Possible small fix to FPS , DIsable shadows 5 to 10 fps increase

I think so CPU is not the greatest , basically the same , if they just fixed the planets and the settlements and the concourse all will be well .
To do this they need their LOD system fixed cause if you walk away from an object it stays at full detail and sometimes when moving towards something itll stay at low detail , so its broken badly , cyberpunk had the same issue and thats why the game was / is broken .Culling also , light culling and object occlusion culling , if they fixed it that would solve all their problems
 
Some things I noticed :
the main culprit for the low fps in the concourse is all the spot lights , I count upwards of 10 to 20 in one area , when staring at a wall or with you back to the most of the lit areas your fps will sky rocket , so if there is light culling it just isn't working properly , if someone with more expertise in code injection could find a way to limit the max number of active lights this would help a lot , also to disable the reflections on the ground and all shiny surfaces as these are real fps killers .
Thx for the config file, I'm using a Xeon 1231, 16 GB DDR3 & a R9 280 GPU and will give it a try.

Light culling isn't working properly. If you do a restore mission with burning fires inside the buildings the light of the fire will shine through the walls of the building and illuminate a small part of the building on the outside.

Spot lights are also a big problem during that missions: 30 fps while the settlement is without power, below 20 after all those fancy flashlights come to life after restoring the power.
 
Is there any way to implement the change into my already existing file, or do I just need to replace the file completely?
 
you could simply copy the values from my file to yours replacing values only , ill upload a gpuoverride later today if that'll help
 
heres a new graphics config override, graphics override , works better also made some adjustments to the terrain , looks a bit bad but runs great , enabled me to atleast get 20 to 25 fps on the ground

Have you tried increasing "LODsToDrop" and/or "FineMipsToDrop"?

Also, the max NumMips that should be meaningful at a texture resolution of 32 is five. Have you tried reducing the variable to see if there is any different?
 
Have you tried increasing "LODsToDrop" and/or "FineMipsToDrop"?

Also, the max NumMips that should be meaningful at a texture resolution of 32 is five. Have you tried reducing the variable to see if there is any different?
I did try that lodstodrop finemipstodrop , seems to only work on the far terrain . Also do you know what the ENV map actually does? because reducing that made my fps go up alot.
if I could actually get the LODsToDrop to work on close terrain I could get 30 fps easily as when just arrived at a spot the terrain takes a few seconds to change LOD so looking at it the FPS is 30 - 35 , then once it changes to normal its back to 20 fps again
 
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I did try that lodstodrop finemipstodrop , seems to only work on the far terrain

Ah, I hadn't realized that.

, but for the texture resolution , to what are you referring to? Also do you know what the ENV map actually does? because reducing that made my fps go up alot

Envmap texture resolution. In my experience it's the resolution of cube map reflections. It probably does other things as well, but it was most noticeable in the detail of the reflected skybox on mirror-like surfaces; some canopies and flat icy terrain viewed at oblique angles. Some of the 'optimizations' to Odyssey have reduced it's effect by removing reflection from some surfaces.

Regardless of what exactly it's doing, any number of mips that would result in texture resolutions below 1*1 are pointless and if VRAM utilization is the main limiting factor, reducing mipmap levels further might be worth the trade-off.
 
Ah, I hadn't realized that.



Envmap texture resolution. In my experience it's the resolution of cube map reflections. It probably does other things as well, but it was most noticeable in the detail of the reflected skybox on mirror-like surfaces; some canopies and flat icy terrain viewed at oblique angles. Some of the 'optimizations' to Odyssey have reduced it's effect by removing reflection from some surfaces.

Regardless of what exactly it's doing, any number of mips that would result in texture resolutions below 1*1 are pointless and if VRAM utilization is the main limiting factor, reducing mipmap levels further might be worth the trade-off.
interesting Ok , I've changed the Env map nummips to 3 as I figure thats good enough , yeah never actually checked the NumMips value , makes sense halving each time , anyway will test to see how it is now.
Also changed lodstodrop and mipstodrop value see if it changes anything
 
interesting Ok , I've changed the Env map nummips to 3 as I figure thats good enough , yeah never actually checked the NumMips value , makes sense halving each time , anyway will test to see how it is now.
Also changed lodstodrop and mipstodrop value see if it changes anything
Ok scratch that , getting a solid 30fps now , changing MipsToDrop and LODsToDrop as well as setting the ENV map to 3 mips made a big difference 5 fps to be precise which is playable for me , and you can see the terrain is more blocky close up , which im fine with to be honest , not expecting miracles with my current rig
 
Wasn't there a thread where someone found dust clouds were murdering FPS and used 3Dmitogo to remove them? There's no up to date fixes though.
 
Wasn't there a thread where someone found dust clouds were murdering FPS and used 3Dmitogo to remove them? There's no up to date fixes though.
yes there is some kind of effect in settlement buildings that causes fps to drop alot , I did try setting the effects lower by adjusting the resolution not sure why but the fps tanked so I'll do some testing see if I can disable them as well using my override , I do wish they would just create a separate shader for low FX and particle effects , its really not hard to write a simple shader for the fire and smoke , I could write from scratch in a few minutes that would not even use any resources , simple transparent shader with an animated sheet renderer . wish I could access their shader Archive. I also have a suspicion that their are to many vertices used for the settlement buildings and the concourse , either that or the shader used for them is just really inefficient , because horizons at the concourse from the outside on high settings 1280 x 720 was getting 30 - 35 fps easy now on low same resolution and amd fsr ultra im getting 20 - 25 fps , so either to many vertices or a really bad shader , not sure how you mess up a simple surface shader
 
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Hey, thanks for those files :) I found another thing -- largely it's about shader cache. If I disable (nVidia settings app) caching shaders, suddenly it works much better :)
 
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