Appreciate the efforts and hard work ! Thank you ! I'm just wondering if these mods go well together as they all somehow affects shadows if I'm not mistaken : Nova city 2 and it's shadow boost 0.6 Improved distant shadows General shadow fixes Not so good draw distance And also your lods I'm using non RT mode
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.
I've installed this mod with Increased Level of Details Distance - Draw Distance https://www.nexusmods.com/cyberpunk2077/mods/8694 in attempt to fix flickering, low quality meshes from distance. for example driving around some parts of bridges render once close enough (10meters) or so.
I maxed out the settings on Not So Good Draw Distance Mod. yet the issue persists...? is this a compatibility issue or do I not need both mods.
PS. Watched this video yet don't understand CET commands, is there further instructions?
1) test on fine endgame save with everything maxed and VisibilityFrustumOffset=120.0 (and later with 60.0). drove all over the city, didn't noticed any issues with flickering, pretty stable overall, while details are pretty satisfying. will keep using everything maxed for this save.
2) test on borked save with settings as above. i got repeatable CTD (checked twice) in one place near Lizzie's. even with VisibilityFrustumOffset=40.0. so this parameter doesn't help for borked saves sadly. the place is on the photo:
sosuine, got some questions while testing, if you don't mind.
1) is there any particular reason why Level of Detail is capped at 40 (was 60 before) and Proxy Meshes at 60 (was 120, if not mistaken, i used 80)?
2) is there any downsides with lowering the value of VisibilityFrustumOffset? is 60.0 would be somehow worse then 120.0 (or even default 200.0)?
3) bit off-topic not related to anything above. can you give me a tip what parameter i could edit in .ini to change NPCs driving behavior when they move in opposite direction in lane to give you space. while they very dumb it creates many unwanted collision situations, i would like to disable this thing if possible.
1. Yes, there is a reason. The game uses so called "streamingsectors" which contain objects. And the game will only load a sector if you're in it's "bounding box". There are some areas where increasing level of detail beyond 45 would create a visible "gap". (It's really hard to explain without visuals. I'll record a vid later for demonstration purposes). About Proxy Meshes, they're scaled with Level of Detail now as well. I just left an option to increase them additionally. Plus i added "Roads" slider, which has bigger visual impact, so it was sorta balanced out.
2. Yes, it controls the range at which objects are rendered behind the player so that RT can process them.
ok, got it about #1. could you elaborate please a bit on #2, why it should be a downside, isn't cutting down all invisible objects at the moment is what game engine should do? is it related to rendering shadows and reflections from objects behind?
thanks for the update, it's going to be interesting :) well, and maybe you could briefly explain what means values for "Level of Detail" and "Meshes". before update i used 20 and 30 respectively, but what they did exactly is a mystery to me.
"Meshes" technically affected pretty much everything in the world unless it's related to one of the named categories. But it could only *visibly* increase the draw distance for objects that aren't being replaced by low-quality representations (Proxy Meshes) in the distance. Although most of the objects are being replaced, like parts of the building, any big structure, etc etc.
"Level of Detail" increases the distance at which object(-s) is being replaced with proxy mesh.
You can't increase "Level of Detail" without increasing "Meshes" to at least the same value. Hence i combined them into one. "Level of Detail" 20 means "Meshes" is 20 as well.
Thanks for the update, but as i wrote earlier, would it be possible to have the seperate Lod and Meshes values back as i have some flashing shadows with lod value greater than 3, but i can use Meshes value of 18 without problems. Now i am stuck at 3 for both values.
I won't do that. If you can't use default mod settings, you're sadly affected by a streaming issue, there isn't much point in using Level of Detail/*any* Meshes slider when this happens
But the save i am using to test these flashing shadows problems was done at the very beginning of the game, and if i try the unload command you described in the description, the all world unload correctly. So the save should not be borked ?
Sry to bother you, but i tried the mod on a fresh install with no other mod (except the prerequesits ones). Anyway, i think i have to use an older version then. Thank you...
