can a dx11 GPU run this? i'm asking because usually the game would still require the GPU to have dx12 (like an initial check or something), and only THEN, you can lower the settings.
Играю на ноутбуке Clevo (dexp) 650sj 2014 года выпуска (i5 gtx850m 2гб видеопамяти directx 11_0 16 Гб оперативки на ссд) с модом на низкую графику, не ультра потейто, с fps 35 - 45 кадров с температурой 70-80 градусов. Объекты средне, персонажи средне. В Кутенберге немного фризит. Так что возможно играть на директ 11. Решение нашел в паутине - подмена файла D3D12.dll от другой игры. Все решаемо для русского человека. Деньги на новый ноут есть, но неактульно так как дома есть два стационарных мощных ПК. Производители железа и игр совсем оборзели, вытягивают деньги из потребителя. Это как в авто внедрить планшет и увеличить цену в два раза. Каола Маркса с Чигеварой на барыг нету.
@111Antares111 спасибо мужик, за то что дал надежду, я уже думал что не поиграю. Два раза пробовал искать, ничего не нашел, сегодня на всякий случай решил поискать в комментах directx 11.
Following the instruction, I've actually lauched the game!!!!!! With my 750ti with 2gb. I will leave an instruction here, as well as the reference material. Props to Ervin-Weikow from Reddit (the instruction is his) (https://www.reddit.com/r/kingdomcome/comments/1ii711r/kcd_2_unsupported_graphics_card_detected_a_gpu/): 1. you copy pasted the d3d12.dll and D3D12Core.dll from system32 into \SteamLibrary\steamapps\common\KingdomComeDeliverance2\Bin\Win64MasterMasterSteamPGO 2. renamed the d3d12.dll to D3D12_original.dll 3. downloaded the files at from here https://www.youtube.com/watch?v=ZpOgZP8J3OA&t=77s 4. from the downloaded zip file, you copy and pasted ONLY the d3d12.dll to Win64MasterMasterSteamPGO
The d3d12 I've used eventually was not from the video but from this steam page: https://steamcommunity.com/app/1874880/discussions/1/3718314778571223810/ Maybe they both work, I don't want to test it anymore once I've managed to launch it. Hope it helps someone!
It's simply removing the cfg file that causes the change and then going ingame and 'toggling' the graphics preset to refresh it all. The problem is if the cfg file made changes to values that the default preset in "engine.pak/config/CVarGroups/" isn't covered (as in warhorse didn't include that value for you to change, and it's found in the core of the cryengine instead). You'd have to look at the cfg file and check what he changed and revert that single value.
ca_FacialAnimationRadius = 5 -Changed from 1 to 5
e_GsmSizesWH = 1,2,4,8 -Changed from 1,4,8,10 to 1,2,4,8
wh_ca_GeometricMeanOverride = 0.000200000 -Changed from 0.000000001 to 0.000200000
e_MergedMeshesUseSpines = 1 -Changed from 0 to 1
e_svoTI_LowSpecMode = 5 -Changed from 6 to 5
These settings will make faces visible in almost all cut scenes (and while roaming in the world) provided they're within 15 feet. Kuttenburg will still f*#@ your fps so you might want to alter the values if you're going to a highly populated area.
Why this mod? The game still requires a DIRECTX_12 video card. The game's performance on minimum settings, even on weak internal video cards, is very good, and it looks good without changing the settings in text files. On the very old HD4000 it will not be possible to run the whole second part anyway. By the way, the first part on HD4000 runs quite well, with better graphics, lighting, and dynamic shadows, although at 600p 25 FPS. Yes, it would seem not cool, but the graphics are many times better than here on the screenshot.
Letting you know, cutscenes runs cfg differently than gameplay, it will pump up graphics when in a cutscene (talking to a NPC for example) so you might wanna paste the game settings there too. And when you go into forests (a youtuber tested this mod with a GT 1030), the game suddenly tries to spawn as much shadows on all the vegetations as possible, meaning something else is triggering it.
Also you are missing some of the settings found in KCD2's engine.pak file in regards to cvar defaults, so even if you use this mods, other settings like global illumination and shadows will still kick in. I'll copy and paste some of these default settings so you can compare and try to tweak these.
Say if you wanna go ultra-low, try to see if you can go even lower than the value in brackets / Green colored, and turning down values on cvar that does not have brackets on them (meaning when you change settings ingame it doesn't change those values).
For LOD switching distances, it's distances where it goes from low LOD from far away, to High LOD from close up... So if you want everything to use LOW LOD, you'd go 2 for the first value, then 1 for the rest meaning the 'highest' detail is only when something is inside your camera which is impossible to see, everything past 2 units is on the lowest LOD.
e_GsmSizesWH alone should see massive gains since this determines the size and quality of shadows at those distances I think. So trying e_GsmSizesWH=1,2,3,4,5,6 would utterly destroy any shadows.
If you have to use this mod, don't even play the game, it will ruin your experience. Either play with sucky FPS or save up for a better PC. Or get it on PS5 / Xbox Series X.
Hello. See the "Known issues" in mod description. As the herb picking is mandatory in one of the first quests (Fortuna), I've added an optional version which makes herbs visible at a cost of some performance and a visible grass pop-in - "Ultra Low Graphics Mode With Herb Picking". This can be used temporarily to bypass said problem. Although removing the mod temporarily works just as well, if you can run the game at a native graphics preset.
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Following the instruction, I've actually lauched the game!!!!!! With my 750ti with 2gb.
I will leave an instruction here, as well as the reference material.
