In this text we benchmark The Witcher III at the PC - many graphics playing cards are being tested and benchmarked. We have a look at DX11 efficiency with the newest graphics cards and technologies. Image Quality Settings and Test System.(*3*) Witcher 3 seems surprisingly just right on medium settings, which is good news for those who do not have a mega-rig. (*3*) low atmosphere preset appears okay in those nonetheless shots, however there is numerous foliage and persona pop-in that is very distracting when the game's in motion. Textures on NPCs, particularly clothing...(*3*) Witcher 3 optimization information defines the best graphics settings for bettering FPS within the game, searching for to provide an explanation for each and every option in larger depth. We independently benchmarked quite a lot of recreation settings on a Titan X (to get rid of bottlenecking at the hardware) and took a graphics settings comparison...With graphics like these, you wish to have three things: a fine-tuned PC, a tight graphics card and the precise settings. (*3*) this information we're going to look at making the Witcher 3 even more stunning than it already is and in addition make sure that it runs tremendous smooth for your system.The Witcher III is a hard game and one that can most likely take a look at the general public's computers to the restrict if you wish to run it at maximum settings. In this video/graphics tweak guide we've got put in combination optimum settings you will have to take to get the most productive framerates with out compromising on appearance.
Here are the entire graphical settings for The Witcher 3: Wild Hunt explained. But we're right here to talk about graphics. (*3*) get the elephant within the room, the "downgrading" fiasco, out of the best way. First off, yes, The Witcher 3's visuals have surely been toned down rather slightly from the trailers, particularly...The Witcher 3 Enhanced (*3*) Settings mod add an Extreme preset to a number of settings … 2 天前 · The Witcher 3 at Max (*3*) Settings (4K) - Benchmark Course. The above video shows our benchmarking route used for checking out video cards.Further settings can also be modified in the .ini recordsdata regardless that nvidia only mentions it when talking about increasing things above their max settings. The Witcher 3 seems to be excellent and runs decently on even weaker methods. AC:(*3*) struggles to achieve above 45 part the time on my GTX 980.The Witcher 3 PC Tweaks. There are two tactics to move about doing this: the normal in-game settings, and the extra complicated, command-based user settings file. (*3*) take a look at each types of graphics tweaking in this guide, starting off with the in-game settings.
Made texture settings compatible with 'HD Reworked Project' and other texture mods that use 4K textures. This mod adds a new graphic preset to the If you're using HD Reworked Project, make sure you install it sooner than Enhanced Graphics Settings. You'll understand that the Halk Ultra HD texture preset is...This (*3*) 3 optimization guide defines the most efficient graphics settings for making improvements to fps in the game, in the hunt for to give an explanation for every choice in better intensity. The (*3*) 3 wild hunt pc-exclusive graphics improvements like each and every multi-platform recreation, the (*3*) 3 wild hunt seems, runs and performs perfect on notebook computer.• Here is a Witcher 3 graphics tweak guide, explaining the entire graphic settings to extend your performance. Royal Griffin boss struggle on the end You can view the graphics settings information under: Not the whole lot has to be set on (*3*) for The Witcher 3 to seem beautiful. Be certain to have the newest...The definitive graphics, performance and tweaking information for The Witcher 3: Wild Hunt. Discover the performance and visible impact of each and every recreation atmosphere, and discover ways to tweak the 100-hour RPG to extend symbol high quality far beyond the in-game limits. (*3*) for patch v1.04.For a at ease recreation of Witcher 3 and a excellent image, you need to set the optimum graphic settings on your PC. (*3*) will consider settings for weak and medium power PCs.
By Andrew Burnes on Mon, May 18 2015 Featured Stories, Guides, NVIDIA GameWorks
Andrzej Sapkowski's short stories and novels a couple of white-haired monster hunter proved common in his native Poland in the 1990s, briefly becoming one of the vital best-selling fantasy franchises. In 2007 they shaped the foundation of The Witcher, an action role-playing sport constructed by a previously-unknown studio that specialised in localization. Featuring spectacular graphics, a big game international, an engrossing tale, and a number of pleasurable action, the little-hyped title catapulted Polish corporate CD Projekt into the limelight, resulting within the advent of CD Projekt RED, now one of the most world's leading recreation builders.
In 2011, CD Projekt RED continued the white-haired monster hunter's saga in The Witcher 2: Assassins of Kings, and lately The Witcher 3: Wild Hunt will be launched, bringing the trilogy to a conclusion.
Reviews are sparkling, but we're right here to talk graphics, now not gameplay. So sign up for us as we dive into CD Projekt RED's 100-hour action RPG to dissect its graphics settings and examine their performance affect, and to discover the numerous tweaks that bolster the sport's much-discussed graphics.
The Witcher 3: Wild Hunt's professional gadget necessities are posted below, suggesting this sort of gadget wanted for Low and High settings, but not the way more challenging Ultra choices.
Minimum SpecificationsOS:64-bit Windows 7 or 64-bit Windows 8 (8.1) Processor: Intel Core i5-2500K 3.3GHz or AMD Phenom II X4 940 Memory: 6GB RAM Graphics: NVIDIA GeForce GTX 660 DirectX: Version 11
Recommended SpecificationsProcessor: Intel Core i7 3770 3.4 GHz or AMD AMD FX-8350 4.Zero GHz Memory: 8GB RAM Graphics: NVIDIA GeForce GTX 770 or above
To tailor settings for your gadget, use GeForce Experience's one-click Optimal Playable Settings.
