this mod touch any NPC and vehicle spawn distances? I use Psycho Crowds which edits both those values for further spawn distance. 
    3. sosuine
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      doesn't affect NPCs/traffic
  8. Kozary
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    Since a lot of the graphics mods are still on version 2.11 im using that but this mod does not compile at all. I figured there is a version that works with 2.11 as ultra+ mentions it. No github?
  9. dodecadevin
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    do you have any idea what game asset(s) controls the distance at which traffic lights swap between the up close "real" stoplight graphics and the far off placeholder animation? i have not been able to move it even an inch, using this or any other mods :I 
    1. sosuine
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      versions before 2.8 control this. Later I excluded most entities except street lights/lamps and pedestrian crossings due to minimal visual impact with pretty big influence on stability with RT on.
    2. dodecadevin
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      i don't use RT, is there a github repo or something for accessing previous versions? or some section of a file i can comment out in the current version?
    3. sosuine
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      made 2.7 available for download 
    4. dodecadevin
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      yer the best 🏆
  10. LoneVit
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    some experimental stuff again (sorry).
    so, i went a bit further and modified max values for Lights, Decals and Entities up to 120 to check if it make highway drive look better.
    well, basically it is.

    screencaps - before/after. pay attention how many light poles rendered ahead:



    sosuine, again few questions, if you don't mind.

    1) how much further realistically i could increase these values for testing purposes? is the game engine has actual limits for this values?

    2) my main issue i'd like to improve: is it possible to increase draw distance for that puddles on a road? initially i thought Decals will help me with that, but i didn't noticed any difference. they are screen space reflections as i understand, so maybe some .ini tweak?
    1. sosuine
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      Hello, there is a limit.
      1) No matter how big the streaming distance for nodes is, if sector is unloaded - everything is unloaded.

      2) Can't be improved or changed in any way. 
    2. LoneVit
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      the #2 is very unfortunate, but it is what it is. thanks for reply.