The Witcher 3 driver

Discussion in 'Videocards - AMD Radeon Drivers Section' started by oGow89, May 11, 2015.

  1. oGow89

    oGow89 Maha Guru

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    Gainward Phoenix 1070 GS
    Well the Witcher 3 is almost here, and i thought why not create a thread for those eager to play the game on release and possibly may stumble upon performance issues like the recent Project Cars disaster. The Witcher 3 is also as many other games that will be released this year part of the Nvidia gameworks program. Now the question is; should we expect a similar performance to what the competition offers or will amd customers live another fail? Btw in case AMD MATT looks at this, i don't own a crossfire solution or freesync therefore i am really not interested how they perform. I am only interested in single gpu performance compared to Nvidia's Flagships (gtx 970 and gtx 980).
     
  2. Krteq

    Krteq Master Guru

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    RX Vega 56 +64 BIOS
    It's a GameWorks title. Do not expect "performance" driver at W3 release date :(

    pCARS is different story. Builds from beginning of this year works quite well on AMD cards with current drivers, but there were some last minutes changes which turns down performance on AMD cards - GW "deoptimisations" obviously.
     
    Last edited: May 11, 2015
  3. oGow89

    oGow89 Maha Guru

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    Well if this trend keeps on going, AMD will definitly have trouble selling their to be released GPUs. I myself despite being an AMD fan am considering to switch.
     
  4. Fox2232

    Fox2232 Ancient Guru

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    Updated for Witcher version 1.04

    At this point, game runs 40+ fps with hairworks fully enabled in forest, and 50+ in buildings. (not happy with such fps, so hairworks is off for now)

