I'd also like to know, I tried to disable this line "e_ParticlesMotionBlur = 1" in both user.cfg and system.cfg and it didn't work because motion blur is still enabled. It is the same if i wrote the line like this "r_MotionBlur ; Enables per object and camera motion blur = "
Have you found an option that changes the vegetation framerate?
Just revisited Crysis Remastered and it runs the vegetation at 30FPS, compared to the original's current(?) framerate. KCD also has this low framerate, and I'm wondering if it is in fact a changeable option in the engine or locked in source code.
Nice mod, but way too hard to run in 4K with an RTX 4090. I'm only getting ~30-43 FPS. Can you recommend some settings to reduce the demand, especially for 4K/ 2160p gaming?
Thanks for the effort! Unfortunately, the Lite version only helps a little, maybe 3-10 FPS more, depending on where you are. The settings are probably still too high.
It's really amazing how much VRAM the game uses with your config. The highest was 22.5 GB in Rattay. But it feels stable, don't get me wrong. :D
So far, I've been using a user.cfg cobbled together from two different config mods. A bit lazy of me, I know. I get 90-110 FPS, and it actually looks quite good but expandable. But I think it won't help here much so just read it if you are interested. ^^"
Your mod disables GI due to the changes made on "e_svoVoxelPoolResolution", nothing works other than the value of 128. Also you can check .pak files in "engine" folder and see that sys_spec is for very ultra and tweaks some things further. Just to add, some of the commands doesn't even do anything on my testing and some of them doesn't even exist.
Nothing changes "e_GI = 1 e_GIMaxDistance = 150 // Max is 150 e_GIIterations = 32 // Max is 32 e_GIGlossyReflections = 1 e_GISecondaryOcclusion = 1"
Not even exists. "r_SSAO = 5 r_SSAOAmount = 1 r_SSAOQuality = 3 r_WaterReflections = 1 r_WaterReflectionsQuality = 3"
Global Illumination (GI) seems to work fine, but I'll take a look... What I know about "e_svoVoxelPoolResolution" is that after you changed its value, you need to reload the level in order to make it work properly.
I copied some of your settings to see how it would look before launching the game. After that I saw the game looked horrible and noticed the missing GI immediately I went back to my original config and tried some of your settings one by one. You can set the value yourself to see how it does look.
Official documentation doesn't matter when the code doesn't exist in a modified Cryengine. Have you ever tried your own changes in in-game console?
I confirm that "e_svoVoxelPoolResolution" is working fine. If you change the value in real-time (i.e. via console) you HAVE to reload the level. Otherwise, it works fine and no problem with the GI.
e_svoVoxelPoolResolution = 256 (GAME LAUNCHED WITH THIS VALUE)
e_svoVoxelPoolResolution = 128 (SETTED AT RUNTIME) - That's why you have to RELOAD the level...
2nd test:
e_svoVoxelPoolResolution = 256 (GAME LAUNCHED WITH THIS VALUE/CLEAN LEVEL LOAD)
e_svoVoxelPoolResolution = 128 (GAME LAUNCHED WITH THIS VALUE/CLEAN LEVEL LOAD)
Choose what you like more (personally, I think "256" is more realistic).
Also, I don't know why you say the game looks "horrible". Personally, I really like how it looks with this mod. But I guess that's just personal preference...
It could be an issue on my end then. Doesn't matter even if I set before launching or reloading my save. I think you can see why I said it looks horrible.
https://imgsli.com/MzQ4NTg5
I can set to 128 without reloading the save so don't know why it doesnt work on my end.
Edit: If I try your whole config file it does work but since it's unplayable on my R7 5800x I think I will stick to my own config.
Oh, yes.. I see why you said that, and I'm really sorry that you can't use this config :\
I don't really know why the mod has this behavior on your end... are you perhaps using other mods? Maybe if you're use some other ".pak" mods, they overrides some of my mod's configs.. I don't know for sure, just saying...
