#โ–ซ๏ธCyberpunk 2077

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true saffron
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The EmitterGroupAreaSettings specifically.

whole girder
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i would assume it's a particle emitter ๐Ÿค”

true saffron
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I just have no idea what the particles would be. ๐Ÿ˜„

whole girder
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that's an env or weather? ... i'm not sure where particles are used in there ๐Ÿค”

true saffron
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Weather env.

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It's foggy.

whole girder
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no me either!

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paper or debris...? wind effects...?

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sosuine might know

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do you know him or want me to ask?

true saffron
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It's not that urgent. I just removed it for now and made no visual difference. ๐Ÿ˜›

Should you happen to bring it up in conversation at some point, it would be nice to know, but don't go out of your way to look into it.

whole girder
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they may not actually be used

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i do remember sosuine had some kind of god rays in hiw Alternative Weather mod, but they looked 100% like voxels to me, not particles

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... my money is on debris ... i think debris (paper etc) is triggered by the weather

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you could look inside his new debris mod for confirmation

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(the floating paper / bags is definitely particles)

true saffron
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I guess I wouldn't have noticed then. I'm using my Trash Begone mod haha.

true saffron
whole girder
true saffron
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Ohhh ๐Ÿ˜„

whole girder
true saffron
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I only use the particle remover because it looks weird with DLSS/RR.

whole girder
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it really does

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i'm experimenting with the variable rate shader settings, because that's exactly the kind of thing VRS is supposed to fix

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my understanding is VRS looks at motion vectors and if they are high, it uses more/faster rays for that part of the frustum

true saffron
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Oh, interesting! Would it still leave some artifacts before it's initially able to calculate the motion?

whole girder
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(but i'm not convinced it's properly integrated with path tracing)

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maybe a single frame... ?

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and also keep in mind motion vectors can be calculated slightly off scene ... in most (good) game engines, all meshes have an imaginary box around them that's slightly bigger than the mesh, so as it comes into view, the occlusion system knows to start rendering it

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when you play unreal games and there is white flashing of meshes at the edge of the screen as they come into view, it's because the devs don't know how to use unreal

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(***cough Jedi cough hogwarts)

true saffron
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๐Ÿ˜„ I guess I haven't really looked that closely at those specific things but, especially when you're trying to tweak them, they do leave an impression on the overall visuals.

whole girder
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(so basically motion vectors should start as soon as the larger mesh box touches the view frustum)

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oh absolutely

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there is a LOT CP does correctly

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they are very knowledgeable. as much shit as people give them, CDPR really know what they're doing

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their problems are process & testing problems

true saffron
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Plus they have the full backing of Nvidia, I'd assume. It's basically an Nvidia showcase.

whole girder
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in unreal you need to set r.ExpandAllOcclusionTestedBBoxesAmount ; Amount to expand all occlusion test bounds by

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tbh though, these are things Epic should set for people. unreal has a lot of very dumb (***cough WRONG cough) default settings

whole girder
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but to my eyes, they have also very much trusted what nvidia have said "here, use this!" without playing with it too much

south verge
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@whole girder I'm getting fog pop in, about 100m out. Any suggestions on how to fix?

south verge
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Yep

whole girder
south verge
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Wondering if its just a mix of weather and time of day thats giving issues

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Game just crashed of course, will see if I can get you an example

whole girder
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oh crap ๐Ÿ˜‚

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okay, what am i doing wrong ... i created this neutral (Davinci auto) LUT, which works perfectly for me.

  1. fiddled in reshade
  2. captured the reshade as a PNG LUT from Lightroom
  3. converted to cube
  4. added the LUT to the neutral LUT in Fusion
  5. *exported as PNG and converted to DDS in the usual way
  6. *exported to Ultra Noir archive
  7. everything is almost flat blue
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it looks fine in fusion and in PNG ?

south verge
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Notice the line, pushes forward while walking down the street

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This occurred after setting weather to foggy then switching to deep blue. 6AM

whole girder
south verge
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Will have to see if it pops up with other weathers

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No weather mod

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Just weathermancer

whole girder
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in that scene there is no volumetric fog but there is a lot of distant fog

true saffron
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Sorry to cut in here but would anyone happen to know which weather envparam is linked to this:

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I've tried heavy clouds, heavy clouds new, etc. Nothing is working when I change those.

whole girder
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could you try
GameOptions.SetBool("Developer/FeatureToggles","DistantVolFog",false)

south verge
true saffron
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Well, distant fog is just a large translucent plane at X distance from player.

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It's going to move with you.

south verge
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I can live with it, just wasn't sure if it was a bug with ultra +

whole girder
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yes ... but i thought i'd moved it to between 500 to 1000 metres away. that looks like about 100 metres

south verge
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That's what I was wondering

whole girder
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(really, ultra fog is designed to be used with ultra+)

south verge
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With the 2.1 version you posted here earlier it seems volfog was set to true. That was probably it.

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actually, volfog was set to true but distantvolfog was false. So idk lol

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It's whatever, rarely see full on fog anyway lol

whole girder
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volfog should be true but distvolfog should be false

whole girder
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@true saffron do you know what i'm doing wrong with my lut?

south verge
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Did you make sure you have it flipped? or not flipped? I had the same issue when I was experimenting with luts a few weeks ago

true saffron
whole girder
true saffron
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Oh, were you referring to past screenshots?

true saffron
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I thought you were going to post something.

true saffron
whole girder
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now my screen is completely black

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i think it's just a wolvenkit import problem tbh

true saffron
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Probably that the cube you imported wasn't converted to 3D.

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Change the header parameters.

whole girder
true saffron
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Make sure that is 3D.

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Best way to import is to make sure the DDS is the exact name as the file you want to replace, then click load settings in the import window before importing it (as long as the source file is in the same place in the folder structure).

whole girder
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okay. yes it's identical file name and is set to 3d

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but every time i import in wolvenkit something different happens

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i'll try the load settings

south verge
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NPC enjoying the new cig smoke

whole girder
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?

