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OFFICIAL The Witcher 3: Wild Hunt (Discussion)

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so i was messing around with some horse back combat and hit the sing cast button by accident and it casts axii on the horse while riding to it calm in battle hmm interesting.
 

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so i was messing around with some horse back combat and hit the sing cast button by accident and it casts axii on the horse while riding to it calm in battle hmm interesting.

Yes! Notice every time you get on a horse the ONLY sign available to you is that one, no matter what you were using on foot. That's what it's for. It took me awhile to figure that out too. :)
 
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yeah lol, i'm not a fan of horse back combat. i like to keep my fighting on the ground level.
 
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All it takes is some trial and error or killing one the hard way and reading the beastiary. Roll and dodge are your best friends too, spam them a lot.

I bet those who played Dark Souls will do rolling or parry and riposte a lot. :D
 

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Witcher 3 Max Settings / Hairworks AA 8x
17 30 48


Witcher 3 Max Settings / Hairworks AA 2X
Dropping from 8xAA to 2xAA on Hairworks gives a 10% boost.
21 33 51

Witcher 3 Max Settings / Hairworks AA 2X / Motion Blur OFF / Blur OFF
23 35 51

Witcher 3 Max Settings / Hairworks AA 2X / Motion Blur OFF / Blur OFF / DOF OFF
DOF seems to help frame rate a tiny bit as disabling it caused a drop in performance.
22 34 51

Witcher 3 Max Settings / Hairworks AA 0X / Motion Blur OFF / Blur OFF / DOF OFF
Turning Hairworks AA off completely has a small impact but the gain is minimal. 2xAA should be more than enough going forward.
22 36 53

Witcher 3 Custom / Hairworks AA 0X / Motion Blur OFF / Blur OFF / DOF On / Shadows HIGH
Shadows settings has a large impact on minimum framerate.
26 38 54

Witcher 3 Custom / Hairworks AA 0X / Motion Blur OFF / Blur OFF / DOF On / Shadows HIGH / Terrain HIGH/
Changing Terrain to high shows a tiny boost not worth bothering with.
26 39 57

Witcher 3 Custom / Hairworks AA 0X / Motion Blur OFF / Blur OFF / DOF On / Shadows HIGH / Terrain HIGH/ Foliage Vis HIGH/
Foliage Visability is a huge graphics whore reducing to high gives the largest performance boost of any setting. At which these settings are now playable overall.
38 48 62

Witcher 3 Custom / Hairworks AA 2X / Motion Blur OFF / Blur OFF / DOF On / Shadows HIGH / Terrain HIGH/ Foliage Vis HIGH/
The 2xAA setting does hit minmum framerate rather hard but it still remains above 30 FPS
31 46 61
 
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yeah lol, i'm not a fan of horse back combat. i like to keep my fighting on the ground level.

Once you get the hang of it you'll find it gives you an excellent edge against large numbers or OP foes. The charge adds alot of plusses to the sword's slash damage! :D
 
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Thats's it, it is just all RPG are so "female", you know the feeling:laugh: ....
 

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To be honest doesn't look all that glorious, probably because I used to play modded Skyrim. Skyrim doesn't have hairworks though.
 
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i need to try that. man i have quite a few contracs under my belt and some i just got plain lucky cuz i shouldn't have won them fight lol.
 

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Also for those using Nvidia, Using DSR to bump resolution up can improve grass aliasing by decent amount.

Going from 1920x1080 to say 2300 x 1300 will act alot like 2x MSAA but with slightly lower performance impact at least on my GTX 780.
 
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To be honest doesn't look all that glorious, probably because I used to play modded Skyrim. Skyrim doesn't have hairworks though.
well ... some follower have a HDT hairs skeleton (yep bones in hair ... ) iirc : http://www.nexusmods.com/skyrim/mods/62438/?tab=2&navtag=http://www.nexusmods.com/skyrim/ajax/modfiles/?id=62438&pUp=1

also pretty fun bugs xD
[HDT-Hair Known Bugs]
She, it may become invisible.
In addition, you may hair grow.
As a work-around, In equips those that hide the hair.

source of the hair HDT enabled
http://www.nexusmods.com/skyrim/mods/60730/?tab=1&navtag=http://www.nexusmods.com/skyrim/ajax/moddescription/?id=60730&preview=&pUp=1

to stay on topics ...well didn't played TW3 now but when i see the nvidia hairworks i think of that article...
http://www.eurogamer.net/articles/d...dia-hairworks-really-sabotage-amd-performance

but ... Tr2013 TressFX was kinda the same thing in reverse (altho looked a bit better albeit the fact that only Lara took benefit of it)

luckily there is a little workaround and it's not Tw3 who will make me part with my 290 for now
http://www.guru3d.com/news-story/the-witcher-3-hairworks-on-amd-gpus-with-normal-performance.html
 
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Apparently i been using the swallow potion wrong the hole time lol. If u drink it and then consume food u heal al lot father in combat.
 

