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The Witcher 3 GOTY Edition

Ezekiel

Arcane
Joined
May 3, 2017
Messages
6,697
Wish there was a mute music button. There doesn't need to be music in the open world all the time. Would like to toggle it easily, like the HUD with the Home button (which I'm using to spare my OLED).
Music is supposed to stand in for effects the medium cannot convey, such as smells and the feeling of wind and warmth/cold, or so I am told.
Can sometimes sense that better when I'm not listening to the same piece of music for the third hour. Much of the music is fairly generic and bland.
 

Ezekiel

Arcane
Joined
May 3, 2017
Messages
6,697
Nah, that mod sucks. What is it to tell me all ambient and combat music should be muted? Fuck you, Wesley.

Fuck ModelsOfBoats too.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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If you are so particular about it, I even saw a GUI tool to make your own mod and exclude the music you don't want. :) But yeah, it's some time investment to study it.
 

Ezekiel

Arcane
Joined
May 3, 2017
Messages
6,697
Playing this for the second time in seven years. Looked for a way to turn off the stupid lens effects, all the dirt and dried moisture that appears on the screen. First search result was my own thread from back then.:deadhorse:

https://steamcommunity.com/app/292030/discussions/0/615085406673529039/
https://www.nexusmods.com/witcher3/mods/2873
How do I use these? I never use Nexus. Barely did years and years ago. There is no folder path that the mod implies:

content\scripts\game\player\states

Just paste folder "content" above folder "content0"?
 

JDR13

Arcane
Joined
Nov 2, 2006
Messages
3,997
Location
The Swamp
Thanks for rephrasing what I just said.

I'd still like to mess with it, and Witcher 3 would be a good game to mess with it.
Really? Because it seems like you said you think it'll work on that card. Good luck with that.
If it came off like that, what I meant was that I'm curious to see how intensive the RT will be in this game, and how often the 1080ti will drop to something like 10-20 fps. From what I saw of DF's benchmarks, software RT gives a very uneven framerate. However, all the games they were testing were concieved as RT games, whereas for Witcher 3 that's not the case of course.
Well, even without RT, TW3 on max settings makes a 1080 Ti work pretty hard, and that's the old version. With the addition of the higher resolution textures in the upgrade, I imagine we'll need at least a RTX 2080 or higher to run it with RT and have any sort of playable framerate.

That depends on how badly optimized the original textures were. If it is like it is with vanilla legacy Skyrim, even with its official HD texture DLC, high resolution textures from mods will actually improve performance. In this case they probably won't affect it much unless the mod's author made them all 8K.
True, the textures won't have much of an impact on newer graphics cards. It's the Ray tracing that will kill them.
 

ferratilis

Arcane
Joined
Oct 23, 2019
Messages
2,906
Playing this for the second time in seven years. Looked for a way to turn off the stupid lens effects, all the dirt and dried moisture that appears on the screen. First search result was my own thread from back then.:deadhorse:

https://steamcommunity.com/app/292030/discussions/0/615085406673529039/
https://www.nexusmods.com/witcher3/mods/2873
How do I use these? I never use Nexus. Barely did years and years ago. There is no folder path that the mod implies:

content\scripts\game\player\states

Just paste folder "content" above folder "content0"?
It's very simple. Just make a folder named "Mods" in your Witcher 3 directory, and then drop the mod folder in it. That's it.

So it should look something like Witcher 3/Mods/modNoScreenFX
 

Semiurge

Cipher
Joined
Apr 11, 2020
Messages
7,687
Location
Asp Hole
Ok, but since the context from the above post was "1080ti" (11 gb vram), that's easily more than sufficient for Witcher 3.

I would estimate that even 8 gb is overkill for the default 2/4K textures. At worst this game is CPU intensive, and only in one area - Novigrad.
 

Arthandas

Prophet
Joined
Apr 21, 2015
Messages
1,551
Huh, according to NVIDIA, not only GI and AO will be raytraced but also shadows and reflections:

"On December 14th, all The Witcher 3: Wild Hunt PC players will receive a free update that adds various gameplay changes, new quest content, and new graphics features that take full advantage of the latest PCs and laptops.