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that was a question ... phrased as a statement (wrapped in an enigma) ๐Ÿ˜‚

south verge
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Lumpy?? lmao

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Hard to capture smoke in movement in a still ๐Ÿ˜‰

whole girder
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yes like ... the smoke doesn't look nice and smooth, it looks like little particles ๐Ÿค”

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@true saffron ๐Ÿ˜ญ

south verge
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Looks great to me

true saffron
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Oh, that looks like a vflip issue.

south verge
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Like I said!

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๐Ÿ˜‰

true saffron
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Do you have NVTT?

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Just toggle the flip before converting.

whole girder
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oh really?

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okay

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i totally don't remember doing that for the neutral lut

true saffron
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WK used to have a vflip option in it but has since been removed.

true saffron
whole girder
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does this look right ?

true saffron
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Yeah that is backwards.

whole girder
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this is unflipped ... what i was originally using (that didn't work)

true saffron
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Is this the LUT from Reshade or the combined one from Resolve?

whole girder
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the combined one

true saffron
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Ah ok, something went wrong in fusion then.

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It's backwards, not flipped.

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Can I see the Reshade LUT?

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Send me the file, I mean.

whole girder
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(left) is combined lut ... (right) is neutral lut

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sure!

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just the reshade component

true saffron
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You need to flip last.

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Put the change before it.

whole girder
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(combined)

true saffron
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Actually, I guess you don't need to.

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I usually do my LUTs vertically so I'm still trying to figure out what's going on here. ๐Ÿ˜›

whole girder
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(1) neutral .... (2) reshade only) ... (3) combined

true saffron
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Those are flipped.

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The problem is vflipping when you have an h LUT.

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๐Ÿ˜›

whole girder
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up/down or left/right ?

true saffron
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Just set it to vertical and should resolve the problem.

whole girder
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ehrmagherd ๐Ÿคฆโ€โ™€๏ธ

true saffron
whole girder
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does this look right?

true saffron
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Yes

whole girder
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should i have that vflip in there?

true saffron
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Yep

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Then save that TGA and convert in NVTT with my preset. Should be good.

whole girder
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hmm now idk if my original cube generated from reshade is inverted too

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what do you use to convert to cube?

true saffron
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I don't convert to cube, usually.

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Maybe import it into WK and export as cube from there? ๐Ÿ˜…

whole girder
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i think this looks correct now ... neutral vs mine

true saffron
whole girder
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yes. like, a lot

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๐Ÿ˜‚

true saffron
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Looks like it's working then. ๐Ÿ™‚

whole girder
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you didn't have highest quality in your preset

true saffron
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You're talking about compression, right?

whole girder
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yes

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i mean tbh, there is very little difference in texture compressions for dds 7

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(and oodle compression is crazy, as an aside)

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well i've never seen that before

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well the game is no longer broken but there's also no lut

true saffron
whole girder
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ahhh

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it will also directly load dds in there

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it's working (left) ... but i now know my original neutral LUT wasn't working at all (right + reshade)

whole girder
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actual neutral lut

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wayyy different curve from arri

true saffron
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These are all my versions of Nova. ๐Ÿ˜…

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Definitely not the horror vibes I get from the one above.

whole girder
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haha yes

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you've lifted all those

true saffron
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Didn't lift. It's just AgX.

whole girder
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horror vibes could be interesting lol

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ah okay

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arri looks ... kinda bad

true saffron
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Did you convert to ACES?

whole girder
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yes

true saffron
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I guess it's just supposed to be dark. ๐Ÿ˜›

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Unless you have any other ENV changes happening to exposure?

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Oh it's your fog.

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Removing vol fog makes it a lot darker.

whole girder
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interesting

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it's not with the vanilla LUT though

true saffron
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ยฏ_(ใƒ„)_/ยฏ

whole girder
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i know! ๐Ÿ˜‚

true saffron
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There are so many varibales at play, it's hard to pinpoint the one cause.

whole girder
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yes exactly

true saffron
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I'm trying to figure out why changing the sky dome color slightly will cause my game to look like a nuke went off.

whole girder
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the davinci neutral lut (ACES) has a var wider histogram

whole girder
whole girder
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@true saffron do you have a neutral AgX i can mod?

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(idk wtf i did with the original lut - it looks great, but i can't recreate it ๐Ÿ˜‚)

true saffron
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Actually, AgX has some color shifting which is why I made supernova to color match.

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I can get you a straight AgX LUT though. Will have to be in a bit, I'm just about to head out.

whole girder
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supernova โค๏ธ

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that's so cool haha

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no you're fine, no rush at all! i can also make it i just thought you might have one laying around

true saffron
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This is just a DCTL node with default AgX.

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Well, it's LogC3 encoding with linear output.

whole girder
true saffron
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If you want the unadulterated version of AgX with an sRGB input instead of log, let me know.

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It's really dark though.

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Again, the magenta and greens are quite off with AgX so be forewarned. ๐Ÿ˜„

gilded summit
whole girder
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yay i didn't break something for once ๐Ÿ˜‚

whole girder
whole girder
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it's not physically based, it's just "there is fog, therefore there's light!!"

south verge
whole girder
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I think I really need to find a specific weather env and change the weather to it so I can work this out in detail

south verge
whole girder
gilded summit
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your mod seems to fix that

whole girder
gilded summit
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i quite like the fog with his ENV pure HDR, and the lastst nova lut for hdr

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is this a cruel joke, or is the website not working correct for me?

true saffron
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Hey @whole girder, do you happen to know which distant fog (near or far) the density and densitySecond are linked to? Or what they do?

whole girder
whole girder
true saffron
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I tried setting one of them to 100 and the other to 0 and then swapped... same look. ๐Ÿ˜„