Creating recreation engines is an expensive trade, and prior to now few years we have now observed the vast majority of builders gravitate in opposition to ready-made answers like CryEngine and Unreal Engine which might be constantly upgraded and sponsored via devoted reinforce body of workers. Given the number of fashions, textures, audio information, and other assets in The Witcher 3: Wild Hunt, you may be expecting CD Projekt RED to follow this development to cut costs and simplicity the advance of a gigantic open global sport. But no, CD Projekt RED has opted to as an alternative upgrade The Witcher 2: Assassins of Kings Enhanced Edition's REDengine 2, which used to be itself an upgrade of The Witcher 2: Assassins of Kings's REDengine 1.
The biggest problem on this upgrade process was the implementation of a streaming load system, enabling the developers to switch from smaller environments with frequent loading displays ,to special open worlds that load silently within the background right through gameplay. This is no simple feat, and has taken established engines a while to completely implement and best, however here in The Witcher 3: Wild Hunt CD Projekt RED has created an absolutely functioning, near-flawless system on their first attempt.
Similarly, near to every other gadget has been upgraded for meet modern-day standards, ensuring the appearance of detailed environments (in the context of an open world recreation). Physically-based rendering, high-precision results and DirectX 11 tessellation are all to be found inside the up to date engine, at the side of other anticipated mod cons.
A Quick Word About Screenshots
A key function of a graphics information is the power to demonstrate the impact modified settings have on visible constancy. To do this successfully, motion and variance in a scene must be avoided. In The Witcher 3: Wild Hunt, we've had to create save games in a debug .exe with time frozen, before opening them in the correct .exe to seize screenshots. On occasion this reasons clouds to vanish or render incorrectly, items to flow, grass to clip via partitions, and characters to spawn with outstretched palms. Needless to say, this reduces symbol quality and immersion, and can make NPCs glance goofy, however that is the only solution to create efficient comparisons.
As you'll be able to see for yourself in the screenshot under, these quirks don't occur all the way through commonplace gameplay, and should therefore be of no concern.
The Witcher 3: Wild Hunt PC-Exclusive Graphics Enhancements
Like every multi-platform sport, The Witcher 3: Wild Hunt appears to be like, runs and performs perfect on PC. Texture clarity, view distance, and all the standard suspects are progressed, and to additional bolster graphical constancy now we have worked carefully with CD Projekt RED to introduce NVIDIA HairWorks and NVIDIA HBAO+ to their much-anticipated motion RPG. Furthermore, you'll be able to make the most of NVIDIA Dynamic Super Resolution (DSR) to crank up the rendering resolution, NVIDIA G-SYNC screens to get rid of display screen tearing and stuttering, and NVIDIA GameCirculate to circulate the sport itself to SHIELD devices and your TV.
Commonly, fur and hair in games is created by including polygon strips and transparent textures to a personality, and even though this can be a simple and inexpensive implementation the result appears totally static and visually boring. With additional layers and some fundamental animation, quality and realism can also be stepped forward greatly, however dynamic movement and accurate shading stays off limits. The solution? NVIDIA HairWorks, which provides tens of 1000's of DirectX 11, tessellated hair strands to characters, each and every reacting realistically to motion and exterior forces. In addition, the usage of particular person hairs and layers permits dynamic lighting to permeate throughout each and every strand and layer, for hairs to be correctly shadowed, and for deeper layers to be self-shadowed by way of other hairs, bettering symbol quality further nonetheless.
For the The Witcher 3: Wild Hunt we've got worked intently with CD Projekt RED all through the sport's construction, including HairWorks to Geralt's hair types and beards, to the mane of Roach, his trusty steed, to the manes of other horses, and to over 3 dozen monsters. Out within the open global, this important endeavor leads to the addition of HairWorks to the majority of Geralt's animal and supernatural assailants, developing immersive scenes and encounters at some point of the 100-hour motion RPG.
NVIDIA HairWorks enabled (click on to enlarge)
NVIDIA HairWorks disabled (click to amplify)
To succeed in a sensible look for Geralt's hair and beard, which grows as the sport progresses, we developed new, more complicated stiffness and bending controls to permit for intricate styling. And for reasonable shading in an international with dynamic weather and a lot of locations, we introduced new diffuse, specular, and glint controls, enabling Geralt's white hair to match surrounding stipulations.
Another new addition is the facility for Geralt's hair to get visibly rainy, matching the shading houses implemented to his wardrobe when taking a handy guide a rough dip. Over time he's going to dry out, and the appearance of hair will return to its standard state.
On average, 10,000 to 40,000 strands of tessellated hair are carried out to HairWorks-enhanced models at combat view distances, with up to 60,00 applied to the game's furriest creatures. Up close, when creatures are futilely seeking to finish Geralt's life, hair counts are cranked up to make sure most constancy, bringing the 40,000 reasonable up to 125,000 in some instances. As they then flee for his or her lives, hair counts are dynamically scaled again till the enemy is a trifling dot in the distance. On Geralt, hair counts moderate at 30,000, and scale up to 115,000, with round 6,000 hairs only for his beard.
Click to load an interactive comparability
In previous HairWorks-enhanced games, hair aliasing was once on occasion visible when avid gamers used post-process anti-aliasing or low levels of hardware anti-aliasing. Now, we observe Multisample Anti-Aliasing (MSAA) by way of default at once to HairWorks hairs, making sure high quality, aliasing-free hair without reference to the participant's general anti-aliasing settings. This new function debuts in The Witcher 3: Wild Hunt and will probably be available to different GameWorks customers in the close to future by the use of a loose update on NVIDIA's Dev Zone.
Click right here for an expansion that higher demonstrates the benefits of HairWorks MSAA
With wind, water, and spell interaction, in addition to correct shading, shadowing and animation, and the application of MSAA, The Witcher 3: Wild Hunt's NVIDIA HairWorks integration delivers probably the most life like and immersive hair and fur seen to date in a playable game, significantly bolstering the game's graphical constancy.
