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New Beta Of Witcher 2 Aims For Greater Performance

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  • #41
    Ok, I used much lower settings with my 650 Ti...

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    • #42
      Yeah when I am playing it on Linux I usually use lower ones too so that the game would be playable. But when I used it on Windows I had 50 FPS or so with the same rig and all settings maxed. And also the FPS did not increase one bit for me with the latest beta. So I guess they still need to iron some things out in there. But atleast we are getting updates on this matter.

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      • #43
        I never played TW2 on Windows, well with 40 GB traffic limit/month you think about which game you DL. It crashed very often, due to lots of samegames, but if you don't save you worry much after a crash... Well i have got every achievement without the one to play on highest difficulty and don't die - i prefer easy.

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        • #44
          Originally posted by Veske View Post
          Intel core i5-4570, GTX 760 and 8 GB of RAM. In game settings I have maxed everything exept for V-sync and motion blur.
          Share your user.ini, I sport a similar config, but w/ a 660Ti.

          Comment


          • #45
            Code:
            [linux]
            Language=EN
            Speech=EN
            
            [Engine]
            CustomRenderingSettings=0
            PerformancePlatform=1
            
            [Input]
            KeyboardLayout=QWERTY
            
            [MouseInput]
            SensitivityX=0.4
            SensitivityY=0.4
            Smoothness=1
            
            [Rendering]
            AllowAntialias=1
            AllowBloom=1
            AllowBlur=1
            AllowCutsceneDOF=0
            AllowDOF=1
            AllowDecals=1.0
            AllowMotionBlur=0
            AllowRain=1
            AllowSSAO=0
            AllowScatterDOF=0
            AllowShafts=1
            AllowSharpen=1
            AllowVignette=1
            AtlasTextureDownscale=0
            DanglesLimiter=0
            DetailTextureDownscale=0
            Fullscreen=1
            MaxAtlasTextureSize=2048
            MaxCubeShadowCount=1
            MaxCubeShadowSize=256
            MaxSpotShadowCount=3
            MaxSpotShadowSize=512
            MaxTextureSize=2048
            MeshDistanceScale=0.5
            ShadowQuality=0
            ShadowedLights=0
            TextureDownscale=0
            TextureMemoryBudget=400
            UberSampling=0
            VSync=0

            I don't understand how ubersampling is set to 0 here as I have enabled it and a lot of other options to highest in the Witcher 2 GUI settings menu.

            Comment


            • #46
              Originally posted by Veske View Post
              I don't understand how ubersampling is set to 0 here as I have enabled it and a lot of other options to highest in the Witcher 2 GUI settings menu.
              that's the file user.ini located in ~/.local/cdprojektred/witcher2/GameDocuments/Witcher\ 2/config ?

              My current settings:
              Code:
              [Dlc]
              aa_dhud_noclog.dzip=1
              abetterui.dzip=1
              alchemy_suit.dzip=1
              base_scripts.dzip=1
              dlc_finishers.dzip=1
              krbr.dzip=1
              magical_suit.dzip=1
              merchant.dzip=1
              roche_jacket.dzip=1
              summer.dzip=1
              swordsman_suit.dzip=1
              winter.dzip=1
              
              [Engine]
              CustomRenderingSettings=1
              PerformancePlatform=3
              
              [Gameplay]
              ShowCombatLog=1
              ShowTutorial=1
              UsePad=0
              
              [Graphics]
              Brightness=1.0
              Gamma=1.0
              
              [Input]
              DoubleTap=0.5
              InvertCameraX=0
              InvertCameraY=0
              KeyboardLayout=QWERTY
              
