Can we boost up AMBIENT OCCLUSION?

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chris189

Member
Jun 14, 2013
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*INFO*
If you don't see a difference then your gpu simply doesn't have enough video memory to cache all the 8096x8096 textures and you may get 1fps or you didn't install it correctly.

This config is for the top of the line computers running very very fast because it'll bring any GPU to it's knees and causing heating up about 50% more than the standard ULTRA High in game. So Beware and don't blame me if it fries your graphics card. I know it's causing my GPU to heat up 75% more than before and graphics are roughly 75% higher than Ultra High, although the Video Memory Footprint is about 75% higher as well.


Just try out the ini it's quite a bit better and graphics are very nice. I can tell that the graphics are about twice as good and the hit on my gpu is equally as impacted. My gpu used about 25% utilization by stock Ultra Everything... On this INI i'm hitting over 90% continuously and it definitely shows it too.

I uploaded it twice before I got it pretty darn good for everyone to be happy with globally. Extremely high graphics and very smooth good framerates, because I forced the Unreal Engine to use 100% of the gpu to maintain playable framerates. So make sure your gpu is not over heating! Install MSI Afterburner and set your fan profile from 0C at 0% and 100% at 70C... I don't want you guys frying ur rigs :)
 
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Freezy

FNG / Fresh Meat
Aug 6, 2010
273
37
0
You may consider setting "bOnlyStreamInTextures" to "True" to keep textures in the VRAM, otherwise they will be streamed in again and again after you die or change your position on the map. Also set "Poolsize" under [TextureStreaming] to something bigger, your .ini has it at 140 (this setting is set in Megabytes). Most times half of your VRAM size works well.

Lowering the Gamma from 2.2 to 1.9 darkens the game too much in my eyes, but everybody has it's own preferences...
 

chris189

Member
Jun 14, 2013
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It has mostly to do with your brightness on your monitor and what not since all monitors have different brightness levels etc so u guys need to tweak that to ur liking...

Stock texture streaming is ideal trust me I tested tons of different values. Leaving texture streaming alone is ideal, I've tweaked out thousands of times with thousands of different values/ parameters.

I also adjust the audio there's better gun sounds and explosions etc enhanced some parameters there to the peak and it sounds very cool!
 
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Freezy

FNG / Fresh Meat
Aug 6, 2010
273
37
0
Yes, I forgot that, everybody has different preferences AND uses different screens (TN, IPS, *VA, computer monitor or TV etc...).

But check out the two settings I mentioned, I think the textures not fading in every time you spawn is really pleasing to the eye.
 

chris189

Member
Jun 14, 2013
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Texture streaming isn't too big of a deal plus the stock values are conservative for all systems. They run best of stock values.

There are other mip related things im concerned about but I just saw too many glitches so stock was ideal. There are a ton more options i disabled like they did by default since they are disabled for a reason because of glitches or graphical anomalies.

I hope you guys like the config it definitely makes the game more fun to play. :D
 

K@n@y

FNG / Fresh Meat
Aug 18, 2011
425
3
0
France
Got 3 gigs of vram so i should be safe, already tried many things to increase the ram load on my gpu anyways :p.

I tried quickly some tweaks, the ones that were lower than mines, got a few set higher to push my gpu.

Setting the lod's higher than 4K doesn't make any difference in the textures rendering for me, during only a quick test in 2 maps, still the same as usual, not more detailed, i believe they are hard coded & locked but only a dev can tell, maybe I'm simply out of luck.

Messing with shadows settings render weird shadows in many spots like we can see here ( with or without the setting "bUseMaxQualityMode=false", both result in the same thing, setting it to true gives more weird things in maps like hanto like i previously said ) my usual settings on the right side pics, yours on left. :

http://img11.hostingpics.net/pics/46469020130616184842.png
http://img11.hostingpics.net/pics/66504620130616185048.png


Made also a little video showing some of the issues issues with shodows:
http://ilzkmd.1fichier.com/en/
Sometimes they just flicker sometimes they display where they shouldn't be any.

I did,'t saw any noticeable difference in textures, the only visual change is lowering the gamma like i done earlier to achieve pretty much the same thing as you had posted, but it's personal preference for everyone, i better like to keep it normal, like i said i didn't spent too much time in maps and maybe i'm just out of luck with those tweaks.

For sound settings i didn't touched them i don't need more distortion coming from echoed sounds, i manage this with my sound card control panel if needed.




Thanks for your time and for sharing your finds, hope some will be more lucky with them so I'll wait to see new posts and feedback on this coming from others. :)
 

Fisher

FNG / Fresh Meat
Sep 4, 2011
489
73
0
Crawley, England
Is there any way to increase the GPU and CPU usage without increasing the graphics...if that makes sense?

