My report on visual bugs as of Patch 1. Note some visual issues like these may have been around since launch. Reporting on all of the ones I feel more important. Couple of minor ones in the end.

Graphics are Best Quality. 1080p, no Motion Blur, no Dynamic Resolution Scaling, Render Quality at 100%. Sharpness is at 100%, played with it on both extremes and no change. I’ve zoomed-in for some example pictures, that said all captures are at 1080p so all reported issues are perfectly visible just fine during normal gameplay. Playing on 17.3 inch laptop screen.

  • Artifacting/Aliasing on textures with transparency. Seen mostly on models with transparency or faded texture transitions like bushes, moving leaves and other foliage.


Pretty prevalent on waterfalls and animated water splashes:

(upload://vJMD23EhV4NV4UK2FrbwM35SYx3.jpeg)



Artifacting also happens on faders:







During main menu, character select & cutscenes:








Didn’t seem to notice so much artifacting on launch and during the earlier patches.

  • Found a couple more visible out of bounds spots:

Sacrament entrance to Black Trench:

Nameless Pass, path with waterfall drop for unlocking Riven Twins area:



  • Tanth Outrider Helm, clipping issue with forehead. Must be only limited to ingame menus and UI:

2

Female Body type, Head option # 3/Lower Left, Default Hair option/ponytail:


As mentioned above, during actual gameplay and in main menu there doesn’t seem to be any clipping:


And that’s about it so far. Anyone have similar issues note them down so we know this isn’t isolated to my setup.

When it comes to the pixelation related images in your post, I already made an entire post about that cause I feel like it deserves its own mention. I ended up doing some testing, plus it seems not everyone really notices it, but for me atleast I don’t like to see any pixelation cause it can detract from the visuals.

With Patch 2 lighting is gonna get an overhaul during cinematics so the issue might be resolved then.

Once the patch is out I’ll most likely do a retest and see if anything is resolved.

Here is my original post about the pixelation:

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YES! This is exactly it! Apologies for not looking it up results didn’t come up (didn’t use the word pixelation to parallel with your topic) but it’s pretty much what irritates me most in the game.

In my case playing sharpness doesn’t change the artifacting/pixelation, but playing with render scaling does a bit. Upping render to 200% seems to just make it less noticeable rather than completely eliminate it. Performance cost TOO big ofc to use that…

I’ll head over to your topic and leave a reply for more attention. This is an issue affecting plenty of areas all over the game and deserves prioritizing IMO. Thanks for taking the time to report on your end.

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From my understanding (which I could be mistaken), increasing the rendering percentage is akin to supersampling. It’s like running the game at a higher resolution, which typically helps alleviate certain graphical issues. This is because higher resolutions can reduce problems such as jagged edges or pixelation which then in return results in better visuals.

So by you increasing the rendering percentage is most likely guaranteed to improve the visuals quality but in return will affect performance.

I assume the pixelation is either due to TAA (which wouldn’t be surprising) or due to Checkerboard Rendering, which usually has some impact on visuals but in return improves the performance. But, I personally believe it to more likely be from TAA.

I could be wrong but when Patch 2 is released and improves the lighting during cinematics this would be fixed.

I commented on the Twitter post and Gennadiy ended up liking it, so unless I’m reading into things, it will hopefully be fixed?

image

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Yeah I understand why it works like it does. Agree with everything.

My bad, not trying to teach you about it. Just more-so stating it so if anyone else sees this and is interested they can get a better understanding.

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Oh yeah no problem at all. The lighting update they got cooking looks mighty fine! Here’s hoping it resolves the rendering errors.

I’ve noticed a couple more spots where rim lighting seems to be different from the area’s actual light (purple rim lighting vs sewers’ actual greenish-yellow tint) but I’d rather compile all areas where this happens just to be sure I’ve got a full report.

I’ll be waiting patiently, so much great work they’ve made already!

As I said, once the new lighting update is released I’ll most likely do an update on the bug report mentioning if it’s been completely fixed or not. If you end up seeing the same results then we can always report that it is still not fixed, but time will tell.