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EatChildren

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  1. nasher27
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    I have run into an issue that I can't seem to fix.

    Firstly, I created a backup and downloaded the Dx12 file via Vortex. That seems to be what caused my issue (I would disable the option to download via Vortex altogether). After launching my game, I noticed that the graphics settings menu wasn't working correctly. The presets were wrong (only from Low to Ultra, no RT presets), which isn't a big deal but showed something wasn't right. Then I noticed that every graphics setting (including settings that are normally under Display, not Graphics like resolution) are duplicated after the normal settings. So I have the normal settings all set to Ultra+, and then the duplicated settings afterwards, all set to low. I have no idea what settings the game will actually use, so I figured that installing via Vortex broke my settings menu and that I would need to install manually. I disable and delete the mod on Vortex. I then install the mod manually, but run into the same issue.

    This is where things get frustrating, because I cannot get my menu to function properly now. After restoring my backup graphics.xml, the menu was still broken. After deleting graphics.xml and verifying on Steam (multiple times) to get a new file, the menu is still broken. After redownloading your XML file, the menu is still broken. I cannot figure out what is causing the graphics menu to duplicate (even looking at the file with Notepad++, the settings are NOT duplicated), and I can't even think of a way to fix it since nuking the file and redownloading from Steam isn't even working.

    Edit: Okay, nuking every XML file in the pc folder and then re-verifying seems to have done the trick. No idea what was going on there. Installed the mod manually after I confirmed everything was back to normal, and mod is working properly.
    1. EatChildren
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      Oof, glad you were able to fix it. That's super weird but good to know, cheers.
    2. qq741040291
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      I assume you are using 'tw3 menu filelist' to update the filelist, cus it will automatically add rendering.xml to the file
  2. Starrwave
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    Is this better than the Tweaks mod?
  3. toecel
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    Ultra++ seems to be of worse quality than ultra+ in next-gen.

    I tested it, and the amount of objects in the distance is significantly smaller than without the mod on Ultra+
  4. hjzhou
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    Lol, this mod crashes my game when fast traveling with foliage visibility range set to insane. 
  5. HeyJoeHUN81
    HeyJoeHUN81
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    Hi, just let you know yesterday another use here uploaded a mod which is very similar to yours, maybe a copy of some parts of your work, not sure. I asked him about it but posts are strangely no longer available at this mod... This the mod, I think does the same exactly as yours: Psycho Level Graphics Settings for Next-Gen at The Witcher 3 Nexus - Mods and community (nexusmods.com) , "Created by instanity". 

    Even if ng. to worry about, probably worth to check out for you his command lines, maybe you too can then learn from each other. :)
    1. Elkatar
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      Then I better get a 2nd 4090 so I can have one for each of the two insane and psycho mods ) 
      (I know two 4090 cards in dual or nvlink mode isn't really supported)
    2. EatChildren
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      Hey! Thanks for letting me know. It's unlikely they copied any of my code. All this mod and others like it do is make changes to the "graphics" HTML code document that CDPR wrote to add extra fields and assigned values for configurations of game data. They basically all have to use the "same" code, otherwise they won't work.

      Thanks for letting me know though, I really appreciate it!
  6. Exelandru
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    The windmill in white orchard loads only when being close to it using this mod.
  7. 3rikc
    3rikc
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    I like how the extreme settings get me all nitpicky about details haha. Here's a comparison between ultra++ and isane. Since it's really hard to see it and changing detail levels requires reloading.

    https://imgsli.com/MTQxODYx

    For those who don't care about framerate. This shot is is geralt pov so you will notice the difference on 1440p and above. Notice details being preserved, textures and models included, very minute details. (actually you can notice certain sections culled out on ultra++ at any resolution).

    Obviously you'd be hard pressed to see it during a normal gaming session but if you like to take it slow and explore I highly recommend this for details if you don't want to play around with these settings yourself.

