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	Comments on: Thief Mega Guide: Collectibles Sets, Loot Locations, Gold, Side Missions &#038; Challenges	</title>
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	<link>https://gamingbolt.com/thief-mega-guide-collectibles-sets-loot-locations-gold-side-missions-challenges</link>
	<description>Get a Bolt of Gaming Now!</description>
	<lastBuildDate>Mon, 17 Mar 2014 19:11:00 +0000</lastBuildDate>
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		<title>
		By: General Rush Hour		</title>
		<link>https://gamingbolt.com/thief-mega-guide-collectibles-sets-loot-locations-gold-side-missions-challenges#comment-219673</link>

		<dc:creator><![CDATA[General Rush Hour]]></dc:creator>
		<pubDate>Mon, 17 Mar 2014 19:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=188034#comment-219673</guid>

					<description><![CDATA[&quot;There are two Clients in the game that will allocate you side missions. They have been detailed below&quot;


Actually there are three, forgot Basso. He´s got about 15-20 missions you can do.]]></description>
			<content:encoded><![CDATA[<p>&#8220;There are two Clients in the game that will allocate you side missions. They have been detailed below&#8221;</p>
<p>Actually there are three, forgot Basso. He´s got about 15-20 missions you can do.</p>
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		<title>
		By: carbonFibreOptik		</title>
		<link>https://gamingbolt.com/thief-mega-guide-collectibles-sets-loot-locations-gold-side-missions-challenges#comment-216855</link>

		<dc:creator><![CDATA[carbonFibreOptik]]></dc:creator>
		<pubDate>Sun, 02 Mar 2014 02:06:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=188034#comment-216855</guid>

					<description><![CDATA[Regarding the PC issues section, the PC version is not well-optimized and some higher-level shader functions only serve to kill your framerate. The number one thing you can do to speed up the game is to ~disable~ contact hard shadows. They actually don&#039;t have a use in the game (the parameters necessary for the feature aren&#039;t set on any given light sources) yet it almost quadruples the GPU power and doubles the vRAM needed to render all real-time shadows.

The other useless feature is screen-space reflections. Close to all reflective surfaces in the game aren&#039;t given the SSR shader option. The ones that do are puddles, but usually with non-SSR puddles right next to them. This makes SSR look out of place, along with barely being used and in my opinion never being used in an artistically appealing manner. The hit when enabling this is that those surfaces ALWAYS RENDER even when occluded (double-rendering some things in the process!). Also to facilitate the screen-space cloning, there is a permanent reflective plane below the map that always renders the SSR shader. This means the rarely-used and costly reflections are always eating up graphics resources. Killing this option may in some cases ~double~ your framerate (notably if you are close to your vRAM limit without it enabled).

Hope that helps, and I recommend summarizing what I said in the bottom of the article. Spread the help!]]></description>
			<content:encoded><![CDATA[<p>Regarding the PC issues section, the PC version is not well-optimized and some higher-level shader functions only serve to kill your framerate. The number one thing you can do to speed up the game is to ~disable~ contact hard shadows. They actually don&#8217;t have a use in the game (the parameters necessary for the feature aren&#8217;t set on any given light sources) yet it almost quadruples the GPU power and doubles the vRAM needed to render all real-time shadows.</p>
<p>The other useless feature is screen-space reflections. Close to all reflective surfaces in the game aren&#8217;t given the SSR shader option. The ones that do are puddles, but usually with non-SSR puddles right next to them. This makes SSR look out of place, along with barely being used and in my opinion never being used in an artistically appealing manner. The hit when enabling this is that those surfaces ALWAYS RENDER even when occluded (double-rendering some things in the process!). Also to facilitate the screen-space cloning, there is a permanent reflective plane below the map that always renders the SSR shader. This means the rarely-used and costly reflections are always eating up graphics resources. Killing this option may in some cases ~double~ your framerate (notably if you are close to your vRAM limit without it enabled).</p>
<p>Hope that helps, and I recommend summarizing what I said in the bottom of the article. Spread the help!</p>
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