SR2 Changing the Draw Distance

Volition not knowing CD Projekt were going to make a PC Port for SR2 sounds way too unethical. That's like this guy invented something, but then it is being remade without his permission and knowledge, yet he himself states it might be dangerous. Kind of like Tesla, but I could be talking about other "legalities".

The thing you're missing is that was setup by THQ, the publisher who owned Volition. It was completely out of Volition's control.
 
You have to realize that CD Projekt RED is the one with the great reputation and they were not responsible for the port. CD Projekt had other studios.
 
That is true, I should be more clear. On the other hand, I bet my point holds.. it does feel like a quickly done port. I doubt they were given a lot of time, and worse considering Volition didn't exactly get much warning either it's a pretty good hint that there wasn't much of CD Projekt Black (edit: whoops, too many colours!) asking about details on the code. It is a pretty good accomplishment though given those likely limitations. To be fair, it's slow and buggy, but I kinda like it. As far as PC ports go it's not that bad. I've seen BAD ports... this one lets us change graphics settings (where a bad port has gamma control, and subtitles, and that's it). The menus require keyboard, but that puts it on par with Skyrim (although in Skyrim's defense modders replaced the UI with something usable on a PC). A big bonus for it is for a game with some QTEs it actually shows the keys you need to press. I've played the PC port of Mercenaries 2... the game has a LOT of QTEs, and in them you have to remember what that little ammo magazine icon is, or the foot, or the hand. Yes, they replaced the Xbox controller button icons with little generic 'function' icons instead of making it say what the key you mapped to is. Very lazy.

So on topic, I guess it's annoying they didn't do a way to change draw distance, but I bet they were worried about breaking the game with something that seriously fundamental and probably had no time to do it anyways. Unfortunately I think code injection or patching is the only way we're gonna manage unless Volition can somehow get ahold of the source and manage to figure out what was done.. and in their spare time too remember. A shame.

(And about Steam problems, Steam gets touchy about modifications to the game exe, mostly considering being steamworks the thing is wrapped up in encryption etc.. easiest way tends to be replacing a DLL with a hook that loads code.)
 
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Ill have to ask Alexander Blade, the modder from GTA4 (who also developed ScriptDragon and SkyBoost for Skyrim which forced Bethesda to actually enable Compiler Optimizations on PC) and see if he wants to take a look and possibly give us a Nice performance Boost, before SkyBoost Skyrim performed about 50% SLOWER than it is now, there are obvious Bottlenecks on SR2... my GTX470 mostly stays at 15-30% Load while my PhenomII x4 980 mostly stays at 50% load, forcing everything in Graphics on SR2 only makes the game choke, like enabling Ambient Occlusion makes my game microstutter horribly, also disabling Dynamic Lighting makes the game gain a ton of FPS... so there is some sort of bottleneck somewhere, a GTX470 should be twice the required to play this game on High Settings.
 
Well, a good script hook for SR2 might be able to extend the spawn range ahead of you.. the question of course is if you'd hit the same problems that might lurk, notably running out of working memory for them and having the game go really weird or crash. Depends on how it's done in-engine.. if it's just a few spots maybe but.. hm.

Well, since the source code is probably a non-option (if it was done by CD Projekt Black and they're gone) that might be more of an option. We've already got an injector to smooth out the FPS some.. wonder how far it can get into the game's running..
 
Ill have to ask Alexander Blade, the modder from GTA4 (who also developed ScriptDragon and SkyBoost for Skyrim which forced Bethesda to actually enable Compiler Optimizations on PC) and see if he wants to take a look and possibly give us a Nice performance Boost, before SkyBoost Skyrim performed about 50% SLOWER than it is now, there are obvious Bottlenecks on SR2... my GTX470 mostly stays at 15-30% Load while my PhenomII x4 980 mostly stays at 50% load, forcing everything in Graphics on SR2 only makes the game choke, like enabling Ambient Occlusion makes my game microstutter horribly, also disabling Dynamic Lighting makes the game gain a ton of FPS... so there is some sort of bottleneck somewhere, a GTX470 should be twice the required to play this game on High Settings.

Mine is stranger, when I change DLights to Simple, I do get a big FPS boost but only on inside areas. But when I restart my SR2, it starts to stutter horribly and I even loss performance outdoors. Why? Because my DLights were on Simple, not Full.

Well, since the source code is probably a non-option (if it was done by CD Projekt Black and they're gone) that might be more of an option. We've already got an injector to smooth out the FPS some.. wonder how far it can get into the game's running..

Man, this is sad, can't we ask the main CD Projekt studio too? Maybe they do have some leftovers and might help Volition...

Hah, look at me talking about hopes.

Also Gondar, I understand about your QTE and ports worse than SR2, ever played RE4?
 
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