    I know there's a similar one with more options but this one does the trick for me in terms of noticeable differences without rendering issues (mostly).
    1. nasher27
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      I don't think the detail level changes are worth changing, given how CPU-limited the game already is and given how hard the changes are to notice. I do use the insane foliage levels, with frame generation on a 4080 it doesn't even make a large difference in performance.
    2. 3rikc
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      Yeah just showing the differences, a closer comparison between ultra++ and insane. If CDPR ever fixes this, I'd probably suggest using uberlod mod over playing with these settings.
    3. ShujinTook
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      How do you like the 4080? I was thinking about getting one. But then I remembered that it's the worst price-to-performance card in recent history and that Nvidia corpos are slimy greedy rats. 
    4. nasher27
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      Card is great. People just like to compare it to a hypothetical $1600 4090 for the bad price-to-performance ratio, but in reality good luck getting one of those cards for under $2000 (not to mention you'll likely need a new $250 PSU).
  8. foxHQ
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    Can you add this for DX11 pls!
    1. EatChildren
      EatChildren
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      Uploaded! 
    2. foxHQ
      foxHQ
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      Great thanx! But it has some textures bugs in Novigrad - it blinking and dissapearing=(
    3. EatChildren
      EatChildren
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      Thank you for letting me know! I've identified this is likely an issue with the config variable MeshRenderingDistanceScale, where it tends to break scenes that are mesh heavy if scaled too high. I'm going to tinker with an optimised variation that'll produce great results but significantly reduce probability of flickering assets :)
  9. vaheke21
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    1. EatChildren
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      Hey, probably not much. I didn't see this one, but to be fair I also didn't look haha. It'll depend entirely on what settings exactly they've changed and how they've personally scaled them. Probably very, very similar. If I find time I'll take a look and compare the differences.
    2. vaheke21
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      Ty <3
    3. BlackHammerUlthane
      BlackHammerUlthane
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      Edit : missclick, please ignore.
    4. EatChildren
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      Hey friend, just checked. Their version is more or less the same idea in principle, but the values they use are different. There's has more options that are probably more forgiving. Mine has fewer options, but the ones I have push the game harder. For example, my "Insane" foliage and mesh settings are higher than the maximum settings provided in their mod. Mine will, in turn, render further and more detailed, but at huge performance costs.

      I plan to offer more incremental choices like theirs too, and toy with some of the other settings that may/may not do anything practical to the image quality. But for now my suggestion is to try both and stick with the one you like the most :)
    5. vaheke21
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      awesome, thank you for taking the time to reply <3
  10. HeyJoeHUN81
    HeyJoeHUN81
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    Cool, so your mod is doing exactly the same like Ultra4 Graphic setting W3 NG at The Witcher 3 Nexus - Mods and community (nexusmods.com) by A100N...??? He just uploaded before you, a couple of days ago. Any difference please between your and his mod?
    1. marcolino1
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      Same code, different author.
      Does exactly the same. Only difference is, that Ultra4 Graphic setting W3 NG at The Witcher 3 Nexus - Mods and community (nexusmods.com) does more, has more settings to set to Ultra+, etc.
    2. EatChildren
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      Yeah, basically the same thing. Both mods just alter the "graphics" and "graphicsdx11" files, which are simple HTML files that outline config variables to change based on menu sliders. Very simple instructions like...setting "Ultra++" changes "GrassVisibilityRange=5" and stuff like that. Most people (myself included) used to edit the config settings file in My Documents, but this allows everyone to do it a bit easier.

      So our code is the same because has to be, otherwise the file won't function at all for anyone. But the main difference is they've applied a lot more settings to a lot more functions, and the variables in those settings aren't identical. You've got more options in his version to find a performance balance, as there's higher scalability.

      The biggest differences otherwise are:
      - My max settings "Insane" for foliage and detail level are higher than his max settings.
      - Some of the extra tweaking in extra settings he's included may not actually produce practical results, but this isn't his fault, it's just the weirdness of hidden engine caps, redundant functions in the engine, and diminishing returns.

      I recommend trying both and seeing which you prefer :)
    3. 3rikc
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      Just in regards to this, I'm also playing with these settings albiet through notepad lol. The other mod will sometimes completely break a whole fascade of a building, walls not loading in etc. Usual issues when you go overboard with certain settings or just the engine itself acting up.