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I don't know what I'm missing.

whole girder
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yes I haven't done explicit testing

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it looks like exponential height fog is implemented too

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that could look amazing, I'm surprised no one has tried it

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(if it works)

true saffron
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What would it do?

whole girder
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it gets denser towards the ground, like...

true saffron
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Oh really?!

whole girder
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ya

true saffron
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That's what I want!

whole girder
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rly

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okay, hang on

true saffron
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I was testing some things the other day. Looks kinda pretty but not useful for me.

whole girder
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so the secondary height fog value is critical

true saffron
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Can you be the one to mess with this first and then come to me when all the hard work is done? ๐Ÿ˜›

whole girder
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from the settings I've seen in the env, I would expect you'd want to change height fog from 0.5 to maybe 1 or 2, and secondary from 0.5 to maybe 3 or 4

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I'm totally guessing (but edumacated guesses)

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hahah

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I think we should just join forces at this point, it seems like we have similar goals

true saffron
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Sounds like a plan! ๐Ÿ˜›

whole girder
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the crowd would go wild ๐Ÿ˜‚

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okay, yay! ๐Ÿ˜Š

true saffron
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I'm doing overall weather states though, not just fog. I'm not a fan of the current pollution state so I'm tweaking the fog.

whole girder
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all good, I'm just doing fog and particle fx, not weather

true saffron
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Finally figured out that sun color alpha determines light/shadow intensity. ๐Ÿ˜…

whole girder
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yes!

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oh shadow!? nice

true saffron
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Changing color and alpha makes the shadow harsher.

whole girder
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I've been modifying distant albedo and simpleColor to make the distant fog have more blue (like with real photon re-emission)

whole girder
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can you change the colour of the shadows?

true saffron
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I'm aiming for this. ๐Ÿ˜„

true saffron
whole girder
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oh that should be possible

true saffron
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That would be LUT.

whole girder
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some engines have the ability to change shadow colour

true saffron
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Although, I think ambient color would determine the shadow and the sun light determines... the sun light color. ๐Ÿ˜„

whole girder
# true saffron I'm aiming for this. ๐Ÿ˜„

this won't be easy though, but is possible... silverLining would be low, maybe 0.1 ... the backlighting value (I'll have to look up what it is) should also be fairly low. yellow/grey albedo? low blur. I read this as pollution, not water-vapour fog

whole girder
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idk I learnt in art school "shadows are purple/blue". of course the reality is not that simple, but pure black shadows in game engines bug me ๐Ÿ˜‚

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oh! I have one question about overrides... so if I modify one value in an blah.env, and another mod modifies a different value in blah.env... does the engine combine the changes? or does the whole env get overwritten?

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I want lamb Rogan Josh ๐Ÿค”

whole girder
true saffron
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In BlurAreaSettings?

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Doesn't that blur the whole screen?

true saffron
whole girder
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really? f..

true saffron
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I tried various blur settings when I was making my scanner mod and it was a whole viewport effect. ๐Ÿ˜›

whole girder
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I can send you all the altered particle files to integrate

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okay to DM?

true saffron
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Of course!

bleak karma
true saffron
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Couldn't have done it without all of you. ๐Ÿ™‚

bleak karma
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3.0 Midpoint is super mega bright, not a fan of that idea

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but 1.5 is nice

true saffron
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It's not bright on my end.

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Depends on the display, I guess.

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It was designed around the black floor being black (as it can be) at midpoint 3 but I can certainly adjust the overall curve.

bleak karma
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Blackfloor never reaches 0 regardless of value

true saffron
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I know, I'm just saying people can't complain about "black crush" when it's designed around it.

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Were there any other things that stand out to you? Something I can improve on for other users?

bleak karma
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Well black still LOOKS crushed compared to the SDR presentation even at 3.0

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bu I havent really spent much time, just those screenshots

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tonemapped to SDR, but in person it's basically entirely black as lights behind make it hard for your eye to adapt

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need better eyeballs

vale orchid
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very likely they didn't know what they were doing with HDR. SDR has lower black floor than HDR

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i bet if you just replace the HDR lut with the SDR one it'll look better in practice

true saffron
vale orchid
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HDR captures are darker when converted

teal imp
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I'm asking since all the menus look lifted compared to SDR

whole girder
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@true saffron did you do the ini change for the latest nova?

true saffron
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No, I don't ship with an INI.

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That I'm aware of. ๐Ÿ˜›

true saffron
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But HDR mode does do something weird to the menu.

vale orchid
whole girder
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i'm going to have to buy an hdr monitor aren't i

true saffron
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What INI changes are you referring to?

whole girder
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Size = 128                    ; (48)
MinRange = 0.000000000001            ; (0.01) expand bottom of histogram   <-----------
MaxRange = 100.0                    ; (100.0) actual max is probably 1.0
true saffron
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Oh, right. I forgot about that!

whole girder
true saffron
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It will be a recommendation!

whole girder
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oooh, naked man ๐Ÿ˜

gilded summit
teal imp
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I will post some comparisons later

gilded summit
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no need

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i know it looks like that

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been this way since day one ๐Ÿ˜„

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vincent teo made few vids about it too

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We compare the HDR vs SDR presentation of Cyberpunk 2077 on the Playstation platform, using two Sony XH90 (also marketed as the BRAVIA X900H in the USA) 4K LED LCD TVs, two Sony PS5 consoles, as well as two copies of Cyberpunk 2077 PS4 version.

Our HDR vs SDR comparison was done after installing hotfix/ patch 1.05 on two PS5s.

================...