    Close to Ultra graphics with performance at level of low details - for version 1.04:
    File: <Steam_Folder>\SteamApps\common\The Witcher 3\bin\config\r4game\user_config_matrix\pc\rendering.xml
    Code:
    <?xml version="1.0" encoding="UTF-16"?>
    <UserConfig>
    	<Group id="Visuals" displayName="video.gamma" visibilityCondition="fullscreen">
    		<VisibleVars>
    			<Var id="GammaValue" displayName="gamma" displayType="GAMMA;0.1;1.9;90" tags="nonLocalized"/>
    		</VisibleVars>
    	</Group>
    	<Group id="Rendering" displayName="video.general" tags="refreshEngine;graphics;buffered">
    		<PresetsArray>
    			<Preset id="0" displayName="low">
    				<Entry varId="Virtual_TexturesOptionVar"				value="0"/>
    				<Entry varId="Virtual_LevelOfDetailOptionVar"			value="0"/>
    				<Entry varId="Virtual_WaterOptionVar"					value="0"/>
    				<Entry varId="Virtual_TerrainOptionVar"					value="0"/>
    				<Entry varId="Virtual_ShadowsOptionVar"					value="0"/>
    				<Entry varId="Virtual_HairWorksLevel"					value="0"/>
    				<Entry varId="Virtual_GrassOptionVar"					value="0"/>
    				<Entry varId="Virtual_FoliageVisibility"				value="0"/>
    				<Entry varId="Virtual_CommunitySpawnLimit"				value="0"/>					
    			</Preset>
    			<Preset id="1" displayName="medium">
    				<Entry varId="Virtual_TexturesOptionVar" 				value="1"/>
    				<Entry varId="Virtual_LevelOfDetailOptionVar" 			value="1"/>
    				<Entry varId="Virtual_WaterOptionVar" 					value="1"/>
    				<Entry varId="Virtual_TerrainOptionVar" 				value="1"/>
    				<Entry varId="Virtual_ShadowsOptionVar" 				value="1"/>
    				<Entry varId="Virtual_HairWorksLevel" 					value="0"/>
    				<Entry varId="Virtual_GrassOptionVar"					value="1"/>
    				<Entry varId="Virtual_FoliageVisibility"				value="1"/>
    				<Entry varId="Virtual_CommunitySpawnLimit"				value="1"/>					
    			</Preset>
    			<Preset id="2" displayName="high">
    				<Entry varId="Virtual_TexturesOptionVar" 				value="2"/>
    				<Entry varId="Virtual_LevelOfDetailOptionVar" 			value="2"/>
    				<Entry varId="Virtual_WaterOptionVar" 					value="2"/>
    				<Entry varId="Virtual_TerrainOptionVar" 				value="2"/>
    				<Entry varId="Virtual_ShadowsOptionVar" 				value="2"/>
    				<Entry varId="Virtual_HairWorksLevel" 					value="1"/>
    				<Entry varId="Virtual_GrassOptionVar"					value="2"/>
    				<Entry varId="Virtual_FoliageVisibility"				value="2"/>
    				<Entry varId="Virtual_CommunitySpawnLimit"				value="2"/>					
    			</Preset>
    			<Preset id="3" displayName="uber">
    				<Entry varId="Virtual_TexturesOptionVar" 				value="3"/>
    				<Entry varId="Virtual_LevelOfDetailOptionVar" 			value="3"/>
    				<Entry varId="Virtual_WaterOptionVar" 					value="3"/>
    				<Entry varId="Virtual_TerrainOptionVar" 				value="3"/>
    				<Entry varId="Virtual_ShadowsOptionVar" 				value="3"/>
    				<Entry varId="Virtual_HairWorksLevel" 					value="2"/>
    				<Entry varId="Virtual_GrassOptionVar"					value="3"/>
    				<Entry varId="Virtual_FoliageVisibility"				value="3"/>
    				<Entry varId="Virtual_CommunitySpawnLimit"				value="3"/>				
    			</Preset>
    		</PresetsArray>
    		<VisibleVars>
    			<Var overrideGroup="Viewport" id="VSync" displayName="vsync" displayType="TOGGLE"/>
    			<Var id="FPSLimit" displayName="framerate_limit" displayType="OPTIONS" tags="refreshViewport">
    				<OptionsArray>
    					<Option id="0" displayName="framerate_limit_unlimited">
    						<Entry overrideGroup="Engine" varId="LimitFPS" value="0"/>
    					</Option>
    					<Option id="1" displayName="framerate_limit_30">
    						<Entry overrideGroup="Engine" varId="LimitFPS" value="30"/>
    					</Option>
    					<Option id="2" displayName="framerate_limit_60">
    						<Entry overrideGroup="Engine" varId="LimitFPS" value="60"/>
    					</Option>
    				</OptionsArray>
    			</Var>
    			<Var id="Virtual_OutputMonitor" displayName="monitor" displayType="OPTIONS" tags="buffered;RefreshOutputMonitor;refreshViewport;nonLocalized;customNames">
    				<OptionsArray>
    					<ListingFunction name="ListAvailableMonitorCount"/>
    				</OptionsArray>
    			</Var>
    			<Var overrideGroup="Viewport" id="Resolution" displayName="resolution" displayType="OPTIONS" tags="RefreshOutputMonitor;refreshViewport;nonLocalized;customNames">
    				<OptionsArray>
    					<ListingFunction name="ListResolutions"/>
    				</OptionsArray>
    			</Var>
    			<Var  id="Virtual_FullScreenMode" displayName="fullscreenmode" displayType="OPTIONS" tags="RefreshOutputMonitor;refreshViewport">
    				<OptionsArray>
    					<Option id="0" displayName="windowed">
    						<Entry overrideGroup="Viewport" varId="FullScreenMode" value="0"/>
    					</Option>
    					<Option id="1" displayName="borderless">
    						<Entry overrideGroup="Viewport" varId="FullScreenMode" value="1"/>
    					</Option>
    					<Option id="2" displayName="fullscreen">
    						<Entry overrideGroup="Viewport" varId="FullScreenMode" value="2"/>
    					</Option>
    				</OptionsArray>
    			</Var>
                <Var id="Virtual_HairWorksLevel" displayName="use_hair_works" displayType="OPTIONS" tags="refreshEngine;customNames">
    				<OptionsArray>
    					<Option id="0" displayName="panel_mainmenu_option_value_off">
    						<Entry varId="HairWorksLevel"	value="0"/>
    					</Option>
    					<Option id="1" displayName="Geralt">
    						<Entry varId="HairWorksLevel"	value="1"/>
    					</Option>
    					<Option id="2" displayName="panel_mainmenu_option_value_on">
    						<Entry varId="HairWorksLevel"	value="2"/>
    					</Option>
    				</OptionsArray>
    			</Var>
    			<Var id="Virtual_CommunitySpawnLimit" displayName="community_density_settings" displayType="OPTIONS">
    				<OptionsArray>
    					<Option id="0" displayName="low">
    						<Entry overrideGroup="Gameplay/EntityPool" varId="SpawnedLimit" value="120"/>
    					</Option>
    					<Option id="1" displayName="medium">
    						<Entry overrideGroup="Gameplay/EntityPool" varId="SpawnedLimit" value="100"/>
    					</Option>
    					<Option id="2" displayName="high">
    						<Entry overrideGroup="Gameplay/EntityPool" varId="SpawnedLimit" value="130"/>
    					</Option>
    					<Option id="3" displayName="uber">