I find that I don't always get great fps, and I don't think my GPU OR CPU are being fully utilized...
 

K@n@y

FNG / Fresh Meat
Aug 18, 2011
425
3
0
France
Tried it and it`s great but i unticked bloom and blur and i have set the gamma higher.:)
You don't have the weird shadows flickering in Iwo Jima like in the links i posted before, or this in Hanto and many other locations in other maps ? :
http://d4puio.1fichier.com/en/

Starting to wonder if this one is a amd problem now ... :confused:

Les LOD Increase to 8k instead of 4k seems to work, i was probably wrong about saying it as locked but the rendering is worse for me like we can see here and some parts of the textures render as some grids ( things goes worse when there is shadows on them ) :

http://img15.hostingpics.net/pics/76682320130616214759.png
left your ini, right my usual ini , pics downscaled to 80% from 1080p

Coming closer in game just zooming with pistol in hand, it's not a zoom on a picture, it's normal scale of what i see in game displaying on my screen at 1080p, huge grid :
http://img15.hostingpics.net/pics/134272rogame2013061621322381.jpg

This explains for some part the weird shadows i have, i can see the grids shadows often


Hanto short video done with chris189's ini file posted, nothing added or modified beside the ini version numbers at the end to match the one just in case to not have to bother with the .bat files when game wants to recreate a ini because this one downloaded doesn't match the good version number my game expects, those numbers at the end of the ini there
[IniVersion]
0=1364752411.000000
1=1369882927.000000

( different for everyone usually )


Zetsumei where are you :p ? , what are the original textures sizes used, i mean the original sizes when you guys created them, higher than 4k ? Guessing it is useless to goes higher if they aren't no ?
 
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Krilnik

FNG / Fresh Meat
Nov 12, 2011
56
3
0
Exaggerating about the results of this tweak by the original thread starter is enormous.
I can't tell if this is a troll thread or you are serious.
Honestly.
 

K@n@y

FNG / Fresh Meat
Aug 18, 2011
425
3
0
France
Exaggerating about the results of this tweak by the original thread starter is enormous.
I can't tell if this is a troll thread or you are serious.
Honestly.
I tested ue3 tweaks since years in various games to try to increase the visual quality, in reality only a very few work, was intrigued by what a "5 years ue3 tweaker" could bring new that i didn't already saw or heard about so i tested but beside adding gamma to make the screen more dark all the rest is similar or worse to what I have already in game ... :rolleyes:
 

SQBsam

FNG / Fresh Meat
Oct 7, 2010
895
86
0
Australia
The line that's causing the shadow problem is

bUseMaxQualityMode=True

Set it back to false.


Ok, Dissemination time
* Framerate smoothing options: Inconsequential
* Cache is now in round number instead of bytes (not sure if any impact..)
* Gamma reduced from 2.2 to 1.9 (not a fan myself)
* Min desired framerate changed from 35 to 60 (will likely introduce stutter if these tweaks lower framerate too much, also this will make the textures automatically downgrade inevitably)
* Lowpassfilterresonance, not much difference, both were in the same ballpark.
* busemaxquality, this is nonfunctional, should be false
* CompositeDynamicLights=False -> this enables a more accurate lightmap, at the cost of performance. However the difference in both performance and visual impact are negligible (FPS difference is 1/8th of a FPS, which falls within the SEM)
* Shadowfilterqualitybias 1: This will improve shadows (huzzah!)
* Shadow resolution settings: I can't help but notice you've turned up the LOD change for shadows and reduced all of those resolutions, the only thing that's any higher is the max shadow res (1024 -> 4096) which won't make a difference as 1024 is hardcoded.
* Adaptivebloom=true: This setting is a part of HDR, which does not currently exist in Ro2.
* OcclusionCullingQuality: Now here's one I'm not sure about, I couldn't see a difference on vs off nor did I detect any fps difference.
* holeSceneDynamicShadowRadius=1500.000000
NumWholeSceneDynamicShadowCascades=3 These two will increase shadow radius and quality and are probably the main source of any performance hit
* CascadeDistributionExponent=2.000000 should improve quality, may introduce distant shadow glitches (will test further)
* Turned down the ramp up factor, shouldn't have any impact in Ro2.


All in all the main effect of this will be a slight fuzz on the shadows, smoothing them out a little. Shadow quality may decrease slightly across the board but the render distance of dynamic shadows will be far greater. Also the added cascade effect should make the prebaked GI far more obvious, a very good change.
 