R3MINDOFFICIAL, I'm still testing your preset and have some questions. Why do we use SMAA 1TX when we can set the values much higher in the game - SMAA 2TX, the same applies to all settings - the game shows that we have set High parameters, although without your preset we can set Ultra. So your settings are lower than Ultra settings and correspond to the game High settings? And why is VSync disabled? Without it the screen tearing is disgusting.
UPD.: DAOWAce was right at the beginning of this discussion, 7 for sys_spec is the Ultra setting, not the XBOX setting. I checked this in the game itself by setting all sys_specs to 7 - and the game settings showed Ultra values being set. I highly recommend you check out this discussion here: https://steamcommunity.com/app/379430/discussions/0/1658943116230074239/?l=english I hope by studying this guide you will be able to create a truly Uber preset with the highest possible graphics settings, which we have never seen in KCD before :)
P.S. And yes, by the way, one user.cfg is enough, you don't have to change system.cfg - if +exec user.cfg key is assigned to the shortcut all changes work without touching system files in case of breakage.
Dzengrave Thank you very much for the advice! I will take a look ASAP and eventually update the mod.
As for V-Sync, usually you should never use the application/game's V-Sync, just to avoid increasing the input-lag.
Instead, you should simply limit your FPS to about "-3" below the maximum refresh rate of your monitor. Or, alternatively you can enable V-Sync from the NVIDIA/AMD panel or whatever graphics driver application you use.
EDIT: Just checked and the console and official documentation says that "sys_spec = 4" equals the highest quality available. But, I see inside "...Engine\engine.pak" that "sys_spec = 7" exists on KDC 1... So, it means that this is some "custom" quality-option made by the devs...
Tested version v1.2.0 - everything is super, but SMAA 1TX is better to raise to SMAA 2TX - visuals will be better. You can do this by adding r_AntialiasingMode = 3 and r_AntialiasingTAAPattern = 0
R3MINDOFFICIAL, with your mod npc began to appear out of thin air within sight, about 100 meters or even closer, it is very sad, I on the contrary expected that I will see them almost on the horizon. Can you please tell me what could be the reason? Mod installed correctly, no other modifications affecting system.cfg and user.cfg I do not have. The hardware allows settings above ultra - 4090 and i9-13900KF.
After some testing, I saw what you were talking about. I tried various parameter settings, but unfortunately for that spawn/despawn effect I found no workaround (at least not from the .cfg files). I think it's a logic of the game code, something that (obviously) is dependent on the player's distance.
Something like (pseudocode): if (playerDistance > hardLimit) then DespawnVisibleNPC(); else if (playerDistance < hardLimit) then CanSpawnNPC();
If anyone knows how to increase the "spawn" distance of NPCs and how to keep them active, then please tell :)
I seem to have found a temporary solution by installing a mod called “See NPCs and Animals Farther (Increased NPC render distance)”. Preset Extreme. I'm not sure if you may have used the same tweaks, but together with this mod for some reason it started working better. NPCs appear quite far away, but now because of experience with this bug it always seems to me that not far enough)))))) I see how in the distance they materialize out of nowhere)))) It is terribly annoying). But, apparently there is nothing to do, it's a problem with the engine. Sorry if I took your time, I think the solution has been found.
Oh, I think I figured out how to integrate NPC distance into my Mod too (just by tweaking the .cfg files). I'll do some testing, and if it works, I'll make an update.
Assuming you wanted to max out the sys_spec settings, it should be 7 for ultra quality.
Multiple settings, like ca_threadAffinity and e_StatObjMergeUseThread, don't save in my testing nor do they change from being adjusted via the console; is this different for you? Seems like they're hardcoded in the files. EDIT: Requires unlocking: https://www.nexusmods.com/kingdomcomedeliverance/mods/391
There's also multiple commands that are invalid (wrong or don't exist at all), which you can see on startup in the console. A notable one being e_FogShadows, which should be r_FogShadows.
And for future reference for people that don't know, if you tweak the LodRatio, MergedMeshesRatio or ViewDistRatio, they get saved persistently in the attributes.xml file in the user folder, screwing with future testing.