Click to load an interactive comparison
Performance: Three HairWorks choices are on offer in The Witcher 3: Wild Hunt: "Off", "Geralt Only", and "All". As the self-explanatory names suggest, they control whether HairWorks is switched off, applied handiest to Geralt, or applied to Geralt, his horse, and all other HairWorks-enhanced characters, creatures and monsters within the sport.
Given the numerous situations and motion sequences that may occur, and the varying number of HairWorks-enhanced actors in each and every, we've examined 3 situations to better reveal the efficiency charge of HairWorks. Note, patch 1.03 improved HairWorks rendering performance, adding a couple of further frames per 2nd in each of our tests.
In action sequences full of HairWorks-enhanced actors, performance can lower by means of a excellent fifteen to 20 frames in keeping with 2nd. For many that will likely be a bit too pricey; for many who can permit HairWorks, said sequences might be extra dynamic and lifelike, with hair reacting to movement, attacks, and spells.
Out within the open international with a just right, vast side-view of Geralt and his horse, HairWorks can cost a little bit over 10 frames in step with 2nd. Given the time you spend observing Geralt, and using Roach, it is worth making an investment some frames for considerably progressed symbol quality.
Thanks to the dynamic stage of element gadget, we will be able to crank up the hair rely in close-ups, bettering Geralt with as much as 115,000 DirectX Eleven tessellated hairs. And while it's going to charge 13 frames in keeping with 2d to try this, it does not half look excellent.
Do word, Maxwell GPUs are up to thrice sooner at tessellation than previous-generation GPUs, so you might experience decrease HairWorks performance on other graphics playing cards because of the in depth use of tessellated hairs.
NVIDIA HBAO+ Ambient Occlusion
Ambient Occlusion (AO) adds touch shadows the place two surfaces or gadgets meet, and where an object blocks light from attaining another within reach game part. The AO method used and the standard of the implementation impacts the accuracy of shadows, and whether or not new shadows are shaped when the level of occlusion is low. Without Ambient Occlusion, scenes glance flat and unrealistic, and gadgets seem as though they are floating.
In The Witcher 3: Wild Hunt, avid gamers have the selection of Screen Space Ambient Occlusion (SSAO), and NVIDIA HBAO+. Unusually, SSAO has been modified to compute AO at 1/2 decision, 1/Four decision, and 1/Eight resolution ahead of combining the 3 in combination and upsampling the outcome to complete decision.
In comparability, HBAO+ is rendered at complete resolution from the off, is a newer method with a lot of enhancements, detailed right here, and plays better, relatively speaking. As demonstrated in the interactive comparisons underneath, and the efficiency chart later, these improvements allow HBAO+ to supply superior AO shadows that realistically shadow game parts, that keep away from over-darkening nice element, and are free from the unrealistic halos which can be occasionally visible around gadgets and characters.
In a room illuminated by way of a full-width, full-height window immediately in the back of Geralt, HBAO+ appropriately reflects real international conditions by means of doing away with the shadows placed unnaturally throughout Geralt's again.
Out within the open global, HBAO+ appropriately shadows all game elements, including the distant mountains that you may in the future scale.
Wherever you look, extra accurate AO shadows are noticed, increasing image high quality all the way through each moment of Geralt's epic quest.
Performance: Given the numerous build up in image high quality, one would ordinarily be expecting an similarly vital aid in efficiency, but on account of its efficient DirectX Eleven programming, and NVIDIA secret sauce, HBAO+ is most effective four frames slower in keeping with 2nd than SSAO.
Additional Graphics Settings
To take on jagged edges, CD Projekt RED has developed their very own post-process anti-aliasing solution, as hardware anti-aliasing tactics comparable to MSAA and TXAA are incompatible with REDengine 3's renderer. This unnamed post-processing technique operates with a degree of constancy similar to FXAA, however with an added temporal anti-aliasing element to reduce the crawling and shimmering of anti-aliased edges when the digicam or participant's viewpoint is in movement.
An identical interactive comparability taken at 3840x2160 demonstrates the have an effect on of the game's post-process anti-aliasing at higher resolutions.
In a detailed city setting full of geometry, post-process anti-aliasing becomes even more important.
Once more, an identical 3840x2160 comparison may also be perused. Note particularly the remaining aliasing on certain pieces of geometry, which survived 4K DSR and temporal anti-aliasing.
Performance: The Witcher 3: Wild Hunt's anti-aliasing solution may be post-process, but its temporal anti-aliasing component ramps up the performance charge, especially at higher resolutions.
Injectable SMAA and NVIDIA Control Panel FXAA are alternative anti-aliasing ways for those looking for lower-cost answers, albeit without temporal anti-aliasing, which helps take on the visual shimmering of the perpetually-in-motion foliage at decrease resolutions.
For very best results, downsample from a higher decision with NVIDIA Dynamic Super Resolution (DSR), and add FXAA or SMAA.
Unfortunately even though, none of those choice answers can re-introduce
Bloom intensifies and improves the semblance of bright lighting, and the illusion of bight light solid on a floor. Without Bloom, lights can appear flat, and special results uninteresting.
Performance: Bloom is a post-processing technique and has a minor have an effect on on performance, like the majority of the opposite post-process settings on offer.
Given the loss of constancy seen in our comparability, Bloom's no longer anything you would need to disable.
Blur & Motion Blur
If you need to intensify the speed of an assault or creature, or distort the display when casting a spell, Blur & Motion Blur are your go-to settings. With "Blur", radial and Gaussian blur is offered, and with "Motion Blur" we see the advent of normal velocity-based blurring.
The precise efficiency impact of the two settings is hard to determine, but it might appear that together the 2 settings charge a few frames in step with 2nd in a struggle.