โ–ถ Play video
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the game was in a much worse state then though

bleak karma
whole girder
whole girder
gilded summit
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well i looked at it for the last hour or so

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still on 0 adjustments

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lol

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im a bit under the weather so my brain is working far from optimal

vale orchid
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Monitors lean on being overpriced compared to full 3840x2160 and 42". You'll pay the same amount for 1440p gaming at 27" just because it slaps the word "gaming" on it.

teal imp
# bleak karma I noticed the same

I know that I love to blame sRGB for everything, but really I'm sure that sRGB is at least, like, part of the problem here
SDR/HDR/HDR 2.2 emulation

vale orchid
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#cyberpunk2077-dev message

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#cyberpunk2077-dev message

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Check out the images and the top right (2.2/2.4)

teal imp
vale orchid
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microsoft handles it very well for you automatically, but you need to mark your textures properly. microsoft will convert your SRGB textures to 2.2 for you if the DirectX textures are marked properly. but CDPR is doing their own thing for texture decompression and surface updating, which is why this is all wonky.

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DirectX default surface is 2.2, so it could be a last step failure, from CDPR custom to DirectX

teal imp
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lemmie find his post on SK discord

vale orchid
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i researched it, but i forgot. maybe @mystic shadow remembers. the idea is all your assets are in SRGB because you used Photoshop or grabbed them from common assets (eg: web). So your textures are in sRGB. then Microsoft outputs a default 2.2 surface, and something something DWM does translations before going to your monitor. (no game ever does real exclusive fullscreen anymore)

mystic shadow
# vale orchid i researched it, but i forgot. maybe <@262398316032163851> remembers. the idea i...

I'm really only familiar with the SDR inside HDR issue. That one is pretty straight forward. Windows just simulates the srgb piecewise gamma EOTF when showing SDR inside HDR. I believe this is what the SDR Black Floor Emulation shader is for. It's simply for emulating srgb shown on 2.2. I don't think that the SDR emulation is the correct tool for fixing native HDR issues. I think the manual HDR black floor fix tool (same shader, below the sdr emulation option) is better for that.

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I'm not familiar with textures and srgb sorry ๐Ÿ˜ฆ

teal imp
mystic shadow
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Can someone tldr; bring me up to speed on what you guys are trying to figure out?

vale orchid
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#1186114072027074651 message

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on SDR, black floor is right if you consider it a 2.2 signal

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on HDR it's off

mystic shadow
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in HDR, it goes straight to PQ like you said, and windows assumes (incorrectly) srgb eotf

vale orchid
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i think in HDR, DWM is in scRGB? i think?

mystic shadow
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I thought we determined that the raised black floor is simply CDPR being dumb?

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i don't think it's any sort of srgb/2.2 mismatch

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it's just that the tonemapping is fucked up in HDR

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plain and simple

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ha

teal imp
mystic shadow
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So I think the black floor adjustment is what's needed, just as JDSP's settings instruct

mystic shadow
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probably

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idk about games tho

vale orchid
teal imp
teal imp
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it sure looks like it to me

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menus are not affected by lut

mystic shadow
# vale orchid

Makes sense. Linear gamma is just basically like srgb passthrough right?

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DWM is always srgb yea

vale orchid
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if you're using an scRGB DirectX surface (HDR), it should be transitionless for DWM, which is the point.

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no conversion needed. if the surface is a "SDR" surface (SDR-in-HDR), then it gets parsed as sRGB

mystic shadow
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are you guys trying to figure out why that might have happened?

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like what CDPR messed up?

vale orchid
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overwrite the HDR lut with the SDR one (which has lower black floor) and do some gamma fixes and see if they output the same

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but that won't work because wtf is "tonemapper midpoint"

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or maybe using that, you can find out what value "tonemapper midpoint" means "do nothing"

vale orchid
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(1.0 ?)

mystic shadow
teal imp
vale orchid
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you would have to replace the HDR lut to know for sure

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i can do that pretty quickly with wolvenkit

mystic shadow
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Wasn't JDSP going to look into modifying his shader settings to use the SDR Emulation?

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or was going to investigate that?

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Could have sworn we tested this a million times and determined that the sdr emulation wasn't what was needed, but maybe i'm going crazy

teal imp
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I believe he said he prefers his settings more
Mainly because even with SDR emulation, game doesn't always reach 0 nits
Which turned out to be due to wonky LUTs

mystic shadow
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makes sense

vale orchid
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it's not the LUTs alone unfortunately

mystic shadow
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I'm trying to get a 4080 super so I can run this game with PT and shit......so if/when I can get a new GPU, I'd be happy to help you guys investigate/test shit

vale orchid
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i made an all black LUT and it still didn't hit 0

teal imp
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So I think it's double whammy of back raise caused by the LUTs and sRGB/2.2 mismatch

vale orchid
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and gamma is irrelevant because pow(0, 2.2) is still 0

mystic shadow
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Just make sure you're not crushing anything with the 2.2 emulation

teal imp
vale orchid
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off

teal imp
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hmm

vale orchid
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SDR has noise whereas HDR doesn't

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opposite

mystic shadow
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can you disable the TAA to rule that out as noise?

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or is that already done?

vale orchid
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yeah

mystic shadow
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Turn dlss off too

vale orchid
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i disabled as much as i could. HDR is a flat gray output (not true black)

mystic shadow
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gotchya

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So yea I guess could be some sort of mismatch like earlier in the pipeline

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to do with textures

vale orchid
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SDR always had some noise, where HDR didn't with the same exact settings

mystic shadow
#

idk enough about it to say either way ๐Ÿ˜ฆ

vale orchid
#

HDR could also just crush black values and then raise

#

so the noise could be removed in HDR (black clip), and then raised

mystic shadow
#

If you just make a LUT to simply do the same thing as the srgb 2.2 conversion box, it's still raised slightly?

vale orchid
#

but an HDR lut that is the SDR LUT can clue us onto what it's doing different.