That's the type of mod you don't know you need until you install it and try it out. Endorsed! Why give the option to go past the default mode if it only ends up breaking the shadows? Is there any way to circumvent this? I'd love to be able to max out at least level of detail as well as meshes.
You can go past default settings if you play without RT. But you also can do that with RT, except you'll have to decrease the range in which objects render behind the player to avoid flickering. If you're still interested, i'll elaborate on that
OMG, if I understand you properly, you mean I could actually benefit from maxing out all the threads (or just meshes and level of detail?) of this mod while boasting RT if I decrease the amount of rendering occuring behind the player? If so i'm all ears! I'm rocking RT + PT with Ultra plus, ETO, HD Rework, Surfaces, Better Surfaces as well as all of your other LOD mods. Can it overcomplicate things?
Updated the mod. It now contains an .ini with vanilla values (engine/config/platform/pc). In general: to increase the mod settings beyond defaults you need to lower the value in the .ini. To max out the settings, you can start with 120.0
You're a godsend. I'm trying this out right away. Just so I understand properly. Does lowering the values of the ini act as some sort of illusion to make the game engine believe the values are lowered meanwhile your mod settings override them? Is it how it works? (I may have said absolute bollocks but I'm just trying to understand lol) If it gets overwritten by Ultra+, should I load your mod before Ultra+ or am I doomed?
.ini line has no relation to what my mod does. Entirely separate things, but they do "interact" in a way. Higher mod settings - objects have bigger draw distance and level of detail. Bigger the "frustum offset" behind the player - more objects are being processed with RT. But there is a limit to it, hitting which will result in flickering. So, you end up with two things: either don't touch mod settings or reduce frustum offset culling
same issue here, that's the default value shown in the Mod Settings
I suppose that's due to this change:
merged "Meshes" and "Level of Detail"
probably the Meshes setting is not effecting anything any more, but confirmation from sosuine would be great
/edit: I think something is definitely wrong with this new update, I am getting constant crashes every few minutes or even during loading a save, which did not happen on the previous version at all
Also, looks like the ini file might be incorrect, as it is just this: [RayTracing/Collector] VisibilityFrustumOffset=200.0
Seems correct for me as the "Viewing-frustum culling is the process of removing from the rendering process those objects that lie completely outside the viewing frustum". S o i think that lowering this value can help you to increase the other ones.
I do not have any crashes for now but i did not play much for now... . but i am not a fan to have lods merged with meshes as a lod value above 3 gives me shadows flickering problems. Before i could have meshes at 16 but now i am stuck at 3....
The new INI file has vanilla settings that can be altered. But being vanilla, does it "overwrite" in-menu settings of this mod? Or is the INI file optional if I don't want to alter those things?
1180 comments
I'm just wondering if these mods go well together as they all somehow affects shadows if I'm not mistaken :
Nova city 2 and it's shadow boost 0.6
Improved distant shadows
General shadow fixes
Not so good draw distance
And also your lods
I'm using non RT mode
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.
I maxed out the settings on Not So Good Draw Distance Mod. yet the issue persists...? is this a compatibility issue or do I not need both mods.
PS. Watched this video yet don't understand CET commands, is there further instructions?
anyway, can you take a screenshot or something to show what you're talking about?
1) test on fine endgame save with everything maxed and VisibilityFrustumOffset=120.0 (and later with 60.0).
drove all over the city, didn't noticed any issues with flickering, pretty stable overall, while details are pretty satisfying.
will keep using everything maxed for this save.
2) test on borked save with settings as above. i got repeatable CTD (checked twice) in one place near Lizzie's.
even with VisibilityFrustumOffset=40.0. so this parameter doesn't help for borked saves sadly. the place is on the photo:
sosuine, got some questions while testing, if you don't mind.
1) is there any particular reason why Level of Detail is capped at 40 (was 60 before) and Proxy Meshes at 60 (was 120, if not mistaken, i used 80)?