Chromatic Aberration is an age-old visible artifact associated with inexpensive digital camera lenses and improperly taken footage. In fresh years then again, Chromatic Aberration has grown well-liked by game developers, much to the dismay of avid gamers who prefer cleaner photographs freed from ugly distortion. In the context of a photographer, or a safety guard viewing the game world through an inexpensive digital camera, its use might make sense, but when gambling in first or 3rd person it merely suggests a trip to the optician is so as.
Thankfully, CD Projekt RED has made Chromatic Aberration an optional impact in The Witcher 3: Wild Hunt, ensuring a clean, transparent image is obtainable. When enabled, it distorts the picture reasonably, but no the place near the extent seen in different games featuring the impact. This doesn't in point of fact come thru on screenshots, then again.
Performance: Like different post-process effects, Chromatic Aberration has a minute affect on performance, so low actually that it is nearly invisible on our chart (0.3 frames per 2nd average throughout multiple exams).
Depth of Field
The Depth of Field surroundings provides diffused out-of-focus blurring to distant detail, which will help mask aliasing and lower-detail sport components seen at the horizon when the use of relatively low resolutions like 1920x1080 (the standard of distant element increases greatly with the resolution, as in with reference to each different sport).
Can't see the ever-so-subtle distinction? Try this comparison:
Performance: Out within the open world, Depth of Field prices not up to two frames consistent with second, however from time to time its charge can increase if large swathes of shut detail are blurred for stylistic effect all through a reduce scene.
With a name like "Detail Level" you'd be expecting this setting to adjust Level of Detail scaling, the amount of geometry that is visual at any one time, or anything else along those traces. Instead, it acts in a similar way to The Witcher 2's 'Decals' environment, adjusting the visibility of blood spatter and different decals which might be most often generated all through combat.
In The Witcher 3, rather than disabling Decals, the setting merely changes the gap from which they can be noticed.
Decals have an unnoticeable efficiency have an effect on, and normally cannot be seen beyond a few ft anyway due to the prevalence of foliage in nearly all environments. As such, you can safely turn down this setting when you require a frame or two extra in the biggest of battles.
In the tweaking segment we expose how you can build up the visibility of the decals, the selection of decals rendered concurrently, and the visibility of different Detail Level settings that cannot be changed in-game.
Foliage Visibility Range
The Witcher 3: Wild Hunt utilizes the award-winning SpeedTree middleware to create detailed, various forests, expansive fields of grass, and thick timber all through the game's global. Each piece of foliage sways realistically in line with the dynamic weather device, and is appropriately lit, shaded, and shadowed.
When elevating the Foliage Visibility atmosphere, the utmost selection of timber rendered at any one time is doubled at each and every element level, essentially affecting the semblance of far-off perspectives, and the element stage of those trees is increased. Similarly, the utmost rendering distance and high quality of grass and trees is greater, as is the maximum rendering distance of Foliage Shadows (shadows solid by way of foliage).
Together, the various components of the Foliage Visibility atmosphere have a substantial affect on visible constancy, as demonstrated under in our interactive comparisons.
Performance: In the game's starting zone Foliage Visibility has a moderate performance charge. Once you hit the huge open landmasses with hill-top perspectives, however, its cost rockets, immediately making it the costliest setting in all the sport (with the exclusion of HairWorks in fight encounters).
For most players, Medium's fidelity and rendering distances can be acceptable given the performance cost of High and Ultra, but if you'll be able to, push for High for fully-formed fields and foliage shadows at decent distances.
Players with top-end techniques, meanwhile, will want to try our tweaking segment to learn to additional increase the visibility and quality of foliage.
As the title suggests, Grass Density adjusts the volume of grass you'll be able to see at the flooring, however even in the most productive case scenario the added density is minimum.
Performance: The minute quantity of additional grass does not justify the loss of an additional few frames in step with 2d, in our opinion. Instead, higher results can be achieved by means of elevating the Foliage Visibility setting.
If you have the efficiency for Foliage Visibility and Grass Density you might want to head on over to the tweaking phase to find how to spice up grass density beyond in-game limits.
Also known as God Rays and Crepuscular Rays, Light Shafts challenge beams of sunshine via foliage, into darkish rooms thru home windows (see recent Game of Thrones episodes for some very good actual existence examples), and into darker areas via gaps in the geometry, as highlighted in our interactive comparability below.
Performance: Light Shafts are post-process like many different settings, and feature a in a similar fashion small affect on performance.
Light Shafts upload properly to image high quality, setting and immersion, and are essential surroundings for any machine.
Number of Background Characters
According to the game's config record, 'Number of Background Characters' limits the selection of NPCs simultaneously rendered to 75, 100, 130, or 150, relying at the element stage chosen. To date we've been unable to find any location that features even 75 characters, let alone 150, so are not able to exhibit the affect of this setting.
One has to assume a location where the environment is of use exists given its inclusion in the recreation. If you in finding it, please let us know in the Comments section.
NVIDIA PhysX isn't an adjustable atmosphere in The Witcher 3: Wild Hunt, however its implementation bears point out, because it adds dynamic fabric and destruction results right through the sport on all platforms.
On PC, the place CPUs are capable of far more calculations according to 2nd, these effects are more real looking, include further particles, and persist for longer within the surroundings.
NVIDIA GameWorks Destruction
NVIDIA GameWorks Cloth
Hidden away within Shadow Quality's gubbins you'll be able to in finding 11 choices that fluctuate the resolution of three shadow varieties, the visibility of shadows at four Level of Detail distances, the choice of Cascaded Shadow Maps used, the quality of those Cascaded Shadow Maps, and the maximum collection of visible terrain shadow atlas', which increase the standard of terrain shadowing.