    						<Entry overrideGroup="Gameplay/EntityPool" varId="SpawnedLimit" value="150"/>
    					</Option>
    				</OptionsArray>
    			</Var>
                <Var id="Virtual_ShadowsOptionVar" displayName="shadows" displayType="OPTIONS" tags="refreshEngine">
    				<OptionsArray>
    					<Option id="0" displayName="low">
    						<Entry varId="CascadeShadowFadeTreshold" 	value="1.0"/>
    						<Entry varId="CascadeShadowDistanceScale0" 	value="2.0"/>
    						<Entry varId="CascadeShadowDistanceScale1" 	value="2.1"/>
    						<Entry varId="CascadeShadowDistanceScale2" 	value="2.1"/>
    						<Entry varId="CascadeShadowDistanceScale3" 	value="2.2"/>	
    						<Entry varId="CascadeShadowQuality" 		value="1"/>
    						<Entry varId="CascadeShadowmapSize" 		value="2048"/>
    						<Entry varId="MaxCascadeCount" 				value="4"/>
    						<Entry varId="MaxTerrainShadowAtlasCount" 	value="4"/>
    						<Entry varId="MaxCubeShadowSize" 			value="512"/>
    						<Entry varId="MaxSpotShadowSize" 			value="512"/>
    					</Option>
    					<Option id="1" displayName="medium">
    						<Entry varId="CascadeShadowFadeTreshold" 	value="1.5"/>
    						<Entry varId="CascadeShadowDistanceScale0" 	value="1.0"/>
    						<Entry varId="CascadeShadowDistanceScale1" 	value="1.0"/>
    						<Entry varId="CascadeShadowDistanceScale2" 	value="1.0"/>
    						<Entry varId="CascadeShadowDistanceScale3" 	value="1.0"/>					
    						<Entry varId="CascadeShadowQuality" 		value="0"/>
    						<Entry varId="CascadeShadowmapSize" 		value="1024"/>
    						<Entry varId="MaxCascadeCount" 				value="4"/>
    						<Entry varId="MaxTerrainShadowAtlasCount" 	value="3"/>
    						<Entry varId="MaxCubeShadowSize" 			value="512"/>
    						<Entry varId="MaxSpotShadowSize" 			value="512"/>
    					</Option>
    					<Option id="2" displayName="high">
    						<Entry varId="CascadeShadowFadeTreshold" 	value="1.0"/>
    						<Entry varId="CascadeShadowDistanceScale0" 	value="1.0"/>
    						<Entry varId="CascadeShadowDistanceScale1" 	value="1.0"/>
    						<Entry varId="CascadeShadowDistanceScale2" 	value="1.2"/>
    						<Entry varId="CascadeShadowDistanceScale3" 	value="1.2"/>				
    						<Entry varId="CascadeShadowQuality" 		value="1"/>
    						<Entry varId="CascadeShadowmapSize" 		value="2048"/>
    						<Entry varId="MaxCascadeCount" 				value="4"/>
    						<Entry varId="MaxTerrainShadowAtlasCount" 	value="4"/>
    						<Entry varId="MaxCubeShadowSize" 			value="512"/>
    						<Entry varId="MaxSpotShadowSize" 			value="512"/>
    					</Option>
    					<Option id="3" displayName="uber">
    						<Entry varId="CascadeShadowFadeTreshold" 	value="1.0"/>
    						<Entry varId="CascadeShadowDistanceScale0" 	value="1.0"/>
    						<Entry varId="CascadeShadowDistanceScale1" 	value="1.0"/>
    						<Entry varId="CascadeShadowDistanceScale2" 	value="1.5"/>
    						<Entry varId="CascadeShadowDistanceScale3" 	value="1.5"/>		
    						<Entry varId="CascadeShadowQuality" 		value="1"/>
    						<Entry varId="CascadeShadowmapSize" 		value="3072"/>
    						<Entry varId="MaxCascadeCount" 				value="4"/>
    						<Entry varId="MaxTerrainShadowAtlasCount" 	value="4"/>
    						<Entry varId="MaxCubeShadowSize" 			value="512"/>
    						<Entry varId="MaxSpotShadowSize" 			value="512"/>
    					</Option>
    				</OptionsArray>
    			</Var>			
    			<Var id="Virtual_TerrainOptionVar" displayName="terrain" displayType="OPTIONS" tags="refreshEngine">
    				<OptionsArray>
    					<Option id="0" displayName="low">
    						<Entry varId="TerrainErrorMetricMultiplier" 		value="30"/>
    						<Entry varId="TerrainScreenSpaceErrorThreshold" 	value="4.0"/>
    					</Option>
    					<Option id="1" displayName="medium">
    						<Entry varId="TerrainErrorMetricMultiplier" 		value="20"/>
    						<Entry varId="TerrainScreenSpaceErrorThreshold" 	value="3.0"/>
    					</Option>
    					<Option id="2" displayName="high">
    						<Entry varId="TerrainErrorMetricMultiplier" 		value="10"/>
    						<Entry varId="TerrainScreenSpaceErrorThreshold" 	value="2.0"/>
    					</Option>
    					<Option id="3" displayName="uber">
    						<Entry varId="TerrainErrorMetricMultiplier" 		value="6"/>
    						<Entry varId="TerrainScreenSpaceErrorThreshold" 	value="1.6"/>
    					</Option>
    				</OptionsArray>
    			</Var>			
    			<Var id="Virtual_WaterOptionVar" displayName="water_quality" displayType="OPTIONS" tags="refreshEngine">
    				<OptionsArray>
    					<Option id="0" displayName="low">
    						<Entry varId="GlobalOceanTesselationFactor" 	value="8"/>
               				<Entry varId="UseDynamicWaterSimulation" 	value="false"/>
    					</Option>
    					<Option id="1" displayName="medium">
    						<Entry varId="GlobalOceanTesselationFactor" 	value="16"/>
               				<Entry varId="UseDynamicWaterSimulation" 	value="false"/>
    					</Option>
    					<Option id="2" displayName="high">
    						<Entry varId="GlobalOceanTesselationFactor" 	value="32"/>
               				<Entry varId="UseDynamicWaterSimulation" 	value="true"/>
    					</Option>
    					<Option id="3" displayName="uber">
    						<Entry varId="GlobalOceanTesselationFactor" 	value="64"/>
               				<Entry varId="UseDynamicWaterSimulation" 	value="true"/>
    					</Option>
    				</OptionsArray>
    			</Var>
    			<Var id="Virtual_GrassOptionVar" displayName="grass" displayType="OPTIONS" >
    				<OptionsArray>
    					<Option id="0" displayName="low">
    						<Entry varId="GrassDensity" 	value="1400.0"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassGenerationEfficiency" 	value="0.015"/>
    					</Option>
    					<Option id="1" displayName="medium">
    						<Entry varId="GrassDensity" 	value="1600.0"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassGenerationEfficiency" 	value="0.075"/>
    					</Option>
    					<Option id="2" displayName="high">
    						<Entry varId="GrassDensity" 	value="2000.0"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassGenerationEfficiency" 	value="0.125"/>
    					</Option>
    					<Option id="3" displayName="uber">
    						<Entry varId="GrassDensity" 	value="2400.0"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassGenerationEfficiency" 	value="0.225"/>
    					</Option>
    				</OptionsArray>