2) is there any downsides with lowering the value of VisibilityFrustumOffset? is 60.0 would be somehow worse then 120.0 (or even default 200.0)?
3) bit off-topic not related to anything above. can you give me a tip what parameter i could edit in .ini to change NPCs driving behavior when they move in opposite direction in lane to give you space. while they very dumb it creates many unwanted collision situations, i would like to disable this thing if possible.
1. Yes, there is a reason. The game uses so called "streamingsectors" which contain objects. And the game will only load a sector if you're in it's "bounding box". There are some areas where increasing level of detail beyond 45 would create a visible "gap". (It's really hard to explain without visuals. I'll record a vid later for demonstration purposes). About Proxy Meshes, they're scaled with Level of Detail now as well. I just left an option to increase them additionally. Plus i added "Roads" slider, which has bigger visual impact, so it was sorta balanced out.
2. Yes, it controls the range at which objects are rendered behind the player so that RT can process them.
3. No idea, sorry.
could you elaborate please a bit on #2, why it should be a downside, isn't cutting down all invisible objects at the moment is what game engine should do? is it related to rendering shadows and reflections from objects behind?
well, and maybe you could briefly explain what means values for "Level of Detail" and "Meshes".
before update i used 20 and 30 respectively, but what they did exactly is a mystery to me.
"Level of Detail" increases the distance at which object(-s) is being replaced with proxy mesh.
You can't increase "Level of Detail" without increasing "Meshes" to at least the same value. Hence i combined them into one. "Level of Detail" 20 means "Meshes" is 20 as well.
and one last thing: how could i update settings from .ini while in the game? reload save? maybe any cet command?
GameOptions.SetFloat("RayTracing/Collector", "VisibilityFrustumOffset", 200.0)
Anyway Lonevit, did you have a chance to experiment with the new ini settings in order to raise the values in PT?
I can’t play the game right now but I’m very curious how’s the flickering by changing the default ini value?
Thank you for your great work...
What can cause a streaming problem ? I don't understand....
But the save i am using to test these flashing shadows problems was done at the very beginning of the game, and if i try the unload command you described in the description, the all world unload correctly. So the save should not be borked ?
Or am i missing something else ?
Anyway, i think i have to use an older version then.
Thank you...
Why give the option to go past the default mode if it only ends up breaking the shadows? Is there any way to circumvent this? I'd love to be able to max out at least level of detail as well as meshes.
Thanks for the mod, works very well, especially in showcasing how internally broken the game is lol
https://image.noelshack.com/fichiers/2025/20/2/1747092340-maxed-out.jpg
For reference.
In general: to increase the mod settings beyond defaults you need to lower the value in the .ini.
To max out the settings, you can start with 120.0
Just so I understand properly. Does lowering the values of the ini act as some sort of illusion to make the game engine believe the values are lowered meanwhile your mod settings override them? Is it how it works? (I may have said absolute bollocks but I'm just trying to understand lol)
If it gets overwritten by Ultra+, should I load your mod before Ultra+ or am I doomed?
not sure what to advice in relation to ultra+
Seems to work properly with Ultra+.
I tried lowering the frustum all the way down to 40, and it flickers much less.
I suppose that's due to this change:
probably the Meshes setting is not effecting anything any more, but confirmation from sosuine would be great
/edit:
I think something is definitely wrong with this new update, I am getting constant crashes every few minutes or even during loading a save, which did not happen on the previous version at all
Also, looks like the ini file might be incorrect, as it is just this:
[RayTracing/Collector]
VisibilityFrustumOffset=200.0
I do not have any crashes for now but i did not play much for now... . but i am not a fan to have lods merged with meshes as a lod value above 3 gives me shadows flickering problems. Before i could have meshes at 16 but now i am stuck at 3....
Or is the INI file optional if I don't want to alter those things?
It probably conflicts with UltraPlus also