Given the choice of variables, Shadow Quality has a surprisingly insignificant affect on symbol quality, without reference to the scene examined.
Performance: Shadow Quality's performance charge is strangely slight given the various varieties of shadows and the collection of shadows in the environment.
Digging deeper, aggressive level of detail options are revealed, which limit shadow rendering distances and shadow detail to deal with breezy ranges of performance. Thankfully, these limits may also be overridden, as explained in our tweaking segment.
If you've got ever used Photoshop's symbol resize device, SweetFX's symbol adjustments, or something similar, you'll be accustomed to options to sharpen the picture, making the entirety that bit crisper, if rather less natural in some circumstances. Here, the Sharpen atmosphere lets you increase the crispness of the setting without the will for the additional gear.
Not proven in screenshots is the larger temporal aliasing from the addition of the polishing filter. This is particularly obtrusive on blades of grass and different fantastic detail.
Performance: Sharpen's every other post-processing possibility with a negligible efficiency cost. In this situation, part a body in step with 2nd at the very most.
Terrain Quality is meant to increase the geometric detail of terrain surfaces through the application of tessellation, but in our supposedly-final build the environment has 0 impact in each and every some of the thirty-something locations examined.
Once it is running we'll revisit this topic, as terrain tessellation is likely to have a noticeable impact on detail levels throughout the sport.
Like other open world games, The Witcher 3: Wild Hunt employs a background loading gadget, enabling you to commute freely across the game's landmasses and oceans without encountering a single load display screen. Unlike those other games, on the other hand, REDengine 3 manages to attain a excessive stage of texture constancy in those massive zones the use of as little as 2GB of VRAM, enabling customers of previous-generation GPUs to experience max-quality texturing.
On Low, 1024x1024 textures are enabled, even though there is additionally a double dose of Texture, Detail Texture and Atlas Texture downscaling, reducing VRAM utilization at the expense of texture detail and readability. Switching to Medium will increase texture detail to 2048x2048, and reduces the downscaling to 1x, marginally bettering readability. On High, downscaling is dropped completely, revealing max quality 2048x2048 textures, greatly improving image high quality.
On Ultra, there are not any further improvements to clarity or detail, simply an building up in the reminiscence funds, permitting extra textures to be stored in memory at any given time. Running around on foot this makes little distinction, but if galloping on horseback it minimizes the risk of encountering the unpleasant streaming-in of high-quality textures.
Much of The Witcher 3: Wild Hunt's foliage is untouched through Texture Quality, leaving enhancements to readability and detail in the hands of NVIDIA Dynamic Super Resolution and NVIDIA Control Panel Anisotropic Filtering.
Update: As of patch v1.04, the above has modified with the advent of a Mipmap Bias variable that increases the sharpness of many game details on High and Ultra. The professionals and cons of this selection, its visible impact, and knowledge on learn how to tweak it can be discovered in the tweaking section.
Performance: With the creation of Mipmap Bias, the performance cost of Texture Quality has increased considerably in v1.04. Before, performance between element levels was minimum:
Now there's a a lot greater gap between settings, though this can also be mitigated by manually tweaking the Mipmap Bias.
Note: our previous save no longer functions in v1.04, necessitating a brand new scene. Overall performance may be vastly different, however the focus is the comparative performance between detail levels. For the sake of thoroughness, we examined the remodeled Texture Quality environment in a couple of scenes and found comparative performance to be near-identical in each and every.
If you have got a 2GB GPU, High is the beneficial setting. For the ones with extra VRAM, choose Ultra to retailer further textures in memory, minimizing the risk of visible streaming. You too can head on over to our tweaking phase to further building up the memory budget on high-capacity playing cards.
Our final Post Processing environment darkens the corners of the display, which is sweet when you like that roughly thing.
Performance: Another Post Processing atmosphere, another minute performance impact, even though blended the price of the numerous Post Processing settings indisputably adds up.
Regardless of the atmosphere selected, the visible look of water adjustments little in still ponds and lakes. Out within the oceans in wholly fallacious boats, and on wind-swept lakes, the variation between detail ranges is right away obtrusive, with waves and ripples gaining larger detail because the atmosphere is raised. Behind the scenes, it is revealed that Water Quality adjusts the DirectX 11 Tessellation Factor of water, doubling the element stage at each step.
On High and Ultra, water simulation is activated, enabling your boat to realistically bob up and down, and for Geralt to create ripples when swimming or wading through water. Without the simulation, things get actual funky, with Geralt and boats unaffected by waves, as you'll be able to see underneath in our video clips.
Water simulation enabled
Water simulation disabled
Performance: Given the wackiness that happens with out water simulation, each and every participant will need to purpose for High. Luckily, its charge is minimum.
Please word, Maxwell GPUs are up to 3 times quicker at tessellation than previous-generation GPUs, decreasing the efficiency charge of Water Quality on our newest fluctuate of graphics playing cards.
The Witcher 3: Wild Hunt Tweaking
With an accessible configuration file there's plenty of alternative to meddle with The Witcher 3: Wild Hunt's settings, pushing them beyond their defined most values to additional build up image high quality, assuming you will have the important hardware, of course.
First, configure in-game settings for your liking, then go out the game. Head to C:UsersUSERNAMEDocumentsThe Witcher 3 and backup consumer.settings. Open consumer.settings with a text editor, comparable to Notepad++, and edit a number of of the values described underneath. Save your modified file, and in Windows Explorer proper click on on it, settling on Properties. Click "Read-only", and in the end, "Apply". This will prevent The Witcher 3: Wild Hunt from overriding your adjustments, permitting you to enjoy the tweaked visuals.