              [InputQWERTY]
              IK_0=(GameKey=GI_Holster,Value=1.000000)
              IK_1=(GameKey=GI_Steel,Value=1.000000)
              IK_2=(GameKey=GI_Silver,Value=1.000000)
              IK_3=(GameKey=GI_Hotkey03,Value=1.000000)
              IK_4=(GameKey=GI_Hotkey04,Value=1.000000)
              IK_5=(GameKey=GI_Hotkey05,Value=1.000000)
              IK_6=(GameKey=GI_Hotkey06,Value=1.000000)
              IK_7=(GameKey=GI_Hotkey07,Value=1.000000)
              IK_8=(GameKey=GI_Hotkey08,Value=1.000000)
              IK_9=(GameKey=GI_Hotkey09,Value=1.000000)
              IK_A=(GameKey=GI_AxisLeftX,Value=-1.000000)
              IK_Alt=(GameKey=GI_LockTarget,Value=1.000000)
              IK_C=(GameKey=GI_Character,Value=1.000000)
              IK_CapsLock=(GameKey=GI_WalkFlag,Value=1.000000)
              IK_D=(GameKey=GI_AxisLeftX,Value=1.000000)
              IK_Delete=(GameKey="GI_Cancel",Value=1.000000)
              IK_Down=(GameKey="GI_Down",Value=1.000000)
              IK_E=(GameKey=GI_Block,Value=1.000000)
              IK_Enter=(GameKey="GI_Enter",Value=1.000000)
              IK_Escape=(GameKey=GI_Exit,Value=1.000000)
              IK_F=(GameKey=GI_CircleOfPower,Value=1.000000)
              IK_F5=(GameKey=GI_F5,Value=1.000000)
              IK_F9=(GameKey=GI_F9,Value=1.000000)
              IK_H=(GameKey=GI_H,Value=1.000000)
              IK_I=(GameKey=GI_Inventory,Value=1.000000)
              IK_J=(GameKey=GI_Journal,Value=1.000000)
              IK_LControl=(GameKey=GI_FastMenu,Value=1.000000)
              IK_LShift=(GameKey=GI_WalkSwitch,Value=1.000000)
              IK_LeftMouse=(GameKey=GI_AttackFast,Value=1.000000)
              IK_M=(GameKey=GI_Nav,Value=1.000000)
              IK_MouseX=(GameKey="GI_MouseX",Value=1.000000)
              IK_MouseY=(GameKey="GI_MouseY",Value=1.000000)
              IK_Pad_A_CROSS=(GameKey=GI_Accept_Evade,Value=1.000000)
              IK_Pad_B_CIRCLE=(GameKey=GI_UseAbility,Value=1.000000)
              IK_Pad_Back_Select=(GameKey="GI_TutorialHint",Value=1.000000)
              IK_Pad_DigitDown=(GameKey=GI_Holster,Value=1.000000)
              IK_Pad_DigitLeft=(GameKey=GI_Steel,Value=1.000000)
              IK_Pad_DigitRight=(GameKey=GI_Silver,Value=1.000000)
              IK_Pad_DigitUp=(GameKey=GI_Adrenaline,Value=1.000000)
              IK_Pad_LeftAxisX=(GameKey=GI_AxisLeftX,Value=1.000000)
              IK_Pad_LeftAxisY=(GameKey=GI_AxisLeftY,Value=1.000000)
              IK_Pad_LeftShoulder=(GameKey=GI_LockTarget,Value=1.000000)
              IK_Pad_LeftThumb=(GameKey=GI_Medallion,Value=1.000000)
              IK_Pad_LeftTrigger=(GameKey=GI_FastMenu,Value=1.000000)
              IK_Pad_RightAxisX=(GameKey="GI_AxisRightX",Value=1.000000)
              IK_Pad_RightAxisY=(GameKey="GI_AxisRightY",Value=1.000000)
              IK_Pad_RightShoulder=(GameKey=GI_UseItem,Value=1.000000)
              IK_Pad_RightThumb=(GameKey=GI_CircleOfPower,Value=1.000000)
              IK_Pad_RightTrigger=(GameKey=GI_Block,Value=1.000000)
              IK_Pad_Start=(GameKey=GI_Exit,Value=1.000000)
              IK_Pad_X_SQUARE=(GameKey=GI_AttackFast,Value=1.000000)
              IK_Pad_Y_TRIANGLE=(GameKey=GI_AttackStrong,Value=1.000000)
              IK_Q=(GameKey=GI_UseAbility,Value=1.000000)
              IK_R=(GameKey=GI_UseItem,Value=1.000000)
              IK_RightMouse=(GameKey=GI_AttackStrong,Value=1.000000)
              IK_S=(GameKey=GI_AxisLeftY,Value=-1.000000)
              IK_Space=(GameKey=GI_Accept_Evade,Value=1.000000)
              IK_Tab=(GameKey="GI_TutorialHint",Value=1.000000)
              IK_Up=(GameKey="GI_Up",Value=1.000000)
              IK_W=(GameKey=GI_AxisLeftY,Value=1.000000)
              IK_X=(GameKey=GI_Adrenaline,Value=1.000000)
              IK_Z=(GameKey=GI_Medallion,Value=1.000000)
              
              [MouseInput]
              KeyboardCooldownSpeed=0.1
              MouseDampX=7000
              MouseDampY=7000
              MouseSensitivityX=0.5
              MouseSensitivityY=0.5
              MouseSmoothness=0
              SensitivityX=0.5
              SensitivityY=0.5
              Smoothness=0
              UseMouseDamp=false
              