vale orchid
teal imp
#

Sammi mod seems to fix that

mystic shadow
#

so I don't think this is a simple srgb to 2.2 mistmatch then

#

if 0 is raised

vale orchid
#

with postprocess (shader), you can't restore what was deleted though. just lift what's there

mystic shadow
#

unless the devs conciously decided that the HDR black floor should NOT be 0

#

which is what it looks like ha

#

unless there's an egregious mistake (very likely also)

mystic shadow
#

i'm confused haha

#

Why is the black floor so high

teal imp
vale orchid
#

wtf, why is SDR so much bigger

#

custom tone mapping is my guess. a borked one

vale orchid
mystic shadow
#

hence the confusion

#

not a simple srgb/2.2 mismatch, otherwise 0 black wouldn't be non-zero

#

so somethihng else going on (could also be a mismatch tho but wouldn't cause the black floor itself to be raised)

#

could be srgb/2.2 mismatch plus another issue raising the black floor in general

teal imp
mystic shadow
#

exactly

#

very odd

#

I think CDPR just went full "i dont care" when doing this

#

likely just some stupid fuck-up early in the pipeline

#

or "artistic intent" problem?

vale orchid
vale orchid
#

i don't know if there is a lut for the menu, i doubt there is

mystic shadow
#

even weirder

#

is this a case of "artistic intent"?

vale orchid
#

replace the menu image with a full white one and see what nits come out.

teal imp
mystic shadow
#

HDR in this game is just wack

vale orchid
teal imp
mystic shadow
#

oh ok

#

gotchya

vale orchid
#

i'm being condescending, but the language is for emphasis

teal imp
vale orchid
#

fail upwards

teal imp
mystic shadow
#

In theory, srgb gamma and 2.2 should have the same 0 black, correct? In other words, black floor should be identical right?

#

If so, then yea i'm confused on this game ha

#

no clue what's going on

vale orchid
#

way too common "i've been coding games for 20 years, i won't be educated by these new fangled kids". 20 years ago there was no HDR

mystic shadow
#

I mean if the SDR emulation checkbox is enough to fix the issue, then we should just use that and be done with it, ha

#

or some similar fix

#

Just because the game doesn't always reach 0 with the sdr emulation, it could still be ok. It's hard to get that right with all LUTs. If you're making sure it's ALWAYS 0, then you're likely crushing detail in some areas, no?

#

Like in Luma, there are some LUTs where mincll isn't 0

#

and that's fine

#

or so i thought

vale orchid
#

i dropped the SDR in HDR lut here, if somebody wants to test... #1186114072027074651 message

south verge
#

But absolutely will test ๐Ÿ™‚

vale orchid
#

they're different.

#

HDR luts have more raised black value

#

oh, you mean mods

#

yeah, maybe

south verge
#

Yeah, mods like vanillaplus and some of the older community released luts

#

They all never looked truely HDR, and most didn't have anything but Rec.709 colors

vale orchid
#

but the idea for this is to see what makes HDR look exactly like SDR (peak nits and tonemapper midpoint and gamma fixes)

south verge
#

I see. Will take a look

south verge
vale orchid
#

neat

#

i'm using the latest nightly wolvenkit which i haven't tested. maybe it's that.

#

doesn't crash for me.... over Remote Desktop

south verge
#

Hmm... Guess I'm confused whether its an HDR lut or SDR

#

Or maybe its just another mod conflict issue, installed a few earlier

#

Think its a mod issue. Crashing with other luts as well

#

Always photomode animations XD

teal imp
#

Works on my machine

#

screenshot shortly

#

Vanilla/SF LUT

#

peak 790, midpoint 1, film grain disabled

vale orchid
#

i'd like to know SDR / HDR, what can make them look identical

#

๐Ÿ™

teal imp
#

on it

vale orchid
#

also, if you use photomode and hide the UI, you'd get true minCLL

#

(that minCLL is the UI)

teal imp
vale orchid
#

the sdr and hdr lut are the same file, (using SDR file)

south verge
teal imp
vale orchid
#

and lowest peak nits you can achieve?

#

what does the game allow? 300?

teal imp
#

300 in game

vale orchid
#

how are you getting SDR screenshots with lilium's shader?

teal imp
#

SK SDR -> HDR, profile 3 at 100 nits and gamma 2.2

vale orchid
#

can you snap the SK settings?

#

i think setting SK to 300 nits is better, and see if you can get it to line up perfectly

#

it kinda messes up the science because how SK will stretch to 300, there's a lot of variables

teal imp
vale orchid
#

yeah, that looks right

teal imp
mystic shadow
#

Yea that's what I'd use too

vale orchid
#

yeah, that's kinda what we want, because the HDR picture on the right has a curve past mid gray (hard to describe)

#

well, we want SK to stretch 0-100 to 0-300, not raise. but more info the better

#

i wish lilium's shader could parse SDR just for the histogram data, even if the peak nits mapping is "fake". @devout mirage is there an easy way for this? we just want to make histogram comparisons

teal imp
#

HDR at 300/SDR at 300

gilded summit
#

these are my results

vale orchid
#

what tonemapping midpoint value?

gilded summit
#

for me i set them at 1

vale orchid
#

@gilded summit what's the comparison? (left/right)

gilded summit
#

brightest is vanilla

#

darkest is your lut

vale orchid
#

yeah, that confirms the HDR lut is brighter than the SDR lut, which parsing the LUT told me.

#

but this also says that the HDR lut is in the same format as the SDR lut if there no real color differences

gilded summit
#

cp only deals in 709

#

sorry i lack the proper ways to say it properly

vale orchid
#

the textures are all in bt709/srgb, so that's expected

#

@gilded summit and this dropped your peak nits to half? 400?

gilded summit
#

it did that by itself

#

didnt change anything

vale orchid
#

so SDR lut is peak 3.x and HDR is 19. something something math

#

but it's best to disregard all of what HDR looked like before and try to get HDR to look the same as SDR first, because that's really what they originally graded for.