Testing this game and trying to get it looking good but also performing well feels like an exercise in futility. It's wild how much better the second game both looks and runs.
So, actually "7" would mean a config for "XBoxOne" platflorm.
But about "LodRatio", "MergedMeshesRatio" and "ViewDistRatio", I will get a look at that... The parameters are pretty high, that's for sure. But I don't know about the "attributes.xml" and its persistency... I will see what's about.
EDIT: Just checked and the console and official documentation indeed says that "sys_spec = 4" equals the highest quality available. But, after checking"...Engine\engine.pak" I can see that "sys_spec = 7" exists on KDC 1... So, it means that this is some "custom" quality-option made by the devs...
25 comments
Just revisited Crysis Remastered and it runs the vegetation at 30FPS, compared to the original's current(?) framerate. KCD also has this low framerate, and I'm wondering if it is in fact a changeable option in the engine or locked in source code.
Can you recommend some settings to reduce the demand, especially for 4K/ 2160p gaming?
Please try the new "Lite" version (now availabe for download), and let me know if that helped.
It's really amazing how much VRAM the game uses with your config. The highest was 22.5 GB in Rattay. But it feels stable, don't get me wrong. :D
So far, I've been using a user.cfg cobbled together from two different config mods. A bit lazy of me, I know. I get 90-110 FPS, and it actually looks quite good but expandable. But I think it won't help here much so just read it if you are interested. ^^"
https://www.nexusmods.com/kingdomcomedeliverance/mods/1342 + https://www.nexusmods.com/kingdomcomedeliverance/mods/1661
--PUDDLE DISTANCE
r_RainMaxViewDist_Deferred=10000
-- HEAVY PERFORMANCE SETTINGS
e_ShadowsCastViewDistRatioLights=0.3
e_ShadowsCastViewDistRatioMulInvis=0.3
e_ShadowsCastViewDistRatio=0.8
r_DeferredShadingAreaLights=1
-- SYSTEM DEPENDENT SETTINGS
sys_budget_sysmem=9999999
sys_budget_videomem=9999999
r_TexturesStreamPoolSize=20480
-- BASIC TWEAKS
sys_job_system_max_worker=8
r_BatchType=1
con_restricted=0
wh_pl_showfirecursor=1
-- TEXTURES
sys_PakStreamCache=1
sys_preload=1
r_TexturesStreamingMaxRequestedMB=560
r_TexturesStreamingResidencyTime=120
r_TexturesStreamingMipBias=-3
r_TexturesStreamingResidencyThrottle=0.8
-- LOD
e_LodFaceAreaTargetSize=0.0008
e_TerrainDetailMaterialsViewDistZ=300
e_MergedMeshesActiveDist=300
e_MergedMeshesViewDistRatio=125
e_VegetationUseTerrainColorDistance=200
e_MergedMeshesLodRatio=16
-- LIGHTING
r_ssdoAmountAmbient=1.4
r_ssdoAmountDirect=2
r_ssdoAmountReflection=4
r_ssdoHalfRes=2
r_ssdoRadius=0.04
r_ssdoRadiusMin=0.07
r_ssdoRadiusMax=0.1
e_svoTI_ResScaleBase=0
e_svoTI_LowSpecMode=2
e_svoTI_ConeMaxLength=8
e_svoTI_DiffuseConeWidth=24
e_svoTI_SSAOAmount=1.545
e_svoTI_SpecularAmplifier=0.82
e_svoTI_TemporalFilteringBase=1
e_svoTI_MinReflectance=0.19
