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Topic on Talk:Assassin's Creed Valhalla

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As a test I also tried 4.0, that did seem to boost the distance a lot, but then sadly made the far distant terrain become all glitched out/corrupted, with parts turning purple too, not really playable...
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As a test I also tried 4.0, that did seem to boost the distance a lot, but then sadly made the far distant terrain become all glitched out/corrupted, with parts turning purple too, not really playable...
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After that I tried out 2.0 again, and unfortunately was able to see that the far terrain was sometimes still being glitched too, not as badly as 4.0 made it (no purple corruption at least), but it was definitely the same kind of glitching - fortunately the way it was glitching there isn't too noticeable, so I've kept it as 2.0 in my game, and only really been able to see that corruption at a single spot so far.
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Unfortunately, after seeing the kind of glitches 4.0 brought I tried 2.0 again, and sadly was able to see that far terrain was sometimes still getting glitched with that too ;_;
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It's nowhere as bad as the glitches 4.0 had (eg. no purple corruption), but it was definitely same kind of glitching (stripes appearing on far terrain), fortunately that kind of glitching isn't too noticeable so I've kept it as 2.0 in my game, and only really been able to see that corruption at a single spot so far.
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My guess for why the corruption happens is maybe game doesn't increase memory allocation for the terrain in line with that scaling value - with all the values I tested here the game always seemed to be using ~10.5GB of VRAM (on a 24GB card), nothing seemed to be increasing it...
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My guess for why the corruption happens is maybe game doesn't increase memory allocation for the terrain in line with that scaling value - with all the values I tested here the game always seemed to be using ~10.5GB of VRAM (on a 24GB card), nothing seemed to be increasing it...
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Maybe if the code that allocated the terrain buffer was located the amount allocated for it could be increased, I don't really do much GPU programming though so not really sure how buffers like that get allocated.
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Maybe if the code that allocated the terrain buffer was located the amount allocated for it could be increased, I don't really do much GPU programming though so not really sure how buffers like that are handled.
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Anyway, if anyone wants to try it out, you can edit the terrain scaling value by searching for
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Anyway if anyone wants to try it out, you can edit the terrain scaling value by searching for
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<code>C7 42 44 00 00 80 3F</code>
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<code>C7 42 44 00 00 80 3F</code>
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(values are for the Steam version, hopefully Ubi ver might be the same though)
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(values are for the Steam version, hopefully Ubi ver might be the same though)
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The increased LOD distance helps a lot to keep mid-range terrain from melting/popping in front of your eyes, much less distracting... IMO that's worth the small chance of distant terrain having minor glitches.