GRUP STEAM
Special K - "Kaldaien's Mod" Special☆K
GRUP STEAM
Special K - "Kaldaien's Mod" Special☆K
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23 mai 2016
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Se afișează 11-20 din 270 intrări
8
State of Yakuza support
7
Using Proton to play ToS; where can I grab the DLC?
6
Game was crashing. I installed Special K to log the game output because it doesn't have a logging feature on its own.
6
The Wonderful 101 Remastered - Technical Issues
There was a SpecialK guide on Resetera for some of the fixes that could be used.
https://www.resetera.com/threads/the-wonderful-101-remastered-goes-up-on-kickstarter.168248/page-107#post-33416568

https://gtm.steamproxy.vip/app/1190400/discussions/0/2248929785822802198/

it runs at 59 fps instead of 60, that's why. A partial solution that worked for me in MGR For 2 hours every time I ran it, is to use the global injector of Special K, and then enable Sleepless Window Thread and Sleepless Render Thread. So far (played for an hour strait just to check it) it remained at 60 at all times, without ever dropping below. But still, in MGR after 2 hours or so of play I had to exit and relaunch the game, and I can only assume it will be the same here. Platinum need to fix it.

There's also some camera issue particularly due to going above that resolution and it's scaling problem.

https://www.resetera.com/threads/the-wonderful-101-remastered-goes-up-on-kickstarter.168248/page-108#post-33435996


Though why is it using D3D9 it should be using D3D11 you'd get a lot more out of it and it wouldn't be a single threaded API with all sorts of limits so why even use that these days.

That's going to be a problem, DXVK wrapping or similar might be a thing but that's a weird choice for the port but nothing to be done about it now unless they somehow patch that which I would expect to be extremely unlikely.


EDIT: Ah but it's the same issue it seems in where it only works for about a hour or two using SpecialK to try and mitigate the way the game is managing the framerate.

Wonder if wrapping it and some settings for DXVK would be a thing then if it's compatible with this game.

https://github.com/doitsujin/dxvk/releases

https://git.froggi.es/doitsujin/dxvk/-/jobs
(Main project and the latest compiled code.)
2
How to enable TAA for Dragon Quest XI?
It's Unreal Engine 4 they can't have broken it that badly could they?
https://framedsc.github.io/GeneralGuides/universal_ue4_consoleunlocker.htm

Pop that in use ~ (Tilde) or Tab and this command specifically.

r.PostProcessAAQuality

0 to 6

0 is off, 1 I believe is FXAA and 2 being higher-quality FXAA

3 to 5 being TAA with 4 as the usual game value

6 as a sort of very high quality temporal AA method mostly for non-realtime usage but it does work although it's a good idea to monitor framerate and maybe reduce it down to 5 if it takes too much of a toll on the GPU and starts causing framerate drops and stuttering. :)


There's other commands for fine tuning it from TAA sharpening, number of samples or just invoking max quality mode overall but for TAA itself that should be good.

r.MotionBlurQuality

0 to 4

0 would disable it 4 would be the highest quality, if there are issues with motion blur this will disable it. :)


Scalability or the user config option could work but this works as well, multiple cvars are also possible via the | divider.

r.PostProcessAAQuality 6|r.MotionBlurQuality 0

Like so.



EDIT: Or the full everything.

sg.ResolutionQuality 100|sg.ShadingQuality 4|sg.AntiAliasingQuality 4|sg.ShadowQuality 4|sg.FoliageQuality 4|sg.ViewDistanceQuality 4|sg.PostProcessQuality 4|sg.EffectsQuality 4|sg.TextureQuality 4|r.Shadow.DistanceScale 2|r.Streaming.LimitPoolSizeToVRAM 0|r.Streaming.PoolSize 4096|r.Streaming.MaxTempMemoryAllowed 256|r.SSR.Quality 4|r.ViewDistanceScale 2|r.StaticMeshLODDistanceScale 0.01|r.MaxQualityMode 1|r.ScreenPercentage 100


Commands can just be copy pasted.

Careful with the R.SSR.Quality setting, it's a whole lot better than the grainy noisy normal value of 3 but it also costs upwards of 40% extra all on it's own.

Shading quality is a newer preset group in 4.22 or more recent, mostly used for I believe some of the advanced hair rendering effects introduced to the engine.

Screen percentage can be used for super-sampling, also incredibly demanding but it really counters the TAA blurriness and general aliasing improvements.
31
Assassin's Creed Odyssey - Heavy Performance Fix
Se afișează 11-20 din 270 intrări