RTSS does nothing about the microstutter in this case though. Neither did any combination of in-game/control panel VSync, RTSS or D3DOverrider fix it for me.You could also simply have used RTSS.
:/render/high
low_res_reflections false
sun_shadow_resolution 2048
point_shadow_resolution 2048
antialias_panel_rendering true
skip_mipmaps 0
msaa_sample_count 8
aa_mode 2
panel_render_width 2048
render_width 3440
render_height 1440
dynamic_resolution false
These settings= GLORIOUS
If i set my :/render/high i get a crash on launch. If i just leave :/render i get no problem (as i imagine that i'm using the default render settings.
I'm trying to use the exact config as Impulsor.
grass_fade_begin 256
grass_fade_end 512
Got a 999MB patch an hour ago. Stutter-fest.
Patch Notifications
I figured I'd make a pinned thread to post in every time I upload a patch. Newest patches are at the top. For now new patches are being tested on the 'future' beta branch, so opt into that if you want to test fixes + updates. When things seem stable we will roll them into the default branch.
1 February 2016 11:30am:
Moved the 'future' branch to 'default', so now everyone should get the updates listed below.
Next we will be adding new stuff to 'future'.
30 January 2016 4:15pm:
Added Hungarian language support.
Display a warning when the game fails to save your progress.
30 January 2016 10:55am: Experimental Anti-Motion-Sickness Update #1
Wider FOV.
Completely disabled view bob.
Faster acceleration when walking / running.
30 January 2016 10:05am: Just pushed to beta 'future':
We now save your last-selected options in the launcher.
Fixed an incorrect edge in one of the panels at the top of the Keep belltower.
Fixed a mistake in the English subtitles.
Fixed savegame thumbnails being ugly if you are on low graphics settings and dynamic resolution kicks in.
Fixed some lightmap mistakes.
Added support for 16x MSAA and high-quality 4x resolve.
Added some more render_settings variables.
Fixed hairline cracks in the entry tunnel.
Removed a few extra unnecessary files.
Fixed that one of the jungle panels was sometimes blocked by leaves.
Fixed a minor cosmetic texture-repeat bug on one of the panels.
Added a missing [REDACTED] for a [REDACTED].
29 January 2016 7:00pm: Because we had some issues when making the previous patch, I have made a 'future' beta and made that patch live there. We are going to update this future branch later tonight.
28 January 2016 7:20pm: Improve asset streaming at low frame rates (reduces occurrences of low-res geometry for people at lower frame rates). Log more information for Radeon cards so we can try and debug more effectively. REVERTED at 8:09pm due to reported problems, will try again tomorrow.
28 January 2016 4:49pm: Fixed a coloring bug in one of the puzzle panels (it was solvable but a little bit confusing if you did certain kinds of incorrect solutions).
28 January 2016 3:10pm: Fixed a problem where the game would not launch (not even any launcher box visible) on Windows 7 with no service pack. (Most Windows 7 users did not see this since they are on at least Service Pack 1).
Steam forum said:1 February 2016, 3:57pm:
Reverted 'default' back to an older branch because many Intel graphics drivers seem to crash.
We didn't change anything that major in the game itself, so we don't know why these crashes are triggering now.
Graphics drivers are the worst thing in the world.
We can't really update the game until this gets fixed, so this pretty much sucks.
We are in contact with Intel about the situation.
You can also add:
Goodbye grass popup : )
And cluster_detail 256
Goodbye distant tree popup!
You can crank it up to 512 but I didn't see any visual difference (though performance dropped quite a bit)
:/render/high
panel_render_width 2048
grass_fade_begin 256
grass_fade_end 512
render_width 3200
render_height 1800
lod_distance 512
detail_fade_begin 256
detail_fade_end 512
So has anyone found a way/has Blow mentioned anything about controller sensitivity on PC? It's not the end of the world but it's super slow.
Do you know about speeding up the right stick with RT / R2?
Do you know about speeding up the right stick with RT / R2?
Does that work with movement as well as on panels?
Also, my reflections seem to have been downgraded somehow, they are super funky at a distance and up close they aren't great. Low Res Reflections is set to false so not sure what's up there.
Does that work with movement as well as on panels?
I thought I might have hand cramps from holding down left shift for 30+ hours, but I've been okay on a keyboard. I did wonder, does a Steam controller let you bind stuff like shift+W,so you could toggle permament run? I wish the game had a run toggle but it would be a nice compromise.Guys, just get a steam controller instead
I thought I might have hand cramps from holding down left shift for 30+ hours, but I've been okay on a keyboard. I did wonder, does a Steam controller let you bind stuff like shift+W,so you could toggle permament run? I wish the game had a run toggle but it would be a nice compromise.
So has anyone found a way/has Blow mentioned anything about controller sensitivity on PC? It's not the end of the world but it's super slow.