Detail Level Tweaks
The in-game Detail Level environment is proscribed to adjusting the visual differ of static decals. In the config file you'll be able to additional build up their visibility, and the visibility of alternative comparable pieces, too.
[LevelOfDetail] DecalsHideDistance= [Ultra value: 80] DynamicDecalsHideDistance= [Default worth: 20] DimmerHideDistance= [Default price: 60] StripeHideDistance= [Default price: 60] SwarmHideDistance= [Default worth: 200]
We're rather sure that DynamicDecals are the animated swimming pools of blood that ooze out of slain monsters, however the other options we can best bet at given the limited time available to us.
In another section of the config document you'll be able to build up the danger of decals spawning (now not each sword strike leads to an emitted decal on '1'), and build up the space at which decals will spawn, allowing far-off enemies to emit blood spatter when hit.
[Rendering] DecalsSpawnDistanceCutoff= [Default value: 10] DecalsProbability= [Default value: 1]
You can also experiment with the cvMaxAllowedDecalsDynamic and cvMaxAllowedDecalsSS values below [Budget], which might lead to an larger collection of decals in large battles. We can not say needless to say though as a result of battles and sticker spawning are unattainable to exactly reflect.
Foliage Quality Tweaks
If want to building up the number of timber visual at the horizon, MaxVisibilityDepth can be a safe guess, you'd be expecting, seeing how it controls this exact serve as in the Foliage Visibility Range surroundings. However, increased values had zero affect in our trying out, suggesting a hard-coded restrict.
[Foliage] MaxVisibilityDepth= [Ultra worth: 24]
Something that does paintings is strategy to build up the rendering high quality and visibility of bushes by the use of FoliageDistanceScale.
[Rendering/SpeedTree] FoliageDistanceScale= [Ultra price: 1]
In maximum situations, the impact of upper values is the addition of additional element on far-off bushes, and an building up of fidelity on leaves and smaller branches.
The hit to efficiency for such a minimal increase in image high quality definitely is not justified, making this tweak one for top-end methods most effective.
You can also try to edit the cvMaxAllowedSpeedTree price below [Budget], which may building up the number of fine quality SpeedTree bushes rendered in the distance (at a definite level high quality SpeedTree fashions are transitioned to lower-quality versions for efficiency reasons). To date now we have been not able to spot a location that benefits, however with more time chances are you'll. Do tell us in the event you find a living proof.
Grass Quality Tweaks
The in-game Grass Density and Foliage Visibility Range settings alter the visibility and constancy of grass, and in the config file you'll push issues significantly further at the expense of many, many frames in keeping with 2d.
[Rendering/SpeedTree] GrassDistanceScale= [Ultra value: 1] GrassGenerationEfficiency= [Default value: 0.075] - Increases quantity of grass when worth reduced
The biggest growth comes from GrassDistanceScale, which increases the rendering distance and high quality of each bush, each and every blade of grass, every reed, and each weed.
As the interactive comparisons display, cranking up GrassDistanceScale provides foliage around the valley until it hits a tough limit on the reverse slope.
A value of "3" delivers just right enhancements with just a average efficiency cost, but doubling that again to "6" slaughters performance even on our mighty SLI TITAN X test machine. At decrease resolutions, "6" can be playable, though a lot of the added detail would be obfuscated by means of the unavoidable reduction of readability from reducing the pixel rely.
GrassGenerationEfficiency quite will increase the density of grass, most visibly round Geralt. The trade-off appears to be much less accurate grass placement, inflicting some tufts to clip thru walls and different surfaces (no longer pictured).
The performance cost of GrassGenerationEfficiency is tiny; the question is, "do you want thicker grass, or more accurate grass placement"?
If you will have spare performance after ramping up grass' rendering quality, you'll further build up Grass Density past the in-game 2400 'Ultra' price.
[Rendering] GrassDensity= [Ultra worth: 2400]
Unlike different settings where we will be able to beneficially build up the element degree until the cows come house, or we hit a hard-coded restrict, right here we see a loss of foliage variety as the grass goes all "Day of the Triffids" and takes over the entire map.
At "4800" this scene looks pretty just right, but in others "4800" continues to reason the overgrowth factor. At "3600", alternatively, no problems were observed, and as such we might recommend it for anyone having a look to extend the density of grass.
Mipmap Bias Tweak
v1.04 introduces TextureMipBias, a brand new [Rendering] atmosphere that is tied to Texture Quality. If you are interested, the bits and bobs of Mipmaps may also be came upon right here. For everyone else, the cliff notes: mipmaps are lower-resolution variations of textures which are utilized to increase efficiency and reduce VRAM use. In the case of The Witcher 3: Wild Hunt, mipmaps are aggressively used for the innumerable layers of foliage that may be observed for miles, and for nearly every different texture in the game. This improves performance and keeps VRAM requirements down, however ends up in some lower-quality foliage and surfaces within the immediate vicinity of Geralt.
By decreasing the bias, as this new surroundings does, higher-resolution mipmaps are loaded at near-range, and the speed at which mipmaps are scaled down across distant views is diminished, increasing visual element considerably. Unfortunately, this additionally increases aliasing and shimmering on tremendous element, such because the mesh shoulder pads of Geralt's starting armor, and the many thin pieces of swaying grass. As the unfairness is additional reduced those problems accentuate, regardless that they may be able to be moderately mitigated via increasing the rendering resolution and by downsampling. Also, you should definitely disable sprucing filters, which very much exacerbate these issues.
Below, we display the visual have an effect on of TextureMipBias at "0", the v1.03 stage, and the level used on Low and Medium Texture Quality settings in v1.04; at "-0.4", the price used for High; at "-1.0", the price used for Ultra; and at "-2.0", our tweaked price. Focus basically on the left facet of the display screen, paying explicit attention to the thatched roofs, the tree and foliage with reference to them, and the bushes earlier than the river (hang down ctrl and press + to enlarge those sections for a greater view).