e_svoTI_DiffuseAmplifier=1.12
-- SHADOWS
e_ShadowsUpdateViewDistRatio=512
e_ShadowsMaxTexRes=2048
e_ShadowsPoolSize=8192
r_FogShadows=1
r_ShadowsAdaptionMin=1.24
r_ShadowsAdaptionSize=1.24
r_ShadowsAdaptionRangeClamp=0.008
--System Settings:
sys_spec_quality = 7
ca_PrecacheAnimationSets = 1
e_AutoPrecacheTerrainAndProcVeget = 1
e_AutoPrecacheTexturesAndShaders = 1
e_DecalsMerge = 1
e_HwOcclusionCullingObjects = 1
e_ParticlesPreload = 1
e_PrecacheLevel = 1
gpu_particle_physics = 1
r_BatchType = 1
r_DepthBits = 32
r_MultiGPU = 0
r_MultiThreaded = 1
r_VSync = 0
sys_LoadFrontendShaderCache = 1
sys_MaxFPS = 116
wh_r_HDTextures = 1
--Post Processing Settings:
r_AntialiasingMode = 3
r_AntialiasingTAAPattern = 7
r_AntialiasingTAASharpening = 0
r_Beams = 3
r_MotionBlur = 0
--Shading Settings:
e_svoTI_SpecularAmplifier = 0.8
e_svoTI_SSAOAmount = 1.5
e_svoTI_SSDepthTrace = 2
r_ssdoAmountAmbient = 1.4
r_ssdoAmountDirect = 2
r_ssdoHalfRes = 0
--Texture Settings:
r_TexturesStreamingMipBias = -1
r_TexturesStreamingPostponeMips = 1
r_TexturesStreamingResidencyThrottle = 0.8
r_TexturesStreamingResidencyTime = 120
--Shadow Settings:
e_ParticlesShadows = 0
e_ShadowsCastViewDistRatio = 0.8
e_ShadowsCastViewDistRatioLights = 0.2
e_ShadowsCastViewDistRatioMulInvis = 0.5
e_ShadowsMaxTexRes = 2048
e_ShadowsPoolSize = 12288
r_ShadowsCache = 6
r_ShadowsCacheResolutions = 2048,1024,512,256,128
r_ShadowsNearestMapResolution = 2048
--Object Detail Settings:
sys_flash_curve_tess_error = 4
--Vegetation Settings:
e_MergedMeshesLodRatio = 104
e_MergedMeshesViewDistRatio = 170
e_VegetationUseTerrainColorDistance = inf
--Physics Settings:
e_CullVegActivation = 30
e_FoliageWindActivationDist = 10
e_PhysOceanCell = 1
es_MaxPhysDist = 50
es_MaxPhysDistInvisible = 15
g_breakage_particles_limit = 80
g_tree_cut_reuse_dist = 0.35
p_max_MC_iters = 4000
p_max_substeps = 2
Nothing changes
"e_GI = 1
e_GIMaxDistance = 150 // Max is 150
e_GIIterations = 32 // Max is 32
e_GIGlossyReflections = 1
e_GISecondaryOcclusion = 1"
Not even exists.
"r_SSAO = 5
r_SSAOAmount = 1
r_SSAOQuality = 3
r_WaterReflections = 1
r_WaterReflectionsQuality = 3"
What I know about "e_svoVoxelPoolResolution" is that after you changed its value, you need to reload the level in order to make it work properly.
About:
"r_SSAO = 5
r_SSAOAmount = 1
r_SSAOQuality = 3
r_WaterReflections = 1
r_WaterReflectionsQuality = 3"
All these parameters exist officially.
Official documentation doesn't matter when the code doesn't exist in a modified Cryengine. Have you ever tried your own changes in in-game console?
Screenshot with "e_svoVoxelPoolResolution = 256"
e_svoVoxelPoolResolution = 128 (SETTED AT RUNTIME) - That's why you have to RELOAD the level...
2nd test:
e_svoVoxelPoolResolution = 256 (GAME LAUNCHED WITH THIS VALUE/CLEAN LEVEL LOAD)
e_svoVoxelPoolResolution = 128 (GAME LAUNCHED WITH THIS VALUE/CLEAN LEVEL LOAD)
Choose what you like more (personally, I think "256" is more realistic).