#

you can make HDR your "hero grade" and then make an SDR version of that, but they didn't. they made the SDR the hero grade, and did something to "satisfy" hdr users

#

once HDR can look like SDR 1:1, then we can work on making upping the HDR, which should just be uncapping the SDR nit limit (100/203)

vale orchid
teal imp
vale orchid
#

does any changing of the values make it as bright in average to SDR? sorry to be a pain

#

the windows on the right are consistent enought to guage since the signage is variable

teal imp
#

SDR at 300/HDR at 300 midpoint 3

#

@vale orchid the closest I can get

vale orchid
#

so midpoint 3 is possibly "neutral". interesting...

#

the other test is setting to 1000 in both in-game HDR and special K sdr

#

and see how 3 holds up

teal imp
#

ok

#

btw, with your LUT file film grain no longer blows out the highlights

gilded summit
#

thats one of my major gripes with cp's hdr implementation

vale orchid
#

it shouldn't have any affect since i didn't change anything there. it's just the dds. but maybe the HDR lut is malconfigured for some reason

#

but what we're doing is essentially throwing out their HDR lut

gilded summit
#

midpoint changes blows away all highlight detail

vale orchid
#

yeah, but it does that in SDR as well, no?

gilded summit
#

yes

#

to an extent

#

but it seems like the game is properly lit in sdr

vale orchid
vale orchid
#

and by best, i mean matches SDR

#

or not high enough?

teal imp
#

not high enough

#

3 is max

vale orchid
#

so 3 is okayish at 300 nits, and you'd need more to match SDR for 1000. dare i guess 10

teal imp
#

1.5 was okay for 100 nits, so .5 for every 100 nits?

vale orchid
#

so, let's pretend, it's pow(x, toneMappingMidpoint)

devout mirage
vale orchid
devout mirage
#

It's just a few things I need to change and was requested before

vale orchid
#

๐Ÿ™‡

#

that's enough research to know we have to disect the engine/shader. next step is to dump shaders in SDR. dump shaders in HDR. and then see what shaders are only running when in HDR (if any) and decompile them

#

(no SK required)

mystic shadow
#

Excited to see what comes of this

#

To finally solve the question of "what the actual fuck is going on in HDR"

#

๐Ÿ™‚

vale orchid
#

@teal imp one test, if you set lut/maxrange in the ini to 0.5, does it change sdr and hdr? we said 1.0+ is ignored? that's tedious but i think there's a console option for live editing?

vale orchid
#

To change the value of these settings, create/open the "engine\config\platform\pc\user.ini" file & add the section name + setting name/value inside it.

https://pastebin.com/mg5Mh3sV

#

the pastebin has all the defaults for v2.1

#

text says 1.04, pastebin title says 2.1 ๐Ÿคท

#

somebody said 100 and 1 are the same, so i'm wondering if 0.5 halves brightness

vale orchid
#

well, try 1.000 first and see if it changes anything, then less than 1 like (0.5000)

teal imp
#

not on my end at least

vale orchid
#

thanks ๐Ÿ™

#

i can't run Reshade 6.0.0 with Cyberpunk 2077

#

just crashes

teal imp
#

worked fine to me, but for some reason reshade + SK didn't

#

had to downgrade to 5.9.2 or whatever

vale orchid
#

it worked before, but i installed 6.0.0 just now to get add-on support and it crashes.

#

i'm on remote desktop, so might need to try on the physical pc (though rdp worked before)

mystic shadow
#

Did you guys try 6.0.0 as a SK addon?

vale orchid
#

i did not

mystic shadow
#

That should help compatability (I think)

#

I can send instructions on how to do that if you need

#

Reshade DLL files go here

vale orchid
#

but i didn't want (or need) SK

mystic shadow
#

shaders to here, just make sure you grab the 2 reshade files that are circled

vale orchid
#

the less layers the better

mystic shadow
#

and then textures here

#

yea, i hear ya, but might help in this one case

whole girder
#

I'm only little ๐Ÿ˜‚

#

but yes that makes sense

teal imp
whole girder
vale orchid
whole girder
#

wow

bleak karma
#

@true saffron

true saffron
#

Any non-jxr files? ๐Ÿ˜…

bleak karma
#

No, but I will just upload the video to Youtube

true saffron
#

It's all good, I downloaded them. Maybe some day we can have native HDR format support.

#

What am I looking at in these comparisons?

bleak karma
#

Nova top, stock bottom

true saffron
#

Gotcha

bleak karma
#

You know waht it looks like, but just some side by sides

#

I am big fan

true saffron
#

๐Ÿ™‚

#

It's nice to see them side by side! Thank you for doing those.

bleak karma
#

HDR processing probably nxt week or something

south verge
#

NovaLUT is so beautiful! No going back to PreemLUT now lol

#

I say that but in reality, I'll probably be swapping back and forth

#

Gotta keep things fresh

mystic shadow
devout mirage
devout mirage
devout mirage
vale orchid
mystic shadow
#

Might be some bullshit with FG too

#

just a guess

#

That can cause crashes with anything it seems ha

vale orchid
#

I'm a poor 3080 user

mystic shadow
#

same!

whole girder
#

i think when my work reaches the next milestone i'll buy myself an actual gaming computer and probably an HDR screen ๐Ÿค”

true saffron
true saffron
#

Looks awesome! Thanks for the comparison @bleak karma. Mind if I post this to my page?

whole girder
#

it looks so good, even on my crappy $1000 worth of screens ๐Ÿ˜ญ

whole girder
#

does anyone remember where i'm supposed to meet Hanako again?

bleak karma
#

Yes but bare in mind this is not fully representative of how the mod and stock footage looks as I've used Liliums shaders to bring the overall brightness and clipping point down