    			</Var>
    			<Var id="Virtual_TexturesOptionVar" displayName="textures" displayType="OPTIONS" tags="refreshEngine">
    				<OptionsArray>
    					<Option id="0" displayName="low">
    						<Entry overrideGroup="TextureStreaming" varId="MaxResidentMipMap" 	value="6"/>
    						<Entry varId="MaxTextureSize" 			value="2048"/>
    						<Entry varId="MaxAtlasTextureSize" 		value="2048"/>
    						<Entry varId="TextureDownscale" 		value="0"/>
    						<Entry varId="DetailTextureDownscale" 	value="0"/>
    						<Entry varId="AtlasTextureDownscale" 	value="0"/>
    						<Entry varId="TextureMemoryBudget" 		value="1800"/>
    						<Entry varId="TextureMemoryGUIBudget" 	value="80"/>
    						<Entry varId="TextureTimeBudget" 		value="10"/>
    						<Entry varId="TextureInFlightBudget" 	value="128"/>
    						<Entry varId="MaxTextureAnisotropy" 	value="16"/>
    						<Entry varId="TextureMipBias" 			value="-0.35"/>						
    					</Option>
    					<Option id="1" displayName="medium">
    						<Entry overrideGroup="TextureStreaming" varId="MaxResidentMipMap" 	value="6"/>
    						<Entry varId="MaxTextureSize" 			value="2048"/>
    						<Entry varId="MaxAtlasTextureSize" 		value="2048"/>
    						<Entry varId="TextureDownscale" 		value="1"/>
    						<Entry varId="DetailTextureDownscale" 	value="1"/>
    						<Entry varId="AtlasTextureDownscale" 	value="1"/>
    						<Entry varId="TextureMemoryBudget" 		value="300"/>
    						<Entry varId="TextureMemoryGUIBudget" 	value="80"/>
    						<Entry varId="TextureTimeBudget" 		value="10"/>
    						<Entry varId="TextureInFlightBudget" 	value="128"/>
    						<Entry varId="MaxTextureAnisotropy" 	value="4"/>
    						<Entry varId="TextureMipBias" 			value="0"/>						
    					</Option>
    					<Option id="2" displayName="high">
    						<Entry overrideGroup="TextureStreaming" varId="MaxResidentMipMap" 	value="6"/>
    						<Entry varId="MaxTextureSize" 			value="2048"/>
    						<Entry varId="MaxAtlasTextureSize" 		value="2048"/>
    						<Entry varId="TextureDownscale" 		value="0"/>
    						<Entry varId="DetailTextureDownscale" 	value="0"/>
    						<Entry varId="AtlasTextureDownscale" 	value="0"/>
    						<Entry varId="TextureMemoryBudget" 		value="500"/>
    						<Entry varId="TextureMemoryGUIBudget" 	value="80"/>
    						<Entry varId="TextureTimeBudget" 		value="10"/>
    						<Entry varId="TextureInFlightBudget" 	value="128"/>
    						<Entry varId="MaxTextureAnisotropy" 	value="8"/>
    						<Entry varId="TextureMipBias" 			value="-0.4"/>						
    					</Option>					
    					<Option id="3" displayName="uber">
    						<Entry overrideGroup="TextureStreaming" varId="MaxResidentMipMap" 	value="6"/>
    						<Entry varId="MaxTextureSize" 			value="2048"/>
    						<Entry varId="MaxAtlasTextureSize" 		value="2048"/>
    						<Entry varId="TextureDownscale" 		value="0"/>
    						<Entry varId="DetailTextureDownscale" 	value="0"/>
    						<Entry varId="AtlasTextureDownscale" 	value="0"/>
    						<Entry varId="TextureMemoryBudget" 		value="800"/>
    						<Entry varId="TextureMemoryGUIBudget" 	value="80"/>
    						<Entry varId="TextureTimeBudget" 		value="10"/>
    						<Entry varId="TextureInFlightBudget" 	value="128"/>
    						<Entry varId="MaxTextureAnisotropy" 	value="16"/>
    						<Entry varId="TextureMipBias" 			value="-1.0"/>
    					</Option>
    				</OptionsArray>
    			</Var>
    			<Var id="Virtual_FoliageVisibility" displayName="foliage_visibility" displayType="OPTIONS" tags="refreshEngine">
    				<OptionsArray>
    					<Option id="0" displayName="low">
    						<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="24"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageDistanceScale" value="1.5"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassDistanceScale" value="1.4"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassRingSize" value="4194304"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="18.0"/>
    					</Option>
    					<Option id="1" displayName="medium">
    						<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="8"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageDistanceScale" value="1.0"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassDistanceScale" value="0.8"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassRingSize" value="4194304"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="12.0"/>
    					</Option>
    					<Option id="2" displayName="high">
    						<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="12"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageDistanceScale" value="1.0"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassDistanceScale" value="1.0"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassRingSize" value="4194304"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="16.0"/>
    					</Option>
    					<Option id="3" displayName="uber">
    						<Entry overrideGroup="Foliage" varId="MaxVisibilityDepth" value="24"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageDistanceScale" value="1.8"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassDistanceScale" value="1.5"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="GrassRingSize" value="16777216"/>
    						<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="54.0"/>
    					</Option>
    				</OptionsArray>
    			</Var>
    			<Var id="Virtual_LevelOfDetailOptionVar" displayName="level_of_detail" displayType="OPTIONS" tags="refreshEngine">
    				<OptionsArray>
    					<Option id="0" displayName="low">
    						<Entry overrideGroup="LevelOfDetail" varId="DecalsHideDistance" 	value="65"/>
    					</Option>
    					<Option id="1" displayName="medium">
    						<Entry overrideGroup="LevelOfDetail" varId="DecalsHideDistance" 	value="30"/>
    					</Option>
    					<Option id="2" displayName="high">
    						<Entry overrideGroup="LevelOfDetail" varId="DecalsHideDistance" 	value="40"/>
    					</Option>
    					<Option id="3" displayName="uber">
    						<Entry overrideGroup="LevelOfDetail" varId="DecalsHideDistance" 	value="80"/>
    					</Option>
    				</OptionsArray>
    			</Var>
                <Var id="HardwareCursor" displayName="hardware_cursor" displayType="TOGGLE"/>
    		</VisibleVars>
    	</Group>
    </UserConfig>
    
