so yeah I came to a similar conclusion myself with mesh LODs being the problem for GPU bound rates. Half the render time in 1. crowded grand hub looking at the quest counter, to get as many players in screen as possible 2. Windward plains base camp looking at an angle that has the ingredient center and provision stockpile in the camera angle
is gone going from 0 to 4 LOD. Obviously no monsters in this area, I suspect that player equipment and some random barrel in windward plains have disgustingly high poly counts.
the problem is that going from 0 to 1 destroys all hair and most fur (allhearken bald looks so cursed 😭). 1 to 2 destroys the rest of all living models (except your own for some reason, but your kinsect isn’t spared on IG). Yet so many other things are just untouched.
Which makes me really annoyed that there’s no fine controls for mesh LOD… Even the first level destroys the game quality entirely. Object settings sadly do not have nearly as much effect.
for texture scaling would it be possible to set the method to nearest neighbor instead of linear or whatever its using
i could imagine capcom not having any other method, just that the pixelated look would atleast make lower quality textures look novel and stylized instead of just muddy
I think u can get something like this by using the TEX decompressor tool, because my game was looking like valheim before I decided to return to the vanilla pak
Someone made this mod: Turn off disco-ball reflections It seems to disable GI reflections. I think it could be interesting to collaborate with the author and add it to your mod, or perhaps make your own version.
In any case, your mod is really appreciated, thank you.
While experimenting with stuff I discovered something that is responsible for poor performance: LODs.
Nearly all objects, including monsters and environmental objects, don't have moderate detail meshes. Most environmental objects don't have LODs at all. The game does hide stuff in other zones far away, however.
Remember those funny low poly monsters in the beta? Monsters only have high detail or origami level of detail with no in between.
In other words: if you can see something, it's being rendered in full detail. Even if it's 200 m away. (Yes, I am aware of the mod that reduces polygon count for monsters and NPCs.)
Of all mods I've tried, this mod especially Texture LOD bias modification, made the most significant impact of my gameplay improving my average FPS to 75 with FG and reducing game stutters by 80%. I could achieve Balanced quality at 1080p despite the muddy textures.
Keep up the good work!
Specs: 12th Gen Intel(R) Core(TM) i5-12450H 2.00 GHz NVIDIA GeForce RTX 3050 Ti Laptop 4 GB GDDR6 8.00 GB RAM
Version 1.5 crashes the game after 5-10 minutes. Yesterday the game worked with 0 issues, I installed the v1.5 version today and the game crashed 4 times. I rolled back to v1.4 and everything works normally without issues
I'm not sure if I'm doing something wrong but I get significant stutter and frame drops while turning the camera with this mod, even though I have turned down the vegetation to the minimum.
The High Res Texture Pack is known to cause stutters and FPS drops while turning the camera, so if you are using it, don't unless you don't mind these issues.
Still, this mod was causing random FPS drops for me while standing still, going into RE Framework and disabling the mod stopped the issue right away, however i didn't try the latest version.
I've decided to install the mod again with the version as of the date of this post, so 1.4, i haven't tried 1.3.1 either which was stated as fixing stutter. But so far 1.4 seems fine, i haven't left town but the stutter would happen to me even just standing still, no longer seems to happen.
98 comments
1. crowded grand hub looking at the quest counter, to get as many players in screen as possible
2. Windward plains base camp looking at an angle that has the ingredient center and provision stockpile in the camera angle
is gone going from 0 to 4 LOD. Obviously no monsters in this area, I suspect that player equipment and some random barrel in windward plains have disgustingly high poly counts.
the problem is that going from 0 to 1 destroys all hair and most fur (allhearken bald looks so cursed 😭). 1 to 2 destroys the rest of all living models (except your own for some reason, but your kinsect isn’t spared on IG). Yet so many other things are just untouched.
Which makes me really annoyed that there’s no fine controls for mesh LOD… Even the first level destroys the game quality entirely. Object settings sadly do not have nearly as much effect.
i could imagine capcom not having any other method, just that the pixelated look would atleast make lower quality textures look novel and stylized instead of just muddy
It seems to disable GI reflections. I think it could be interesting to collaborate with the author and add it to your mod, or perhaps make your own version.
In any case, your mod is really appreciated, thank you.
Nearly all objects, including monsters and environmental objects, don't have moderate detail meshes. Most environmental objects don't have LODs at all. The game does hide stuff in other zones far away, however.
Remember those funny low poly monsters in the beta? Monsters only have high detail or origami level of detail with no in between.
In other words: if you can see something, it's being rendered in full detail. Even if it's 200 m away.
(Yes, I am aware of the mod that reduces polygon count for monsters and NPCs.)
Keep up the good work!
Specs:
12th Gen Intel(R) Core(TM) i5-12450H 2.00 GHz
NVIDIA GeForce RTX 3050 Ti Laptop 4 GB GDDR6
8.00 GB RAM
Now you can disable the culling system entirely and just use the other features of the script if you want.
The script may introduce stutters. This is constantly being investigated and a solution is a high priority.
As of 1.6, the script should be much smoother but if you still experience them let me know.
Still, this mod was causing random FPS drops for me while standing still, going into RE Framework and disabling the mod stopped the issue right away, however i didn't try the latest version.