ROM Hack RELEASE Outer Worlds Graphics and FPS Mods

NotACat

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What are the best Clocks for your foliage mod?
I used 460mhz GPU, 1600mhz RAM

--------------------- MERGED ---------------------------

You can adjust SSR buy whese commands:
r.SSR.Quality=
r.SSR.Temporal=
r.SSR.MaxRoughness=

Switching AA filter in Deferred Rendering
[/Script/Engine.RendererSettings]
r.DefaultFeature.AntiAliasing= ; 0 - none 1- FXAA 2 - TemporalAA
switching AA command seem doesn't work. I used r.PostProcessAAQuality= to force AA (regardless of r.DefaultFeature.AntiAliasing=1 or 2, they're the same: r.PostProcessAAQuality= 1-2 = FXAA, 3-6= TAA)
 

Stepik

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r.PostProcessAAQuality=1..6 (1-6 AA graphics levels? If so this is strange, because FXAA is way harder then TAA in gpu cost)
Can this game use nvn api? Can you check it? I took it from DQXIS.
Example configs:
nvn.SyncInterval=2
nvn.SubmitPeriodically=1200
nvn.GPUFrameTimeExcludeIdle=1
nvn.CommandStateCache=1
nvn.CommandUniformCache=1
nvn.CommandPSOCache=1
 
Last edited by Stepik,

Benja81

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If they only built this FOR the switch and then ported it out other places. The problem is the assets are all just blurry approximations of other software. I kinda thought that's what they were doing with the delay compared to other consoles. Also thought DLC would come with switch release but I digress.

Future companies take note: if you want your game to run and look good on the switch without help from people on this site, rebuild the world or at least choose an art style like cell shading or botw.

That said, I love this game now thanks to you all <3. And grudgingly Obsidian, because they try hard
One problem is not Obsidian's fault though. Non hacked/configured Switch does not unlock the clocks for handheld mode, and in docked mode its shooting for higher resolutions, but as someone pointed out that's why we can't in reality do 60fps AND high res/sharp textures, because they counter act each other w/ the dynamic resolution.
 

NotACat

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r.PostProcessAAQuality=1..6 (1-6 AA graphics levels? If so this is strange, because FXAA is way harder then TAA in gpu cost)
Can this game use nvn vulkan api? Can you check it?
Example configs:
nvn.SyncInterval=2
nvn.SubmitPeriodically=1200
nvn.GPUFrameTimeExcludeIdle=1
nvn.CommandStateCache=1
nvn.CommandUniformCache=1
nvn.CommandPSOCache=1
I don't know. I didn't learn those thing lol
btw what does +CVars=sg.AntiAliasingQuality= do? I can't tell differences when changing it from 1 to 3 while 0 is disable AA (changing r.DefaultFeature.AntiAliasing seem doen't affect it too)
 

Stepik

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One problem is not Obsidian's fault though. Non hacked/configured Switch does not unlock the clocks for handheld mode, and in docked mode its shooting for higher resolutions, but as someone pointed out that's why we can't in reality do 60fps AND high res/sharp textures, because they counter act each other w/ the dynamic resolution.
Check config with aniso enabled, textures is good enough in dock and overclock modes.

--------------------- MERGED ---------------------------

I don't know. I didn't learn those thing lol
btw what does +CVars=sg.AntiAliasingQuality= do? I can't tell differences when changing it from 1 to 3 while 0 is disable AA (changing r.DefaultFeature.AntiAliasing seem doen't affect it too)
sg means settings global i think
https://docs.unrealengine.com/en-US/Engine/Performance/Scalability/ScalabilityReference/index.html
 

NotACat

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One problem is not Obsidian's fault though. Non hacked/configured Switch does not unlock the clocks for handheld mode, and in docked mode its shooting for higher resolutions, but as someone pointed out that's why we can't in reality do 60fps AND high res/sharp textures, because they counter act each other w/ the dynamic resolution.
sorry but by default The Witcher 3 used the highest handheld mode GPU clocks (460mhz) and BOTW too xD And there are plenty games on switch used the boosted clock (384mhz). It's the dev choice (at least for handheld mode)
 

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r.PostProcessAAQuality=1..6 (1-6 AA graphics levels? If so this is strange, because FXAA is way harder then TAA in gpu cost)
Can this game use nvn vulkan api? Can you check it? I took it from DQXIS.
Example configs:
nvn.SyncInterval=2
nvn.SubmitPeriodically=1200
nvn.GPUFrameTimeExcludeIdle=1
nvn.CommandStateCache=1
nvn.CommandUniformCache=1
nvn.CommandPSOCache=1
NVN is not Vulkan. NVN is Nintendo wrapper for NV services. It's the best API for Switch and on it mostly was based deko3d.
 

Stepik

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Benja81

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sorry but by default The Witcher 3 used the highest handheld mode GPU clocks (460mhz) and BOTW too xD And there are plenty games on switch used the boosted clock (384mhz). It's the dev choice (at least for handheld mode)
True but what I mean is maybe even 460 just not enough to play Outerworlds without being pretty blurry on default clock, but when I plug in I can go higher and its less blurry with the overclocks.

Edit: I'm probably giving them a pass though, def not a good port to say the least. But with your guys help, playable at least now.
 
Last edited by Benja81,

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