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Apparently i been using the swallow potion wrong the hole time lol. If u drink it and then consume food u heal al lot father in combat.
Alot of things can "stack" like that, including weapon improvements. Additionally, you can keep eating food and extend the healing time quite a bit.
 
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Also for those using Nvidia, Using DSR to bump resolution up can improve grass aliasing by decent amount.

Going from 1920x1080 to say 2300 x 1300 will act alot like 2x MSAA but with slightly lower performance impact at least on my GTX 780.

Crazyeyes, if you Ever find a way to get the "sweetfx" toggle key to work with sweetfx 2.0 (reshade version 0.18.4) let me know. Crozire says it's gonna get fixed soon. If something comes, I'm sure everybody hear will want to know. If I learn anything about it, I'll post it here
 

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Im currently looking into Pushing the Witcher 3 to the maximum in terms of image quality. So far I am succeeding but the game is as you might guess entirely unplayable stay tuned for screens shots at some point. in the next few days.
 
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I bet those who played Dark Souls will do rolling or parry and riposte a lot. :D
Trying to play this game like a souls game doesn't work very well lol. but I have to say this game isn't as hard as the souls games. but still a good challenging rpg none the less and It runs surprisingly well on my aging hardware. Im playing it at mostly high settings at 1080p with 30 ish fps average. it does dip a little bit here and there but its definatly playable for me.

and those who are complaining about the graphics? who cares game is awesome with great gameplay and good storyline which is more important than visuals when it comes to rpgs.
 
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Also for those using Nvidia, Using DSR to bump resolution up can improve grass aliasing by decent amount.

With DSR what gets the grass is gaussian filter that gets applied across the whole image when rescaling. CDPR Red engine uses deferred rendering technique and does all transparent geometry in a separate pass, and somehow transparent textures don't get any post processing AA at all, but they do get DOF treatment. I suspect that's what changed with the "downgrade" - moving from forward rendering technique to deferred rendering sacrificing alpha blending in the process, and additionally somehow fucking up the separate transparency pass so it can't be picked up by post processing AA.

I did have some success in improving grass and trees by using sparse grid super sampling for transparency AA in nvidia inspector, allowing negative lod bias and setting it down to -0.5. Lower than that temporal aliasing gets noticeable. These zoomed in 1080p screenshots show the difference at 8xSGSSAA LOD bias -1.375 but the shimmering is very noticeable unless using DSR
comparison.png
Left: LOD Bias = -1.375; Right: 8xSGSS Transparency AA and LOD Bias = -1.375;

Currently experimenting with:

Antialiasing mode: override
Transparency supersampling: 8x Sparse Grid Supersampling
FXAA: On

Anisotropic Filtering Mode: user defined
Anisotropic Filtering: 16x
Negative LOD Bias: Allow
LOD Bias: -1.375
Texture filtering quality: High Quality

Max prerendered frames: 1
Triple buffering: On
Vsync tear control: Adaptive
Vsync: Force On (in game it's off, uncapped framerate and exclusive fullscreen mode)

You can play with ranges of 2x to 8x Sparse Grid Supersampling, and negative lod bias down to -3.0, you'll see different amounts of shimmering on the vegetation and castle walls while moving the witcher sideways (temporal aliasing) which can vary depending on screen resolution.

EDIT: I finally settled at -0.5 lod bias and 2x SGSAA for 1080p ... I feel it's most balanced for my resolution and has least shimmering ... anyways my conclusion is that most benefits of high level supersampling is lost here (nicely averaged alpha coverage samples) because after all that good work, what final shader does is simple alpha threshold test and only works with color sample. It's far from proper blending but I do feel like I'm seeing less "blobby" vegetation around if you know what I mean.
 
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Finished the game.
It realy is long. But I did not even visit all places, so bunch of quests are not done.

Next replay is going to be full, including all ? on map. In Velen there has to be a bit more than one hundred of them... Then there is Skellige... damn.
 