I've also adjusted the black floor slightly

#

@true saffron ^

mystic shadow
bleak karma
#

Because I forgot

mystic shadow
#

๐Ÿ™‚

#

Also, why do you like rgb in pq the best? Lilium has ICTCP labeled as (best quality)

bleak karma
#

Just like the look, for that video I used ICTCP though

mystic shadow
#

Gotchya thx

#

Hoping to snag a 4080 super when it releases so I can play this game with path tracing etc

vale orchid
#

Reshade was crashing because it was dumping shaders, which it did. and they extracted well, it seems

whole girder
#

the 3070 on my laptop only just manages it

whole girder
#
  • Fixed an stall where vanilla game runs out of RT acceleration structures
  • Fixed crazy skin on some NPCs
  • Disabled negative mip bias because I believe CDPR are doing this in-engine already in CP 2.1
  • Re-enabled underwater screenspace rendering
  • Fixed a stall streaming in new sectors when driving at high speed
  • Slightly tweaked brightness of vehicles, skin, foliage, weapons
  • Enabled path tracing for hair so hair no longer has to rely on environment probes for its lighting
  • Adjusted streaming threads
  • Adjusted RTXDI / ReSTIRGI samples to better balance performance and quality for Fast / Full / High
  • Slightly reduced PT edge (disocclusion) noise in most scenarios by adjusting sampling radii and variable rate shading
  • Reduced SHARC frame blend bias for Fast to account for lower FPS and to reduce smearing
  • Fixed some non-breaking typos
  • Disabled character rim enhancement. Everything looks better without it
  • Reduced bloom clamping to fit better with Ultra Fog

this version has been really good in testing (ty especially to @ocean wren). fixes so many random problems with PT, including that CDPR is mostly using NVidia's settings which are designed for higher real frame rates, so I've adjusted SHARC / ReSTIR settings to match CP's actual performance to help reduce smearing and disocclusion (edge) noise.

"Fast" very much prioritises PT speed above all else. "High" prioritises quality and reducing PT noise.

bleak karma
#

What would the hierarchy in terms of Image Quality be?

Fast
Vanilla
High
Full?

#

And in terms of performance (best to worst)

Fast
Vanilla / high
Full?

whole girder
#

Full is slightly slower than vanilla, but less noise and smearing again
High is no compromises quality (but without going bananas) and will be several fps slower than Fast.

#

and they all have the same bug fixes with PT โ€” reflections, translucency, skin, relative brightness, hair, etc.

true saffron
#

Yeah I was a little confused with the names at first. ๐Ÿ˜› I'm used to Full, Default (or Standard/ Main), and Lite.

vale orchid
#

I can replace shaders. Need testers #cyberpunk2077-dev

whole girder
whole girder
#

Krush is a legend

true saffron
#

Truly is.

south verge
mystic shadow
#

Shortfuse, any insights you found from investigating the code?

#

on the black level raise

vale orchid
mystic shadow
#

good luck!

gilded summit
sturdy goblet
sturdy goblet
vale orchid
sturdy goblet
# vale orchid nope

that would probably help u find the shader. I'm tempted to start playing the game now.

vale orchid
#

no idea how to inject pix

sturdy goblet
#

I could help.

#

You just open the game through PIX.

vale orchid
#

oh i've tried starfield and it never works, but seems to work here

sturdy goblet
#

RenderDoc is a lot more intuitive IMO, and also offers the same, if not more functionality.

teal imp
#

I can't really blame them for switching to UE

#

Not that UE guarantees bug free game

vale orchid
#

well, i found the ACES code. it's been a while but it's pretty familiar. though i'm not sure if it's in use anymore since I though the LUT had ACES baked in

vale orchid
#

no LUT processing:

#

i need a dark place to test

vale orchid
#

no raytracing, no DLSS (and no autoexposure)

olive ether
vale orchid
whole girder
#

i wonder where the Trouble in Haywood VR game LUT is in the game, i would happily play the whole of CP with this ๐Ÿ˜‚

#

it's not labelled obviously ๐Ÿค”

formal lodge
#

god that's shaping up so well

vale orchid
#

@south verge #1186114072027074651 message

#

Nevermind lol, just saw you posted ๐Ÿ˜‚

south verge
#

Been following along in the dev channel, yall are wizards I swear ๐Ÿ˜„

mystic shadow
#

@vale orchid is cyberpunk the next luma?

#

I'm okay with that

vale orchid
#

The worser the HDR, the more I must fix.

mystic shadow
#

Quick, get this man the shittiest most busted HDR you can find.

#

Looking forward to any work you do on cyberpunk :-). I can help you test if you need test subjects

whole girder
#

oblivion SadGhost

#

ooh! deus ex 2!

#

worst of all time

whole girder
#

this may actually fix CP 2.1's issues.

i've been wondering why by default the game engine is configured to unstream everything up to 16km away.

what this means is, when you turn around, the engine unstreams it. when you turn back again, it has to stream it in.

#

when you open the map, it unstreams everything. close the map, it streams it all back in. why ???

#

i thought maybe there was something i was missing. i don't think there is. i disabled this behaviour and the game's been perfect since

whole girder
gilded summit
#

when running pathracing (maybe ray tracing too) the unstreaming doesn't seem to happen. At least not for lower level lods (aka not highest level). I do notice the occasional ray of sunshine going though an unstreamed building. I do run countless of LOD mods though mostly from sosuine. So I don't know if this is purely vanilla + PT behaviour, or that it works because of these LOD mods + PT

whole girder
gilded summit
#

but that would completely destroy pathtraced reflections

#

you cannot do severe culling like that if the world behind you gets reflected

whole girder
#

path traced reflections are considered part of the view frustum... they're specified by RayTracing/Collector/VisibilityCullingRadius

#

but if they're not in that radius, they're unloaded immediately

gilded summit
#

i c, still most of the time i don't really have the sun shining though (where should be) solid buildings

whole girder
#

if you want to check this for yourself, set RayTracing/Collector/VisibilityCullingRadius = 200 (for example) ... you will see them unload and reload as you move around

#

no, you won't. that's not the problem this fixes

gilded summit
#

ah ok, i misinterpeted what your fix does then

whole girder
#

๐Ÿ˜Š

gilded summit
#

mb

whole girder
#

the problem it fixes is the massive and constant resource load the engine is under due to streaming and unstreaming things over and over

#

if you have 16GB of vram, you probably won't notice it

#

if you have 8 - 12GB, it will kill the performance

gilded summit
#

yeh i got 24gb and run in 4k dlss quality (1440p) i think the horsepower of my GPU is still the biggest bottlenek with the settings i run with, not the vram

whole girder
#

... try ultra+ if you haven't. it fixes almost everything

gilded summit
#

i have no issues with vanilla ๐Ÿ˜„

whole girder
#

is it AMD or Nvidia?