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K@n@y

FNG / Fresh Meat
Aug 18, 2011
425
3
0
France
Thanks for the informative stuff you posted there ;)

Like i said in my first post of this page "bUseMaxQualityMode=false" still gives the shadows problems for me, there is 2 kinds of issue , the one like in Hanto and some other maps ( video in link a couple of posts above yours ) that is fixed with this setting, but the first video and screens i posted on the top of this page were done with this setting turned off as i knew it causes issues for having tested it when the beta was released to public even advertised to not use it in page 2 when i saw it in the ini file :p .

The problem comes more likely from the 8K LOD's rendering weird textures with big apparent grids then making the shadows messed up, at least in some spots, but probably that's a more complex thing including some other changes



WholeSceneDynamicShadowRadius=1500.000000
NumWholeSceneDynamicShadowCascades=3
CascadeDistributionExponent=2.000000

Those are set directly in game if you have shadows turned to max in game settings, didn't had to touch them as there were already set to those values using myself the highest settings.

Had also "OcclusionCullingQuality=1" already set to 1 using all higher settings in game didn't had to touch it.

Will try ShadowFilterQualityBias=1 alone tomorrow to see how it does for me.

Thanks

PS: i use notepad++ with the "compare " plugin to compare the 2 ini files and highlight the changes, very useful, in case you are interested or some others reading this ;)
 
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chris189

Member
Jun 14, 2013
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8096 is the unreal engine 3's pinnacle maximum anything higher is simply impossible. If you don't have the video memory optimized or if its not utilizing it it won't load the textures in memory because it simply cant handle the resolution.

The min desired framerate makes the gpu use 100% to maintain whatever it can pull off. No stutters just 100% gpu utilization. Unlike before getting 25-35% utilization. I could explain it but I don't really feel like it right now.

okay so you guys can understand how texture lod works is itll scale down to 1x1 or 64x64 or 256x256 when the engines sees the hardware fit to do so. So it'll scale up to 4096-8096 if its possible by the hardware. By setting the min fps takes a hit but all textures are scaled at full detail even in the distance. LOD Bias 0 is the maximum for raw image and negative values present increased sharpness but may flicker.

Just try it out and tell me what you think and I'll tweak it out again because everyones computer runs it differently.

I'm running a Phenom 2 x6 1045T @ 3.5Ghz, and a GTX 470 @ 835Mhz.

Utilization on the cpu is about 20% in game which isn't bad. Maybe force cpu skinning may render more cpu utilization. There's a lot of cpu optimizations in the ini by stock and I wouldn't bother with them.

I get absolutely no shadow issues or any stutter or lag at all. Runs flawlessly.

Nvidia/ ATI driver have an effect on glitches and what not too. I'm running 320.18s win7 x64 with high quality texture filtering, and clamp negative lod bias, with forced 16x anistropic filtering. Physx is offloaded the gpu and not the cpu so my gpu can render the physx with little effort.
 
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K@n@y

FNG / Fresh Meat
Aug 18, 2011
425
3
0
France
I am far from using my pc to it max with this game as you can see in the overlay on my screenshtos displaying the infos for the GPU / CPU and RAM or even while recording videos with fraps at full screen size 1080p and 60 fps like displayed in the first one i posted a link to here .

Using a 3770k@4ghz, 7970 Ghz Edition GPU and 16 Gb or RAM @2400Mhz coupled with a Intel 240Gigs SSD for the main parts, not taking a big hit with this game unless i force the AA through the gpu control panel and there it can hit hard but the AA is so bad with white outlines that i don't do it :p

For the shadows it's maybe an AMD problem only or maybe because i use the enhanced post process effect in game, i don't know, running actually the 13.6 beta2 drivers, and had the problem i put in video from the map Hanto with previous set of drivers when i tested the ""bUseMaxQualityMode" setting with the open beta, and some seems to have this issue with this settings like in the video i put from borderlands in page 2, hanto is not the only map having this issues, i spotted quite a few more in different maps, the top of ammo crates seems to all do it too.

Like i said, this is one issue, shadows displaying where they shouldn't or flickering is another one, textures LOD's extended to 8K and having visible grids is again another one, this one can maybe cause some shadows to be messed up rendering some of them with the grid making them look very bad etc...

For now the thing is that my game renders better with settings i already had than those, will see what others testing this will find and keep and eye on this but for now i'm done :p
 
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chris189

Member
Jun 14, 2013
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0
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I realized my config wasn't making a difference I put the LOD values incorrectly.

I'll have to make another.
 

SQBsam

FNG / Fresh Meat
Oct 7, 2010
895
86
0
Australia
One really good impact of this config is that the "alt tab and the map's lighting goes away" glitch is partially gone.

It now only stays ~50% of the time.
 
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