Tuesday, 26 August 2014

Custom SLI bits for Metro 2033 Redux

UPDATE: SLI bits 0x080410F6 do the the same only modifying two flags over the original ones. Flags 12 and 18.

The problem with reflections is not flickering but a SSR delay of a few frames. I guess the frame number is the number of gpus and maybe is related with "reflections_delay" variable that is into the game executable. That glitch is more visible in fast camera movements, in my case I play with a controller so is barely noticeable and worth the rise in performance.




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There are a few spots where SLI scaling is wrong in Metro 2033 Redux. You can fix it using custom SLI bits 0x080F12F5 instead of defautl 0x080000F6.

13 comments:

  1. When I reach the surface, my SLI scaling drops to 70~80%. The default nvidia bits drop it to 33%, so its an improvement, but hopefully 99% is possible.

    4A fucktards create a demanding game and cannot care to offer individual graphic settings and neither bother about making sure SLI works properly.

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  2. While I would not call 4a "Fucktards" it would be nice if they paid as much attention to the PC release for Redux as they did for the original 2033. That means having all the volumetric lighting back as well as making SLI scale as well as it did in the first game.

    BTW Maldo, here is the SSR Bug with the 0x080F12F5 bits you recommend.

    Your bits:
    http://a.pomf.se/lzbzgp.webm

    Default bits:
    http://a.pomf.se/okctia.webm

    The default (and other bits) have temporally sable non-jittery SSR. While the ones you posted cause the SSR to jiggle around with and vibrate when the view changes.

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    Replies
    1. Thanks! I will contact 4A. In the meantime I prefer that little glitch in a few places with the higher performance overall. :)

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    2. When your AAA game has worse SLI scaling than Watch_Dogs you should be ashamed or beheaded.

      Anyhow I figured out Tessellation was hamperring SLI scaling. Disabled it and now its upto 99% at all times, about fucking time.

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    3. I have great SLI scaling with "very high" tessellation. And for the moment, no SSR glitches.

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  3. Thanks Maldo, love your work.

    Are you using AFR or AFR2? The official profile uses AFR (and also, incidentally, sets max GPUs to three not four, for those who have quad. Odd, as max GPUs is set to four for DX9 in the same profile.) -- but initial reports on Steam's forums had people setting it to AFR2.

    I've tried both, and AFR2 does load the cards more (I have three GTX680 4GB), but it also appears to introduce stuttering that wasn't there with AFR (noticed when first going outside as part of the prologue). Be interested in your results.

    Mart

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  4. What are the settings for the "Custom" shots?

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    Replies
    1. Same as others.

      1080p Very High preset, SSAA off, Very high tessellation, advanced physx on.

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    2. Dear Maldo. We have a problem with your link to your Rayman texture mods at Neogaf. Could you reupload them? Thank you!
      http://www.neogaf.com/forum/showthread.php?t=1209094

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  5. Maldo, I'm not sure what kind of magical thing you did to get the ultra texture in watchdogs playable on 2gb of Vram, but do you think the same thing would be possible in shadow of mordor to get the high textures(3gb Vram required) playable on 2gb Vram cards? thanks!!!!!

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    Replies
    1. never mind, high textures run fine on 2gb vram

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