              [Rendering]
              AllowAntialias=1
              AllowBillboards=0
              AllowBloom=1
              AllowBlur=1
              AllowCutsceneDOF=1
              AllowDOF=1
              AllowDecals=1.0
              AllowMotionBlur=1
              AllowRain=1
              AllowSSAO=1
              AllowScatterDOF=1
              AllowShafts=1
              AllowSharpen=1
              AllowVignette=0
              AspectRatio=3
              AtlasTextureDownscale=0
              CharacterLodGameplayDownscale=0
              DanglesLimiter=0
              DetailTextureDownscale=0
              FoliageDistanceScale=2
              ForceInstantAdaptation=0
              Fullscreen=1
              MaxAtlasTextureSize=4096
              MaxCubeShadowCount=3
              MaxCubeShadowSize=2048
              MaxSpotShadowCount=3
              MaxSpotShadowSize=2048
              MaxTextureSize=2048
              MeshDistanceScale=2
              MeshLodGameplayDownscale=0
              ShadowQuality=3
              ShadowedLights=3
              TextureDownscale=0
              TextureMemoryBudget=1024
              TextureTimeBudget=10
              UberSampling=1
              VSync=1
              VideoScreenshotsExtension=png
              VideoScreenshotsFramerate=30
              
              [Sound]
              MusicVolume=0.250000
              SoundVolume=1.00000
              
              [Tutorial]
              Played=1
              
              [Viewport]
              Height=1080
              Width=1920
              
              [linux]
              Language=EN
              Speech=PL
              Note that Ubersampling=1 just yields better texture filtering, on Windows at least, (aniso maybe) and it will not force render at a higher resolution as when using the value of 2, but there was a notice (in the error log IIRC) that on OpenGL you only get bilinear no matter what, so maybe that's useless. Also of note running configurator will reset some values to lower ones, so please don't, I put those higher values for shadows and LODs to counter a low render distance and object pop-ups, hopefully.

              Here are my test saves: http://www.mediafire.com/download/nv...tw2saves-lk.7z , put them in ~/.local/cdprojektred/witcher2/GameDocuments/Witcher 2/gamesaves/
              The first one in Chapter 2, I just rotate the camera 180 degrees, not Geralt, to see the gates and the tent (see linked pics below), while in the second one in Chapter 1 I do not move at all.

              What's your FPS in these cases?

              I get: ~53fps in both savegames, with eON beta build 517988 or WINE-CSMT 1.7.36-staging, comparing these with the launch version ( my launch test but with lower resolution/settings: https://imgur.com/a/NuTrl ), they came a long way.

              Comment


              • #47
                I seem to get 80+ fps with the configuration you noted above. The main reason for that seems to be Ubersampling which would take me from 80+ fps back to 23 FPS. The performance hit of that option was not that big on Windows 8. But I can live without it, the game is completely playable when not using that option.

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                • #48
                  Do you also get some random mouse problems? It seems that when I move my mouse then it will sometimes go back like 0.2 seconds to where it was before. Starts to get really irritating and I don't remember having it before.

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                  • #49
                    Originally posted by Veske View Post
                    Do you also get some random mouse problems? It seems that when I move my mouse then it will sometimes go back like 0.2 seconds to where it was before. Starts to get really irritating and I don't remember having it before.
                    Nothing notable.

                    Setting Ubersampling=2:
                    *first savegame: 18fps
                    *second savegame: 23fps.
                    Your results look ok to me.

                    2 other things worth mentioning, I have Vsync on in the nVidia control panel too and in my X startup script I export __GL_THREADED_OPTIMIZATIONS=1 which might or might not help ( see https://github.com/virtual-programmi...mment-75221073 ).

                    To pass __GL_THREADED_OPTIMIZATIONS=1 without it being active system wide, for the gog version start the game from a script or from a console
                    Code:
                    __GL_THREADED_OPTIMIZATIONS=1 ./witcher2
                    If you want to use the Steam version, rename your launcher to launcher-bak, soft-link witcher2 to launcher, in Steam, set the game start command to
                    Code:
                    __GL_THREADED_OPTIMIZATIONS=1 %command%
                    tip-of-the-day: If on Steam, get the gog tar gz build from github, soft link to a new folder all the files and folders of thewitcher2/* except bin/ and linux/, delete all the files which are in the gog archive, extract the gog files in place, voila, DRM free version; you're welcome

                    New beta:
                    20 Feb 2015 18:00 GMT

                    Latest Beta - Steam BuildID 532444, GOG release 20150220175412

                    This beta fixes the following issues:

                    Problems on XFS filesystems due to d_type always returning DT_UNKNOWN should be fixed (#71, #59, possibly #106)
                    Temporary files written to the game's "bin" folder during saves are now redirected to a dir in /tmp, avoiding problems if the game's dir is read only (#75)

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