If we had been to proceed to lower the prejudice, the far away timber at the different side of the river would be further stepped forward, although the extent of shimmering screen-wide could be intolerable.
Our 2d example demonstrates the diminished have an effect on of the bias atmosphere in urban environments, the place items are higher and typically noticed in closer proximity. If you amplify parts of the comparisons you'll word somewhat higher element on floors, partitions, baskets, and different surfaces, and a specifically great growth at the houses' picket panels and beams within the nook of the sq..
What we can't adequately demonstrate in pictures or compressed video is the aforementioned shimmering, which is in reality egregious as the bias is lowered beneath the default values. At 3840x2160, "-2.0" was with regards to OK, however at 1920x1080 it was once an eyesore. Dropping right down to "-1.0" was once better at 1920x1080, but nonetheless slightly too shimmery for our tastes. In contrast, "-0.4" offered little in the way in which of development. In the end, we settled on "-1.0" for 3840x2160, and "-0.7" for 1920x1080, regardless that your opinion might vary, especially in case you are the usage of sharpness filters or injected anti-aliasing.
If you just want things back the way in which they were, whilst maintaining maximum-quality texturing, merely set TextureMipBias to "0" to return to v1.03's feel and appear.
You may also want to set the brand new value to "0" to avoid the added efficiency charge TextureMipBias, which comes to somewhat over Five frames in keeping with second at 3840x2160:
In conclusion, TextureMipBias delivers respectable enhancements to texture constancy and general image high quality when utilized in moderation, and is an implausible tool for making fantastic bullshots when cranked means, approach up.
NVIDIA HairWorks Tweak
As already revealed, NVIDIA HairWorks in The Witcher 3: Wild Hunt makes use of Multisample Anti-Aliasing (MSAA) to scale back ugly aliasing artifacts on Geralt's dynamic hair. By adding HairWorksAALevel= under [Rendering], you'll be able to manually adjust the extent of anti-aliasing, trading symbol high quality for efficiency. Valid values are 8 (8xMSAA), 4 (4xMSAA), 2 (2xMSAA), and 0 (Off).
The visual affect of changing this atmosphere can be observed below.
By editing the atmosphere you'll be able to gain a couple of extra frames according to 2nd on Maxwell GPUs, and a few further frames consistent with 2nd on different playing cards that lack the MSAA rendering improvements of our latest architecture.
In movement, aliasing artifacts are in particular glaring underneath 4xMSAA, and as such we might recommend going no lower in the search for quicker efficiency.
It's unclear if this is functioning, but beneath [Budget] you'll be able to regulate cvMaxAllowedParticlesCount=, probably expanding the quantity debris rendered. Our checks suggest it should, but given the trouble in developing 1:1 checks for a dynamic sport part it's tricky to say with walk in the park.
Shadow Quality Tweaks
As discussed previous, Shadow Quality modifies a ton of values, however its in-game maximums are limited. Via the config document, we will be able to take full control of these many values and crank them means up, far beyond their 'Ultra' ranges. Alternatively, one could edit them to retain 'Ultra' shadows, however with a reduced Foliage Shadow value to beef up performance, as an example.
Here's an outline of Shadow Quality's settings and how you can manipulate them for progressed shadow fidelity:
[Rendering] CascadeShadowFadeTreshold= [Ultra Value: 1] - Decrease the price to reinforce the utmost view distance of shadows CascadeShadowDistanceScale0= [Ultra Value: 1] - Increase the price to fortify the standard of close-range shadows CascadeShadowDistanceScale1= [Ultra Value: 1] - Increase the worth to fortify the quality and visibility of shut and medium-range shadows CascadeShadowDistanceScale2= [Ultra Value: 1.5] - Increase the worth to make stronger the standard and visibility of distant shadows MaxTerrainShadowAtlasRely= [Ultra Value: 4] - Increase the worth to doubtlessly reinforce the standard of terrain shadows CascadeShadowmapSize= [Ultra Value: 3072] - Increase the value to reasonably make stronger the constancy of shadows CascadeShadowQuality= [Ultra Value: 1] - Increase the value to fairly beef up the constancy of shadows
Foliage shadows are linked to the in-game Foliage Visibility Range setting, however will also be independently changed within the config document for better regulate of constancy and function.
[Rendering/SpeedTree] FoliageShadowDistanceScale= [Ultra Value: 54] - Increase the price to allow a couple of extra trees, timber, and grass clumps to cast shadows
Below, interactive comparisons and performance charts demonstrate the improvements and measure the price of every tweak.
CascadeShadowDistanceScale0 is without doubt one of the more impactful tweaks, very much improving the constancy of close range shadows with just a small performance have an effect on.
Like its sibling, CascadeShadowDistanceScale1 well improves shadows, regardless that in its case the advantages are much less clearly or as regularly seen.
Given the right lights stipulations, CascadeShadowDistanceScale2 can significantly strengthen the fidelity of distant perspectives.
CascadeShadowmapSize will increase the accuracy of shadowing, which in some circumstances can floor small gadgets to the terrain thru a newly-connecting shadow. In most spaces despite the fact that, the benefits are low. If you've got the performance, alternatively, you too can build up the surroundings to no less than "4096" to make issues that bit better.
CascadeShadowQuality works ideal in live performance with CascadeShadowmapSize, further improving the detail and accuracy of shadows throughout the game.
Our last shadow tweak enables additional timber, bushes, and clumps of grass to forged shadows on other game components.