4 February 2016, 1:45pm: Pushed the 12:20pm patch to 'default' so everyone gets it.
4 February 2016, 12:20pm: Posted to the 'future' beta:
**** AMD R9 fix ****
We changed the depth format for shadow maps from D16 to D24, which seems to fix the big R9 crashes we have been suffering from all week.
Added Invert X Axis to the options menu.
Added FOV slider to the options menu.
Added gamepad sensitivity to the options menu (if gamepad is plugged in).
In large-sample tests I've seen - traditional FPS locomotion in VR can negatively affect 90%+ of people. Mind you there are some relatively easy changes that improve this number quite a bit - but it also brings it a considerable distance away from expectations you have when playing a standard FPS.jaypah said:Obviously there are people who have problems with it and folks who don't.
Tonight's patch seemed to clean up the occasional hitches, which is great. However, I'm getting a ton of pop-in (trees, grass, etc.) Any fix for the LOD?
Also, there's now an advanced graphics options menu. Question: if I use the 'High' preset, are all the advanced options on "high" be default, or do I have to set each of them manually? They're blank by default.
I see that everything is set to low/medium/high when I pick one of those settings. It's a bit tricky because "default" was working best for me before, but it's gone now.
Also, can you still edit the config file for the LOD? http://steamcommunity.com/app/210970/discussions/3/458607699616103145/
Thanks for the link. Few questions!
If I'm getting crazy grass/tree pop-in, should l edit both grass_fade_begin and lod_distance?
Are there ideal values I should be using?
Do I just open the /data/Local.variables file, and add this at the bottom?
:/render/high
grass_fade_begin "number"
lod_distance "number"
Thanks, I appreciate the help!
No, you edit the existing :/render/high entry.Thanks for the link. Few questions!
If I'm getting crazy grass/tree pop-in, should l edit both grass_fade_begin and lod_distance?
Are there ideal values I should be using?
Do I just open the /data/Local.variables file, and add this at the bottom?
:/render/high
grass_fade_begin "number"
lod_distance "number"
Thanks, I appreciate the help!
:/render/high
render_width 2560
render_height 1600
screen_width 1920
screen_height 1200
low_res_reflections false
shadow_quality 2
sun_shadow_resolution 1024
point_shadow_resolution 1024
allow_non_essential_spot_lights true
antialias_panel_rendering true
panel_mipmaps true
grass_detail 1.0
grass_fade_begin 256
grass_fade_end 512
mipmap_filter_quality 5
skip_mipmaps 0
aa_mode 2
msaa_sample_count 4
msaa_coverage false
cluster_distance 128
lod_distance 64
detail_fade_end 96
cull_threshold 0.0
water_lod_scale 0.5
foam_buffer_size_divisor_w 2
foam_buffer_size_divisor_h 2
do_foam_buffer true
do_foam_decals true
eppps_scale 2.0
shader_quality 2
particle_quality 2
dynamic_resolution false
panel_render_width 1024
panel_fade_begin 30.0
panel_fade_end 50.0
detail_fade_begin 48
No, you edit the existing :/render/high entry.
Here's my Local.variables that runs the game great (GTX980):
Code::/render/high render_width 2560 render_height 1600 screen_width 1920 screen_height 1200 low_res_reflections false shadow_quality 2 sun_shadow_resolution 1024 point_shadow_resolution 1024 allow_non_essential_spot_lights true antialias_panel_rendering true panel_mipmaps true grass_detail 1.0 grass_fade_begin 256 grass_fade_end 512 mipmap_filter_quality 5 skip_mipmaps 0 aa_mode 2 msaa_sample_count 4 msaa_coverage false cluster_distance 128 lod_distance 64 detail_fade_end 96 cull_threshold 0.0 water_lod_scale 0.5 foam_buffer_size_divisor_w 2 foam_buffer_size_divisor_h 2 do_foam_buffer true do_foam_decals true eppps_scale 2.0 shader_quality 2 particle_quality 2 dynamic_resolution false panel_render_width 1024 panel_fade_begin 30.0 panel_fade_end 50.0 detail_fade_begin 48
If you copy this, you'll probably want to adjust the render and screen entries from the beginning.
The crackling sound made the game unplayable on my FX-8350.Changes:
* Switched default vsync mode to 0 on Nvidia and AMD now that their drivers seem to be fixed; this should eliminate microstutter for many people who had it.
* Fixed crackling audio that happened on some AMD processors.
* Added translations into many languages for the menu options added in the previous update.
* Increased frequency of automatic backup save games.
* Minor gameplay tweaks to several puzzles.
* Bugfix: Prevent the player from being able to fall off the boat in a particular location.
* Bugfix: Fix bug where boat path could become corrupt in save games.
* Bugfix: Prevent the player from outrunning the streaming.
* Bugfix: Several minor audio fixes.
* Bugfix: Several collision fixes.
* Bugfix: Many minor art fixes.