![]() ![]() Lets say that leaves you with 20% of the values for the distance and 80% precision for the close and detailed view, this ratio very lilely represent the distribution of actual detail (LoD) in an open world with a vast view. To keep potential for the detailed part of the view, it clearly makes sense to use logarithmic distribution for your values. That would leave you only 30% to cover the precision and detail of objects that are as close as in an fps title while those games have the complete 100% precision range to do that. Using the conventional value distribution in a vast open world game would mean that you loose about 70% (or more) of your precision in the not detailed distance of the world. ![]() Going from 90+ to 55-65 and at times dipping into high. Only this time I noticed with some of the profiles I was getting a 30-40 fps hit. Either way it's usually no big deal as sweetfx fixes these above issues. ![]() colours aren't deep enough for my tastes. GTA V and Witcher 3 use the logarithmic depth buffer for their vast distances. Downloaded a few sweetfx profiles to try out since I find the graphics look better on this version of the game.but still have this ' haze'. Since Fallout 4 is the latest open world title I expected it to use logarithmic depth buffer but I guess with their old engine and not much effort to improve, they just stick to the conventional methods. Affects both the player and NPCs like most character texture mods.
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