If you might be making use of all of the shadow tweaks introduced above, be waiting for greatly lowered efficiency. Our advice: follow tweaks to the more visible shut and medium-range shadows first, evaluation efficiency, and if there's still plenty within the tank continue tweaking.
Texture Streaming Tweaks
Earlier, we revealed that the Ultra Texture Quality setting simply will increase the utmost number of textures stored in video reminiscence, minimizing the danger of visual texture streaming. To building up this quantity, edit TextureMemoryBudget= within the [Rendering] section.
[Rendering] TextureMemoryBudget= [Ultra Value: 800]
Several different values also are editable, supposedly expanding the gap at which characters, character heads, and general textures are streamed in, even though we seen no receive advantages even with values doubled.
[Rendering] TextureStreamingCharacterDistanceLimit= [Default Value: 50] TextureStreamingHeadsDistanceLimit= [Default Value: 10] TextureStreamingDistanceLimit= [Default Value: 40000]
Above we have documented what we believe to be essentially the most helpful of tweaks, making improvements to image quality in the overwhelming majority of scenes. Testing time has been restricted even though, so we will be able to't rule different options just yet. For instance, many cvMaxAllowed settings below [Budget] show promise, however briefly exams now we have been unable to discern any symbol high quality improvement. With extra time we will be able to adopt complete testing of every surroundings, and with different PC fanatics also evaluating they're value we are hopeful additional tweaks might be discovered. If they're we'll report them right here, so remember to let us know within the comments if an development is recognized in different places on the Internet.
Using the tweaks verified up to now, we've already won a large amount of element because the interactive comparisons beneath demonstrates.
Game Ready The Witcher 3: Wild Hunt Driver
For the most efficient The Witcher 3: Wild Hunt enjoy we suggest updating to the brand new The Witcher 3: Wild Hunt GeForce Game Ready Drivers. Included are the most recent performance optimizations and tweaks for The Witcher 3: Wild Hunt, as neatly a SLI profile, maximizing performance on multi-GPU systems. Download from GeForce.com, or via GeForce Experience.
SLI scaling in The Witcher 3: Wild Hunt at 3840x2160
NVIDIA Control Dynamic Super Resolution
To amp up your graphics even additional, turn on Dynamic Super Resolution (DSR) to receive up to 4K-quality graphics for your HD observe. How it really works is unassuming: suitable video games, reminiscent of The Witcher 3: Wild Hunt, are rendered at the next, extra detailed decision, and the image intelligently shriveled backpedal to the decision of your observe using a personalized filter out, providing you with as much as 4K-quality graphics on your screen. The video below explains extra, and the pictures show learn how to activate the environment within the NVIDIA Control Panel.
With DSR enabled, textures benefit from advanced readability, aliasing is sort of completely eliminated, objects have better definition, crops is extra detailed, and far away game parts are significantly clearer. If you will have used DSR in different video games you can know of these advantages already, but when you have not had the danger here is a have a look at how The Witcher 3: Wild Hunt's graphics scale with rendering resolutions.
If you have the efficiency, increasing the rendering resolution in The Witcher 3: Wild Hunt delivers an excellent differ of enhancements that affect nearly each sport component and scene. Together with the sport's temporal anti-aliasing answer, nearly all jagged edges are got rid of, and there may be minimum temporal aliasing, giving players a extremely detailed, tremendous clean, flicker unfastened revel in.
NVIDIA Control Panel Anisotropic Filtering
If you wish to sharpen far away textures and those considered on an perspective, forcibly permit High Quality Anisotropic Filtering (AF) by way of the NVIDIA Control Panel, like so:
In-game, a clear growth will also be observed on soil and dirt, on foliage, on distant trees, and on certain man-made surfaces.
If you want extra performance, overclocking your GPU pays dividends in The Witcher 3: Wild Hunt. Learn how with the assistance of GeForce Garage.
[embedded content material]
GeForce Experience: Optimal Playable Settings With A Single Click
The ideal method to configure and follow The Witcher 3: Wild Hunt's settings on your gadget is through GeForce Experience, an invaluable instrument for all GeForce GTX customers. In addition to optimizing over 250 video games, the unfastened GeForce Experience software can mechanically update drivers and profiles, document and movement gameplay with ShadowPlay, and wirelessly circulation PC games, together with The Witcher 3: Wild Hunt, to NVIDIA SHIELD gadgets.
Taking into account your GPU and CPU, as well as many further components, GeForce Experience's game recommendations may also be carried out with a unmarried click on, and are updated over time must developer patches and NVIDIA drivers beef up efficiency additional nonetheless. This one-click resolution is best possible for avid gamers who want to play as a substitute of fiddling, and for those with little revel in in configuring settings for an optimal experience.The Witcher 3: Wild Hunt: A Job Well Done
With A hundred hours of gameplay, plus free DLC and two upcoming growth packs,The Witcher 3: Wild Hunt is likely the only RPG you'll be able to want in 2015. Reviews for console versions are glowing, and when the complicated graphics, progressed controls, and modding options are factored into approaching evaluations of the PC edition, it is entirely conceivable that The Witcher 3: Wild Hunt shall be topped as the most productive ever RPG. And let's now not put out of your mind, with its in depth graphics options and config file tweaks, it is going to give your machine a good run for its cash all of the way into 2016 and beyond.
If you've gotten yet to get The Witcher 3: Wild Hunt, accomplish that now from GOG or Steam. Alternatively, seize the 'Two Times The Adventure' NVIDIA GeForce GTX graphics card bundle, which includes a loose reproduction of The Witcher 3: Wild Hunt, and subsequent month's Batman: Arkham Knight.
Have questions about The Witcher 3: Wild Hunt PC, or thoughts on this information? Let us know within the Comments phase below.