Here’s what to expect:
  • RTX Global Illumination (RTXGI) adds more immersive and realistic outdoor ray-traced lighting
  • Ray-traced ambient occlusion improves shading around objects occluding light
  • Ray-traced shadows improve the fidelity, clarity and visibility of shadows
  • Ray-traced reflections increase the accuracy and quality of reflections on bodies of water and other suitably reflective surfaces
On top of that, Ultra+ settings increase draw distances, foliage density, background character detail, asset quality, and more. Texture resolutions are increased and environments gain new geometric detail. The list goes on!

To accelerate your performance when all of these features are enabled and maxed out, The Witcher 3: Wild Hunt’s next-gen update also introduces support for NVIDIA DLSS 3, enabling GeForce RTX 40 Series gamers to multiply performance. All other GeForce RTX gamers can accelerate their frame rates with NVIDIA DLSS 2. And everyone can reduce system latency with NVIDIA Reflex."
 

Ezekiel

Arcane
Joined
May 3, 2017
Messages
6,697
Roach runs into the weirdest places.

The-Witcher-3-Wild-Hunt-2022-11-29-17-20.jpg
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath


If you ignore the slurping and smacking sounds coming from the Digital Foundry reviewer, and concentrate on the actual picture, this RT update is... nothing to write home about. The differences are stylistical rather than qualitative in the best of cases, and I'm willing to bet that in many scenes, if not in the majority of scenes, the non-RT game will look better.

The only features to be excited about in this update are clearly the increased LOD and drawing distance, and the improved clouds.

Digital Foundry have long since turned into the lowest tier shills for Nvidia's raytracing, but going so far as to shill a free update for the sake of some more sales of a 7-8 year old game exceeds even my expectations.
 

ferratilis

Arcane
Joined
Oct 23, 2019
Messages
2,906
https://forums.cdprojektred.com/index.php?threads/mods-and-the-witcher-3-next-gen-update.11110486/

MODS AND THE WITCHER 3 NEXT-GEN UPDATE​



Vinthir

CD PROJEKT RED​


Yesterday at 5:56 PM

We hear your questions about mods after the upcoming The Witcher 3 update. I'll try to answer them as best I can:

Updating a game means that we change various files, so the mods that modify those exact files stop working. If we want to change things in the game or add stuff, it cannot be avoided, and our teams have to focus on making updates as good as possible, not minimising change.

Still, in the case of TW3 it's been 6 years (or 4 if counting since 1.32) since the last PC update, and it's a long time to get used to one's favourite mods. And we want this transition to be as smooth as possible.

So:
  1. We checked several most popular mods to see if they will work after the update. Here are our findings. Mind that the list may not be 100% accurate (the game was under development while the list was being gradually compiled and afterwards, also mods can change). But we hope it gives you an idea what to expect.

    How to read the table: Mods are listed; next to them the folders where they can be found (one mod can use many folders representing its aspects); compatibility with the update (yes/no); then under “Comment” additional info in case the mod doesn’t work.

    Because we are changing scripts in the update due to the addition of a new quest, most of the mods that are based on scripts will error out. You will notice this in the “Comment” column in the above doc as “script errors”. Using e.g. the Script Merger tool can help the authors solve those issues.

  2. Our team of modding experts led by Bence will provide help and advice to modders on forums post-release when possible.

  3. Alongside the game update we are gonna release a new version of the Witcher 3 command line tools for modders (Modkit) adapted for the updated game with many bug fixes included.

  4. Bence's team will be releasing an updated version of TW3 WolvenKit soon after the update's release (also when possible, considering their holiday season plans). Bence created a ticket on github that you can observe for updates, in case WolvenKit update gets delayed.
Additionally, we are including several popular mods in the update (they’ll be available depending on the platform). We obtained permissions from their creators, reimbursed them, and they’ll be featured in the credits of the updated game. The mods were reworked and assets optimised as needed, and the game adjusted to run with them. There was even a case when a dev got so engrossed in tinkering when including a mod that he ended up simply remaking that particular aspect of the game. So, in a way, the game comes with some mods already included.

But for the full spectrum of mods we still depend on our community, and we are looking forward to the new modding ideas and activities this update will spark :D
 

Semiurge

Cipher
Joined
Apr 11, 2020
Messages
7,687
Location
Asp Hole
So the GFX updates are almost pointless. Now awaiting for a review of the promised bugfixes and the new quests. The additional quest or quests were inspired by that show? If so, fuck them.
 

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