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Weathers

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Everything posted by Weathers

  1. Ultrawide (and Superwide) fix for the gun model etc. by Rose https://community.pcgamingwiki.com/files/file/1442-the-outer-worlds-ultrawide-superwide-fix-weapons-corrected/
  2. Guess I'll add to the requests. Will pick up the game again if/when it's fixed
  3. If you wanna do it yourself you can setup deadzones by adding the below to your Input.ini found in C:\Users\XXXXXXXX\AppData\Local\Indiana\Saved\Config\WindowsNoEditor (assuming Epic) [/Script/Engine.InputSettings] AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000)) AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000)) AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.200000)) AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.200000))
  4. This is in the top 3 issues with the game, along with camera panning stutter even with Freesync (with & without vsync) enabled and lack of Ultrawide support, which are gonna stop me playing for a while. Shame as from the 3-4 hours I've played there's an amazing game there underneath the problems
  5. Until there's a fix, I use antimicro and assign the E key to LeftThumbstick press and use that to talk to people
  6. I use DepthSharpenStaticDof.fx by OVNI (he made it for Kingdom Come over at Nexus) to get sharp foreground, blurry background. It basically has no performance impact. A few tweaks not mentioned here: Engine.ini [SystemSettings] r.ViewDistanceScale=7 (defaults 0-4) This makes a decent difference visually but costs nothing in performance for me. eg. from your ship on the 1st planet you can see smoke stacks in the distance r.Shadow.DistanceScale=2 (default, on very high atleast, 0.85) This makes shadows cast on the ground etc. further back at a 0-2 fps cost. eg. coming from the direction Edgewater the ridge behind your ship will cast a shadow from quite a bit further back, it's worth the cost imo, esp if you can get it back with the following: r.AmbientOcclusionLevels=1 (default -1) This makes very little difference visually but gives 2 fps boost). 0 turns it off. I used console commands (see https://www.pcgamingwiki.com/wiki/The_Outer_Worlds#Re-enable_developer_console) to test the above in real time so no placebo or anything like that
  7. I've been trying (and failing) to customise the controls (a mix of GamepadLayout=0 & GamepadLayout=3) in the GameUserSetting.ini (when you change controller layouts ingame it adds a bunch of keybinds in there - see below) but it doesn't seem to work. In swapping,say, "ToggleTimeDilation" and "ToggleCrouch" I end up with both happening simultaneously during gameplay (pressing Crouch makes me crouch AND use TTD) You can setup deadzones by adding below to your Input.ini found in C:\Users\XXXXXXXX\AppData\Local\Indiana\Saved\Config\WindowsNoEditor (assuming Epic GameUserSetting.ini is found here too [/Script/Engine.InputSettings] AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000)) AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000)) AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.200000)) AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.200000)) The full entry also has sensitivity and invert as well as "Exponent" but I don't know what that does. +AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) Let us know if you make a breakthrough
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