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The Witcher 1 Distance Mod



The UBER Lod mods vastly improve the LOD and draw distance of all meshes used by characters, animals, monsters, and objects, as well as that of all of the game's architectural objects. Using these mods impacts performance, so those playing on weaker systems may not be able to use them and still get good framerates.


This mod DOES NOT edit anything beyond the meshes, like NPC loading or draw distance, only the assets used by them, meaning that NPCs will appear and despawn at the same distance. This mod also DOES NOT include any fixes as seen from other mods, as this mod only edits the draw distance and LOD.




The Witcher 1 Distance Mod




After almost 3 years in development! This mod aims to overhaul most architectural Level-Of-Detail aspects of The Witcher 3 by increasing the quality and rendering distance of objects. It also aims to apply corrections and fixes whenever possible to certain aspects of the game


Extreme Quality Flora: The Witcher 2 takes place in a world with a beautiful nature. Extreme Quality Flora gives nature the beauty it deserves by increasing the grass and tree moss rendering distance. Also included are full detail bushes/shrubs over entire fields, maximum quality trees at any distance and the wind influence on the flora as far as you can see. The mod also eliminates the grass pop-in completely. This all has of course a huge impact on your FPS. So if yo


Configuration options are separate for menu assess, shop, alchemy and crafting/dismantling access: you can disable stash access altogether, allow full access or make it so it will only be accessible when in settlements or when you're close enough to stash (max distance is also configurable).


Roach can be turned into a mobile stash with the mod: with separate carry weight limit depending on horse bags equipped and distance-based access. Configure the distance and press U to transfer items or access stashed items directly from shop, alchemy or crafting/dismantling menus when Roach is close enough.


Detail Levels: DecalsHideDistance, DynamicDecalsHideDistance, DimmerHideDistance, StripeHideDistance and SwarmHideDistance. All of these affect your static decals such as blood and splatter pools. Once again, increasing them will increase their output.Grass: Pretty obvious, but GrassDistanceScale and GrassGenerationEfficiency increase the amount of grass and its distance. Ultra settings for distance scale is 1 and GenerationEfficiency has a default value of 0.075.


I am always a big fan of increasing draw distance as it makes the game feel more expansive and realistic. This distance increase comes at a price though. Be mindful that you have to pay for these views in raw processing power. Expect performance drops.


For instance, enemies will attempt to counter-punch if they manage to block two consecutive hits from the player. They also receive increased attack speeds, are more likely to dodge, and approach more cautiously from a distance.


We all remember being in awe at the draw distances we encountered in Breath of the Wild. And we all wish that every open-world game could have vast draw distances that allow us to see as far as the eye can see. Well thanks to the modder sjbox, the draw distance has been improved, allowing for more detail to be seen from the player's current position.


With the number of quests you can do in The Witcher 3, it can be difficult at times to keep track of it all. What wolfmark has done with his mod is that he has provided more detailed quest trackers on the map that can help with the main quest, witcher contracts or even your Gwent collection.


Different colored markers provide a clear idea of where to go and who to talk to, in order to achieve your goal. This can be of great help if you're going after the witcher gear sets or that one monster that has somehow eluded you.


Like there is no [Mod Edit - Abbreviated profanity, profanity and profanity that is disguised but still alludes to the words are not permitted - D] technology going on. this is the crap engine used in forza games.Bought fh3, but this no, no excuse in 2018 to have such disaster drawing distance


Like there is no [Mod Edit - Abbreviated profanity, profanity and profanity that is disguised but still alludes to the words are not permitted - D] technology going on. this is the **** engine used in forza games.Bought fh3, but this no, no excuse in 2018 to have such disaster drawing distance


Kidding me? Are you comparing Assassin creed origins graphics to this? Turn10 studio needs 100 years to make a game like ac origin in terms of graphics and physics. It has no drawing distance issue.This game is poor is graphics because the game engine is made for consoles where consoles are not able to do calculations like high end PC CPU and GPU.drawing distance is crap means the hole graphics is crap and it will not be fixed.


Kidding me? Are you comparing Assassin creed origins graphics to this? Turn10 studio needs 100 years to make a game like ac origin in terms of graphics and physics. It has no drawing distance issue.This game is poor is graphics because the game engine is made for consoles where consoles are not able to do calculations like high end PC CPU and GPU.drawing distance is **** means the hole graphics is **** and it will not be fixed.


Have found the textures of trees in the distance to be quite low quality? Hoping there is a fix or something for this. Unsure if the Static Geometry Quality setting even changes anything. Beyond that the game looks great.


Default safe angle distance for regular attacks and attackers equals to 120. If an attacker is huge (like giant or cyclop), safe distance is lowered to 90. And for superheavy/area of effect attacks the distance equals to 30.


Cyberpunk 2077 sometimes suffers from relatively low draw distances on PC and other platforms. If you're unfamiliar with the term, it means the distance at which objects like buildings, people, and vehicles are rendered so you can see far off into the distance.


The Draw Distance Boost mod (opens in new tab) boosts the game's draw distance so that Night City is fully rendered at further distances away from you. If you've ever seen a building pop into the game, for example, this mod eliminates this by rendering things like buildings much further away.


"This one is available only on next-gen and PC because it changes the FOV [field of vision] of the game, as it zooms in further so you see the distance more," Weber explained. "And actually, we had to make sure that for the old-gen versions, we do not break the frame rate. So all the updates that would essentially break the frame-rate of the old variants, we didn't do. But smaller quality of life stuff we did also give to these versions, and of course, the Netflix content as well."


It fixes a variety of problems, from objects disappearing at a distance to items clipping through walls and other materials. It also fixes things like missing seams on clothes, body parts clipping through various outfits, and similar graphical hiccups.


Like every multi-platform game, The Witcher 3: Wild Hunt looks, runs and plays best on PC. Texture clarity, view distance, and all the usual suspects are improved, and to further bolster graphical fidelity we've worked closely with CD Projekt RED to introduce NVIDIA HairWorks and NVIDIA HBAO+ to their much-anticipated action RPG. Furthermore, you can utilise NVIDIA Dynamic Super Resolution (DSR) to crank up the rendering resolution, NVIDIA G-SYNC monitors to eliminate screen tearing and stuttering, and NVIDIA GameStream to stream the game itself to SHIELD devices and your TV.


On average, 10,000 to 40,000 strands of tessellated hair are applied to HairWorks-enhanced models at combat view distances, with up to 60,00 applied to the game's furriest creatures. Up close, when creatures are futilely trying to end Geralt's life, hair counts are cranked up to ensure maximum fidelity, bringing the 40,000 average up to 125,000 in some cases. As they then flee for their lives, hair counts are dynamically scaled back until the enemy is a mere dot in the distance. On Geralt, hair counts average at 30,000, and scale up to 115,000, with around 6,000 hairs just for his beard.


When raising the Foliage Visibility setting, the maximum number of trees rendered at any one time is doubled at each detail level, primarily affecting the appearance of distant views, and the detail level of these trees is increased. Similarly, the maximum rendering distance and quality of grass and bushes is increased, as is the maximum rendering distance of Foliage Shadows (shadows cast by foliage). 2ff7e9595c


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