Also, I don't know why you say the game looks "horrible". Personally, I really like how it looks with this mod. But I guess that's just personal preference...
I think you can see why I said it looks horrible.
https://imgsli.com/MzQ4NTg5
I can set to 128 without reloading the save so don't know why it doesnt work on my end.
Edit: If I try your whole config file it does work but since it's unplayable on my R7 5800x I think I will stick to my own config.
I don't really know why the mod has this behavior on your end... are you perhaps using other mods? Maybe if you're use some other ".pak" mods, they overrides some of my mod's configs.. I don't know for sure, just saying...
UPD.: DAOWAce was right at the beginning of this discussion, 7 for sys_spec is the Ultra setting, not the XBOX setting. I checked this in the game itself by setting all sys_specs to 7 - and the game settings showed Ultra values being set. I highly recommend you check out this discussion here: https://steamcommunity.com/app/379430/discussions/0/1658943116230074239/?l=english
I hope by studying this guide you will be able to create a truly Uber preset with the highest possible graphics settings, which we have never seen in KCD before :)
P.S. And yes, by the way, one user.cfg is enough, you don't have to change system.cfg - if +exec user.cfg key is assigned to the shortcut all changes work without touching system files in case of breakage.
As for V-Sync, usually you should never use the application/game's V-Sync, just to avoid increasing the input-lag.
Instead, you should simply limit your FPS to about "-3" below the maximum refresh rate of your monitor. Or, alternatively you can enable V-Sync from the NVIDIA/AMD panel or whatever graphics driver application you use.
I personally use the hard-limit with RTSS (RivaTuner Statistics Server). A more detailed guide can be found here: https://blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/14/
EDIT: Just checked and the console and official documentation says that "sys_spec = 4" equals the highest quality available.
But, I see inside
"...Engine\engine.pak"
that "sys_spec = 7" exists on KDC 1... So, it means that this is some "custom" quality-option made by the devs...Thanks again for the tip!
Your AntiAliasing tips have been added in the latest mod update (v 1.2.1).
Can you please tell me how much RAM you have?EDIT:
Also, do you have any other active mod/s?I think it's a logic of the game code, something that (obviously) is dependent on the player's distance.
Something like (pseudocode):
if (playerDistance > hardLimit)
then DespawnVisibleNPC();
else
if (playerDistance < hardLimit)
then CanSpawnNPC();
If anyone knows how to increase the "spawn" distance of NPCs and how to keep them active, then please tell :)
I'll do some testing, and if it works, I'll make an update.
Thanks for the tip! :)
Multiple settings, like ca_threadAffinity and e_StatObjMergeUseThread, don't save in my testing nor do they change from being adjusted via the console; is this different for you? Seems like they're hardcoded in the files.
EDIT: Requires unlocking: https://www.nexusmods.com/kingdomcomedeliverance/mods/391
There's also multiple commands that are invalid (wrong or don't exist at all), which you can see on startup in the console. A notable one being e_FogShadows, which should be r_FogShadows.
And for future reference for people that don't know, if you tweak the LodRatio, MergedMeshesRatio or ViewDistRatio, they get saved persistently in the attributes.xml file in the user folder, screwing with future testing.
Testing this game and trying to get it looking good but also performing well feels like an exercise in futility. It's wild how much better the second game both looks and runs.
(0=custom, 1=low, 2=med, 3=high, 4=very high, 5=XBox360, 6=Playstation3, 7=XBoxOne, 8=PS4)
So, actually "7" would mean a config for "XBoxOne" platflorm.
But about "LodRatio", "MergedMeshesRatio" and "ViewDistRatio", I will get a look at that... The parameters are pretty high, that's for sure. But I don't know about the "attributes.xml" and its persistency... I will see what's about.
EDIT: Just checked and the console and official documentation indeed says that "sys_spec = 4" equals the highest quality available.
But, after checking
"...Engine\engine.pak"
I can see that "sys_spec = 7" exists on KDC 1... So, it means that this is some "custom" quality-option made by the devs...Thanks for the tip!