Props to Ervin-Weikow from Reddit (the instruction is his) (https://www.reddit.com/r/kingdomcome/comments/1ii711r/kcd_2_unsupported_graphics_card_detected_a_gpu/):
1. you copy pasted the d3d12.dll and D3D12Core.dll from system32 into \SteamLibrary\steamapps\common\KingdomComeDeliverance2\Bin\Win64MasterMasterSteamPGO 2. renamed the d3d12.dll to D3D12_original.dll 3. downloaded the files at from here https://www.youtube.com/watch?v=ZpOgZP8J3OA&t=77s 4. from the downloaded zip file, you copy and pasted ONLY the d3d12.dll to Win64MasterMasterSteamPGO
The d3d12 I've used eventually was not from the video but from this steam page: https://steamcommunity.com/app/1874880/discussions/1/3718314778571223810/
Maybe they both work, I don't want to test it anymore once I've managed to launch it.
Hope it helps someone!
-Changed from 1 to 5
e_GsmSizesWH = 1,2,4,8
-Changed from 1,4,8,10 to 1,2,4,8
wh_ca_GeometricMeanOverride = 0.000200000
-Changed from 0.000000001 to 0.000200000
e_MergedMeshesUseSpines = 1
-Changed from 0 to 1
e_svoTI_LowSpecMode = 5
-Changed from 6 to 5
These settings will make faces visible in almost all cut scenes (and while roaming in the world) provided they're within 15 feet. Kuttenburg will still f*#@ your fps so you might want to alter the values if you're going to a highly populated area.
You've made this one for KCD1, now please make it for KCD2 as well.
The game's performance on minimum settings, even on weak internal video cards, is very good, and it looks good without changing the settings in text files.
On the very old HD4000 it will not be possible to run the whole second part anyway.
By the way, the first part on HD4000 runs quite well, with better graphics, lighting, and dynamic shadows, although at 600p 25 FPS. Yes, it would seem not cool, but the graphics are many times better than here on the screenshot.
Also you are missing some of the settings found in KCD2's engine.pak file in regards to cvar defaults, so even if you use this mods, other settings like global illumination and shadows will still kick in. I'll copy and paste some of these default settings so you can compare and try to tweak these.
*Brackets are low setting value, adjust as needed*
G.I.
e_svoTI_Reflect_Vox_Max=300 (Low = 100)
e_svoTI_LowSpecMode=1 (Low = 3)
e_svoTI_ConeMaxLength=25
e_svoTI_DiffuseConeWidth=8
e_svoTI_RsmConeMaxLength=6
e_svoTI_NumStreamingThreads=2
e_svoTI_NumberOfBounces=1
e_svoVoxelPoolResolution=128
Lights
e_ViewDistRatioLights=16 (Low = 9)
e_ShadowsCastFadeOutRatioLightsWH=0.4 (Low = 0.6)
e_ShadowsCastViewDistRatioLights=0.075 (Low = 0.04)
e_ViewDistRatioInteriorReflexLights=0.8 (Low = 0.6)
Shadows
e_GsmLodsNum=5 (4)
e_GsmSizesWH=2.5,8,32,120,600 (2,8,32,200)
e_ShadowsCastViewDistRatio=0.8 (0.6)
e_ShadowsMaxTexRes=1024 (512)
e_ShadowsPoolSize=4096 (2048)
e_ShadowsUpdateViewDistRatio=100 (60)
r_FogShadowsWater=0
r_ShadowPoolMaxFrames=5 (9)
r_ShadowPoolBudgetPerFrameWH=3000 (500)
e_ObjShadowCastSpec=3 (1)
r_ShadowsScreenSpace=1 (0)
r_ShadowCastingLightsMaxCount=16 (10)
e_SunAngleSnapMinLodWH=2
e_ShadowsAutoBiasLodScaleWH=1,1,1,1,1
e_LightShadowCastSpecWH=3 (1)
e_ShadowsMaxTexResSunWH=1600 (512)
r_ShadowJitteringMultiplierWH=0.75 (0.9)
Shading
e_SkyUpdateRate=1 (0.5)
r_DeferredShadingTiledHairQuality=2 (1)
r_EnvTexUpdateInterval=0.05 (0.075)
r_SSReflHalfRes=1
sys_spec_Quality=3 (1)
Vegetation
e_MergedMeshesPool=16384 (8192)
e_MergedMeshesViewDistRatio=120 (40)
e_VegetationUseTerrainColorDistance=200 (80)
e_MergedMeshesInstanceDist=12 (6)
e_MergedMeshesLodRatio=25 (15)
e_LodFaceAreaTargetSizeVegetationMult=0.7
e_ViewDistRatioVegetation=110 (70)
wh_e_HLodVegetationSwitchingDistances=8000 3200 1600 400 (8000 1000 600 300)
e_MergedMeshesCullingLodRatioWH=0.8 (1)
e_MergedMeshesUseDissolveWH=1 (0)
e_MergedMeshesDissolveRangeWH=20
Not Listed
e_ShadowsPerObject=0
For LOD switching distances, it's distances where it goes from low LOD from far away, to High LOD from close up... So if you want everything to use LOW LOD, you'd go 2 for the first value, then 1 for the rest meaning the 'highest' detail is only when something is inside your camera which is impossible to see, everything past 2 units is on the lowest LOD.
e_GsmSizesWH alone should see massive gains since this determines the size and quality of shadows at those distances I think.
So trying e_GsmSizesWH=1,2,3,4,5,6 would utterly destroy any shadows.
KCD2 Cartoon edition.