![Wink ;)](./images/smilies/icon_e_wink.gif)
Edit: Link to my fix release on the HelixMod blog: https://helixmod.blogspot.com/2019/11/s ... order.html
DJ-RK wrote:Steam page says DirectX 11.
Thank you so much for your DAY1 efforts! Cant wait to try itDJ-RK wrote:
And now, time for sleep.
Lol I hear you bro. It's actually unnerving uncanny valley territory with that character.DJ-RK wrote:Couldn't sleep, so I got up and played through the first segment of the game (up until you get on the ship to leave the 1st planet). Glad to say my estimate of being 80-90% fixed is correct, other than the volumetric lighting approximation (which is rather serviceable) I only noticed there were some more specular reflections that needed to be fixed (so far).
Game seems pretty fun, and has the production value worthy of a Star Wars game. My only gripe with the game is that the characters are pretty damn ugly! Not as in ugly graphics, just straight ugly. I don't mind Kal so much, but this, ummm, black chick is literally the ugliest character I've seen in a game. Nothing against people of colour... I love me pretty ladies of all ethnicities. But this ain't no pretty lady, that's for damn sure.
I think I found the solution for the hitching (at least it has worked for me with almost no hitching and everything on Epic settings.}bobisz wrote:Looks great but unfortunately the game takes a huge performance hit when 3D is activated (for me at least).
Also I cant seem to find a right balance for convergence as I am experiencing quite heavy ghosting?
All UE4 games have a lot of shaders to check for RegEx, thats the Problem with the Performance. For Outer Worlds i have used the user saves and worked around, Shooting, and dooing Actions as much as i can in different lokations to Cache shaders. Ths Ends up in over 3500 RegEx corrected files!!!!!Zeblade wrote:"performance issues"
For me its KINDA like with "the Outer Worlds". So some yeah
Yes, thats what i have done for Outer Worlds. Of course there will be shaders laft that will be cached on demand but makes the start more smooth. But within a dev. process ist a bit useless as soon as a shader update the old Cache files will be rewritten. But for the final release it will help.schwing wrote:Wouldn't including the regex cache files and shader .bin files with the fix solve this issue?
Really? Have you tried turning off the auto-convergence with the ~ key (even though that shouldn't eat up much performance)?bobisz wrote:Thank you for your work DJ-RK!
Strangely I'm not experiencing better but worse performance with wip2. Bogano is basically unplayable for me now in 3D, about 20 fps max. Have to turn it off to survive frog encounters.
I'm on a 1070, i7-4760
Reflections yes. I mentioned those in one of my above posts about specular highlights during cutscenes being a different shader (with a different pattern) than those during gameplay and being difficult to fix, mainly because I have no way to continously work on them (ie. no way to pause a scene and keep the effect visible, pause menu obstructs the view), and having to restart the game continuously to get another crack at it for about 5 seconds got tedious really quickly. Hoping to find a point where it'll be easier to work with. Shadows not so much, though, those should be fine.Necropants wrote:Awesome, thanks man.
I will wait to play this one through, I do still notice alot of broken effects in terms of shadows and reflections in the first scene, is this normal. (btw I am temporarily running SLI again, so I am just checking.)
hehe, that had me stumped. I saw some tip about using the force on items that have a blue outline.. Wondered WTF it was talking aboutDJ-RK wrote: Oh, and one thing I just remembered that I haven't mentioned before guys: The blue outline that's supposed to appear around objects you can use the force on is completely invisible in 3D and no way to make it visible. The only way I've ever been able to even see it was to disable the geometry of the object that it's supposed to highlight, and that's obviously not realistic. So sorry guys, we're going to have to go for "higher immersion" this time, and use the force ourselves to determine which objects to use the force on in game... or temporarily disable 3D, and you'll see it.