    Creates configuration which is enabled once Low Details are set in Video>Graphics Options (so you can compare visuals/performance of Uber vs my "Low-close to Uber settings").
    What does this cfg do:
    - increased grass range, close to Ultra, decreased density/complexity. Same goes for trees. Trees which cast shadows are from player at middle of high to ultra range.
    - shadows can be seen much farther, still have LoD at mid/high range affected by object LoD
    - water has only 8x tessellation (low), but it does not affect it visually + bubbles and other water based simulation is enabled.
    - maximum texture details and more sharply focused textures, no perf. impact, higher allowed memory pool - 1800MB

    Findings:
    - Game can run easily 60fps+ if shadows from trees are disabled completely, but tree design is done in way that they look trashy without shadows.
    - I would advice to make CCC profile and limit tessellation to 6x ~ 8x it does not cripple visuals, but allows to run hairworks without extreme impact if desired. (with patch 1.03/1.04 hairworks has again big impact on performance)
    - SSAO does not impact performance, but its visual effect is very small. HBAO+ has severe performance impact and is not worth visual change. (maybe RadeonPro injection may be better choice)
    - in-game AA has no effect if "sharpening" is enabled at same time. In-game AA is not strong, but has nearly zero impact on performance.
    - terrain details: could not find difference on screenshots between any settings even weird values made no difference
    - for some reason textures load and change their LoD in weird dithering way even if new texture is same as previous one, but that dithering can be seen in transit

