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Re: Sildur's Enhanced graphics
Posted: Fri Jan 16, 2015 1:06 am
by jonspidy
Ok, so i installed everything and did everything on your list, however when i open the game and log in and start moving, it makes all the trees look like the leaves are going spaztic. Any way to change this? as well as the chain armor and hair look really spaztic as well
Re: Sildur's Enhanced graphics
Posted: Fri Jan 16, 2015 1:22 am
by jonspidy
nvm fixed it by merely updating my drivers. sorry haha
Re: Sildur's Enhanced graphics
Posted: Sat Jan 17, 2015 12:17 pm
by Sildur
timberwoff wrote:Having some artifacts with the NvidiaInspector profile:

Yeah, it's because the bits I use for applying HBAO are made for Demigod, they tend to be compatible with lots of games/engines. Will try other bits to see if it works better with them.
Re: Sildur's Enhanced graphics
Posted: Wed Feb 04, 2015 10:39 pm
by Vampire
Nvm!

Works perfect now. Thanks!
Re: Sildur's Enhanced graphics
Posted: Thu Feb 05, 2015 12:06 am
by HICKS1986
Testing out addon i found some issues will post pics
Re: Sildur's Enhanced graphics
Posted: Thu Feb 05, 2015 12:15 am
by HICKS1986
Some characters are made of pure light turned off all war settings turned all on turned off both the addon settings with shift f12 and insert and it still persists short of taking out the addon entirely i don't see a fix.
looks nice though
http://postimg.org/image/ibbkd3cz3/
Re: Sildur's Enhanced graphics
Posted: Thu Feb 05, 2015 12:17 am
by Luth
Sildur wrote:
Important
Make sure to turn off the lightmap in the ingame graphic settings otherwise your npcs will be completly white! Make sure to restart your game after that!
Re: Sildur's Enhanced graphics
Posted: Tue Mar 03, 2015 2:09 pm
by Razid1987
Just downloaded the graphic enhancements for Nvidia. Looks amazing! Thank you so much

Re: Sildur's Enhanced graphics
Posted: Sat Mar 07, 2015 9:11 pm
by Optikl
Using a GTX 970, GPU usage with the mod and inspector profile is at around 75% ~ish instead of a steady 30%, but that's to be expected.
It looks pretty good f.example :
http://i.imgur.com/gjqoy3O.jpg
But I do have some questions/issues:
a) Is there any way to tone down the ingame "brightness"? I want to see shadow highlights I was seeing before, for example in the attached picture the wall and building to my right had shadows.
b) Is there any way to fix the "flickering" of grass or trees while in motion? I really like my smoothness, but this just bothers me. A video to exemplify the issue, look at the trees in the background:
https://www.youtube.com/watch?v=BvTw80iR7Es (
https://www.dropbox.com/s/s6fwj3bxt8bv6 ... 4.mp4?dl=0 download if youtube has compression issues)
EDIT:
I found an answer for my a) question. I turned the Lightmap on, but as you mentioned characters became white. It's either 90% of my screen going "meh", or my character being white. I prefer my screen looking nice. I'll wait for a fix for the character if possible.
Still looking for a fix for b). I have tried a few AA solutions like MSAA or CSAA but it still flickers. The best solution that I found at this moment was 8x MSAA. Is the game compatible with Nvidia's Maxwell MFAA? what about supersample (SSAA?)
EDIT2: Another question/idea that I had: Is there any way to "increase" the parameters of the engine like rendering distance, culling, grass distance, etc. using any config or developer console? In World of Warcraft you can enable the developer console or you can use commands like those.
EDIT3: Example with supersample(2x), lightmaps on and downscaling(DSR 2.00) from 2715x1527 to 1080p:
http://i.imgur.com/slGXA6c.jpg
http://i.imgur.com/7uR1byM.jpg
I managed to downsample from 4k ( YES, the game runs at 3840x2160 ), but with that downsample and sweetfx and enb I get 94% GPU usage ( this is on a overclocked GTX 970 1450/7500 ) while idling in Altdorf, so it's not really playable for most guys. But it does look beautiful.
Re: Sildur's Enhanced graphics
Posted: Sun Mar 15, 2015 2:02 pm
by Sildur
Will have to redownload the game again, currently using windows 10 as my main os. For the issue with the white npc's I would probably have to unpack the .myp files and take a look at the bare (lightmap) code to find out what's going on.