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With DSR what gets the grass is gaussian filter that gets applied across the whole image when rescaling. CDPR Red engine uses deferred rendering technique and does all transparent geometry in a separate pass, and somehow transparent textures don't get any post processing AA at all, but they do get DOF treatment. I suspect that's what changed with the "downgrade" - moving from forward rendering technique to deferred rendering sacrificing alpha blending in the process, and additionally somehow fucking up the separate transparency pass so it can't be picked up by post processing AA.

I did have some success in improving grass and trees by using sparse grid super sampling for transparency AA in nvidia inspector, allowing negative lod bias and setting it down to -0.5. Lower than that temporal aliasing gets noticeable. These zoomed in 1080p screenshots show the difference at 8xSGSSAA LOD bias -1.375 but the shimmering is very noticeable unless using DSR
View attachment 65072
Left: LOD Bias = -1.375; Right: 8xSGSS Transparency AA and LOD Bias = -1.375;

Currently experimenting with:

Antialiasing mode: override
Transparency supersampling: 8x Sparse Grid Supersampling
FXAA: On

Anisotropic Filtering Mode: user defined
Anisotropic Filtering: 16x
Negative LOD Bias: Allow
LOD Bias: -1.375
Texture filtering quality: High Quality

Max prerendered frames: 1
Triple buffering: On
Vsync tear control: Adaptive
Vsync: Force On (in game it's off, uncapped framerate and exclusive fullscreen mode)

You can play with ranges of 2x to 8x Sparse Grid Supersampling, and negative lod bias down to -3.0, you'll see different amounts of shimmering on the vegetation and castle walls while moving the witcher sideways (temporal aliasing) which can vary depending on screen resolution.

EDIT: I finally settled at -0.5 lod bias and 2x SGSAA for 1080p ... I feel it's most balanced for my resolution and has least shimmering ... anyways my conclusion is that most benefits of high level supersampling is lost here (nicely averaged alpha coverage samples) because after all that good work, what final shader does is simple alpha threshold test and only works with color sample. It's far from proper blending but I do feel like I'm seeing less "blobby" vegetation around if you know what I mean.

Yea most people just have to chill and wait for mod tools at which point simply replace the alpha textures with a higher resolution and tada vegetations is fixed.
 
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Yea most people just have to chill and wait for mod tools at which point simply replace the alpha textures with a higher resolution and tada vegetations is fixed.
I think vegetation textures are good enough resolution wise, the problem is crummy vegetation shader that doesn't use alpha to coverage at all, while the hair shader uses it. Modding the game's shaders would be a way to go.
 

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alpha shading is expensive you are going to halve the performance which is why it was left out
also SSAO+ does the same job
 
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alpha shading is expensive you are going to halve the performance which is why it was left out
Yeah it can be, especially with deferred rendering unless you use shitload of tricks
also SSAO+ does the same job
That's ambient occlusion, has nothing to do with aliasing with transparent textures ... you probably meant post processing AA of any kind, but the problem seems to be with their rendering pipeline and how they do multiple passes because every postprocessing AA I have tried doesn't seem to pick up any of the vegetation ... only rescaling gaussian filter from DSR helps
 

OneMoar

There is Always Moar
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you people are being picky you aren't meant to stare at the vegetation under 300% magnification
and the game looks absolutely magnificent given the scale and size of the game world

and SSAO+ works by hiding the shimmer when viewing objects in the distance
would shader mods and texture packs help .. yep sure

I am I docking CDprojek for any of the above HELL FUCKING NO
you are being picky and looking for problems where they don't exist
like it or not consoles dictate how far a developer can push a game

TW3 does extremely well in-terms of graphical and overall game scale given the limited platforms it is Required to run on this isn't a case of a bad port or developers taking shortcuts. I am moderately familer with the aurora engine. it simply will no do what you want it to. at least not without a absurd performance penalty or replacing assets
its LOD scaling sucks its always sucked its was never designed to drive a open-world game of this scale + the engine is not aware of the individual boundaries of the models in 3D space thus its impossible to map a shader to them,the best you could do would be a subpixel color to alpha blend and that would be very tricky todo,as far as I know you CAN apply shaders to individual model assets AND blend them but as I said before the engine is not aware of the bounding box of say the leaves on trees the game uses a lot of reactive scripting to create the illusion of real physics such as wind blowing and objects rustling though grass but its not actually simulating that
 
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