    To test (time budget stuff):
    cvMaxAllowedLightsShadowTime=1
    cvMaxAllowedApexDestroTickedTime=0.2
    cvMaxAllowedGrass=30000
    cvMaxAllowedDecalsDynamic=60
    cvMaxAllowedDynMeshes=104857600
    cvMaxAllowedChunksSkinnedTime=2.5
    cvMaxAllowedTrianglesSkinned=50000
    cvMaxAllowedDecalsSSTime=0.1
    cvMaxAllowedLightsShadow=3
    TerrainTileMipDataBudget=100
    cvMaxAllowedApexTicked=60
    cvMaxAllowedActiveEnvProbesTime=0.1
    cvMaxAllowedStatTextures=314572800
    cvMaxAllowedSpeedTree=5000
    cvMaxAllowedLightsNonShadowsTime=0.2
    cvMaxAllowedSpeedTreeTime=2.1
    cvMaxAllowedChunksStatic=1500
    cvMaxAllowedTrianglesStatic=400000
    cvMaxAllowedHiresChunks=25
    cvMaxAllowedDecalsDynamicTime=0.5
    cvMaxAllowedLightsNonShadows=40
    cvMaxAllowedChunksStaticTime=1.5
    cvMaxAllowedChunksSkinned=400
    cvMaxAllowedApexDestroTicked=20
    cvMaxAllowedStatMeshes=209715200
    TerrainTileMinTimeout=2
    cvMaxAllowedHiresChunksTime=0.2
    cvMaxAllowedApexTickedTime=0.5
    cvMaxAllowedCharTextures=209715200
    cvMaxAllowedParticlesCountTime=0.2
    cvMaxAllowedParticlesCount=1200
    cvMaxAllowedGrassTime=1.5
    TerrainTileTimeout=10
    OcclusionQueryAdditionalMemory=5
    TerrainTileLoadingTimeout=5
    cvMaxAllowedDecalsSS=140

