I assume that it's because of the amount of optimization that went into this port, i.e. there are specific tweaks/omissions that are beyond standard scalability. I've noticed what he's talking about too, distant foliage is visible but still pops in when you approach it (presumably that pop in happens at the "normal" draw distance). So I doubt it's something that can be easily fixed.I haven’t found a setting for foliage distance, or fade level. There’s a setting for shadow draw distance but doesn’t have effect during gameplay. Maybe decreasing mesh bias? Although I think it will only affect texture lod...
So which scale value you prefer in the end & why?Thank you very much
Sadly I went with stock options, as you can read above, the pop in with the x1.5 and x2 was very distracting.So which scale value you prefer in the end & why?
Stock is the original setting right?Sadly I went with stock options, as you can read above, the pop in with the x1.5 and x2 was very distracting.
It’s in the threadmarkI'd love to use the 1.5x version, but what do I do with the .pak file inside?
.\v4\2\3\UnrealPak.exe ..\..\..\pakchunk0-Switch_0_P.pak -Create="..\..\..\assetlist.txt" -compress
"..\..\..\01006C300E9F0000_DQ11S_v103_drawdistance1_5\DefaultScalability.ini"
"..\..\..\01006C300E9F0000_DQ11S_v103_drawdistance1_5\SwitchEngine.ini"