    What causes performance issues:
    - bad shadowing method
    - tessellation higher than 8x
    - high AA levels for particular objects: hairworks hair (yes, they not only use tessellation, but AA too)
    And those can/should be adjustable via engine therefore performance issues can be fixed.

    Special Testing:
    - Trees start to wildly sway in wind as player gets closer to them:
    - > Does this effect affect performance? Can it be turned off or applied to all trees so it is consistent?

    What I can't get around and sux a lot:
    [​IMG]
    [​IMG]
    (Middle pillar geometry pops-in instead of texture which does not match it. I could not find how to alter range at which geometry loads. That lowest LoD is really horrific thing.)
     
    Last edited: May 25, 2015

  5. Undying

    Undying Ancient Guru

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    Can we just wait a game and then make a debate?
     
  6. oGow89

    oGow89 Maha Guru

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    No, i don't want to wait for another disaster. Some people have pre-ordered the game and are expecting it to run well upon release. The idea is to get as many voice as possible to gain the attention of AMD, so that we don't have to wait months till the game starts to run well on AMD gpus. No one paid attention to Project Cars and look at it. Developer says ''We tried to reach to AMD'' and AMD throws blame on developer and nvidia, and both has just started to look into the issue. No one gives a damn probably for Project Cars, but alot do care for the Witcher 3.
     
  7. xacid0

    xacid0 Master Guru

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    CD Projekt Red > Super Mad Studio
     
  8. oGow89

    oGow89 Maha Guru

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    Yeah and that's why the recommend settings setup puts the gtx 770 and r9 290 on the same level.
     
  9. Undying

    Undying Ancient Guru

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  10. Romulus_ut3

    Romulus_ut3 Master Guru

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    "Nvidia hasn't paid us a penny" but their logo is all over our game. Seems legit. How come AMD cards work better in the earlier builds of the game in it's early access state and suddenly the performance takes a nose dive after launch? But if you're one of those that has gotten tired of excuses, just sell the 290 and get yourself a GTX 770. Game titles that are "The way it's meant to be played" (and gimped on AMD) a GTX 770 will outperform a 290 anyway.
     

  11. oGow89

    oGow89 Maha Guru

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    I admit that i overlooked FC4. Still the witcher 3 is an nvidiaworks title and in many occasions the developer implied that the game is designed to run way better on an nvidia hardware.
     
  12. oGow89

    oGow89 Maha Guru

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    The r9 290 is a great card and rivals in many cases the gtx 970 with a slight overclock. I just want that to be always the case regardless of the game. I am sure you as well are tired of the excuses, and anytime soon would like to upgrade you gpu. You and me are customers that expect the performance of their hardware to match what is advertised and not have to worry about driver issues.
     
  13. zer0_c0ol

    zer0_c0ol Ancient Guru

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    fc4 is also an nvidia game..

    i have faith in cdproject red
     
  14. oGow89

    oGow89 Maha Guru

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    Yes but FC4 featured some Nvidia gameworks settings that can be turned off, and it felt like added crap after the game was already developed. Assassin's Creed Unity had hairworks that you couldn't switch off. Well i hope that your faith in them pays off. In the end if the game works well for you, i too will be happy. We all have AMD. And if not, this is the place to bash all three companies AMD, Nvidia and Cdproject Red, left and right. XD
     
  15. Espionage724

    Espionage724 Guest

    Why are we putting all the responsibility on AMD here?

    I'm highly doubting there's any more new tricks game developers can pull off with current rendering APIs to warrant a new driver, so I'm still kind of confused as to why people think (and even demand) all new games need a new driver?

    If anything, we should be pressuring CD Projekt Red to make sure their game works on AMD GPUs. It's their game, and I'm sure they have access to AMD hardware to test it on, along with communication channels to AMD.

    If I make a game that happens to/intentionally runs like garbage on AMD, are you going to be angry with AMD or me? You as an end-user have no idea on the coding decisions behind the scenes, so if I really did botch AMD hardware intentionally, it seems really silly to go to AMD with pitchforks and torches considering they had nothing to do with it...
     

  16. Krteq

    Krteq Master Guru

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    This was not posted by developer, it was posted by random guy on steam forums. Trace a source to it's real origins, you will see what I mean.

    I can write the same BS in 20 mins too.

    We have no words from SMS officials or developers about this, just few made up "citations" from random guy.
     
  17. oGow89

    oGow89 Maha Guru

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    Well CDproject Red is a small studio and they are happy they got Nvidia paying them a premium. So if what you are saying is true about drivers not being able to improve performance and quality of current hardware in games, then i doubt that the game will run well on any amd hardware. :(
     
  18. PrMinisterGR

    PrMinisterGR Ancient Guru

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    CDProject Red is a part of CDProject and they own GoG.com. They are by no means a small studio with miniscule means.
     
  19. oGow89

    oGow89 Maha Guru

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    Well if most of you have faith in them, then that is good enough for me. And i hope it runs well on both AMD and Nvidia graphics cards. :)
     
  20. WarDocsRevenge

    WarDocsRevenge Master Guru

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    i have made a promise to my self as a gamer to never buy a game works game or nvidia game title they are just never worth it
     

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