#

ah, okay

gilded summit
#

rtx 4090

#

its nearly impossible to tell what vram is actually in use (allocation is ez) but actual use you need very specialised software for that

whole girder
#

you will likely get higher fps with it and less path tracing noise, but it doesn't sound like you care ๐Ÿ˜Š

gilded summit
#

i tried your mod quite a few times, i still prefer the vanilla pt

whole girder
#

yes i know

gilded summit
#

looks more pleasing to my eyes

whole girder
#

to this

sullen charm
#

What are the game parameters for controlling bounces and ray sample counts in a world with Ray reconstruction, ReSTIR et al in PT 2.1? I tried fiddling with the ones I've found in the PT native UI settings mod, directly through CET, but only some of them seem to have an effect... Using Ultra+ PT21 High btw

whole girder
whole girder
#

ReSTIR and RTXDI use samples of the scene. from memory they distribute rays across the whole scene using a probabilistic density function (PDF), and then that's sampled into RTXDI and ReSTIR

#

i think cyberpunk is using RTXDI's new diffuse method (with SHARC to help denoise it), and ReSTIR's global illumination

#

so ... High takes a lot more samples than Fast

sullen charm
whole girder
#

with this version i've been having to check PT is actually enabled

#

it's there a little at night, i might be able to do something with that... but i'm hopeful it's improved

#

i never really know until everyone else tries it ๐Ÿ˜‚

#

and tells me what i broke lmao

sullen charm
#

Hah, well I think 1.9.1 was definitely an improvement. Bearing in mind I only started with 1.8, and didn't really have points of comparison between 1.8 and 1.9 so can't say if it got better or worse... But 1.9.1 did clean up characters noticeably to my eye

#

Is there a way to dynamically switch presets in-game, or do some of the options only take effect on a game restart?

bleak karma
#

With 1.9.9 and 24GB of VRAM, the max I can see is 13GB usage via SK

whole girder
#

no unfortunately ... some of them require a hard engine restart

whole girder
sullen charm
#

Ah that's a pain

bleak karma
#

And withouit the 24GB ini its 12-13GB

whole girder
#

yes ... it may actually not need the GPU ini any more, i'm not sure

sullen charm
#

I typically sit around 11-12GB on 1.9.1 on a 4090

whole girder
#

yup

sullen charm
#

Then again I've not engaged in much actual gameplay with it ๐Ÿ˜‚

whole girder
#

you can probably force the higher mip bias now too with your card

#

if you want to see the difference between v1.9.1 and v1.9.9 noise ... i'll grab the command for you

teal imp
#

@whole girder Dumb question, but should one use RR with your mod? Or do you recommend regular DLSS instead?

whole girder
#

to go back to the old version (basically same as vanilla
GameOptions.SetInt("Editor/RTXDI","BiasCorrectionMode",2)GameOptions.SetInt("Editor/ReSTIRGI","BiasCorrectionMode",2)

to go to v1.9.9
GameOptions.SetInt("Editor/RTXDI","BiasCorrectionMode",1)GameOptions.SetInt("Editor/ReSTIRGI","BiasCorrectionMode",1)

whole girder
#

i don't think it's a dumb question. there's a bug in CP 2.1 that makes the skin look worse with ray reconstruction

#

unfortunately (imo) everything else looks worse without RR ...

teal imp
#

Seems like RR breaks SSS somewhat

whole girder
#

huh! interesting

#

it seems to ... but weirdly only for some characters??

sullen charm
#

Does the game options toggle for RR still work when using Ultra+?

sullen charm
teal imp
gilded summit
# bleak karma Special K will tell u

This might seem like semantics. But it seems like Allocation/Usage/IN use might be what I actually ment. You need in engine tools for the IN use metric.

#

using the dx api, can only show allocation/usage imho

#

certain blocks might still be allocated while being market for replacement/overwrites

whole girder
#

i could be wrong, but i think that's why it has so much less disocclusion and smearing noise

#

hmmmm i don't see much SSS there either ๐Ÿ˜œ

whole girder
gilded summit
#

i think special K uses this

whole girder
#

yes... but it's still pretty obvious when your GPU is swapping back and forward between CPU memory

gilded summit
#

yes "D

whole girder
#

yes i would trust special K's methods

gilded summit
#

that will grind your pc to a halt

whole girder
#

SK complains starts complaining before anything goes wrong with vanilla ๐Ÿ˜‚

gilded summit
#

it seems to be the most accurate way of measuring it, without having full acces to what the engine is doing indeed

whole girder
#

yes!

bleak karma
gilded summit
#

o i thought special K uses this dx api

whole girder
# gilded summit that will grind your pc to a halt

yes and this is what's been happening on <=12GB cards ... it's not only streaming assets repeatedly, the vram is also eventually going OOM and then swapping to system memory while still trying to re-stream assets

gilded summit
#

misinformation on yt maybe ๐Ÿ˜„

whole girder
#

which causes an eventual freeze or CTD

gilded summit
#

In this video, I'm going to test the RTX 3070 in a range of games and see how much vram they use. I'll be using both MSI Afterburner and Special K which both have the ability to monitor vram usage.

Chapters

0:00 Intro
0:52 MSI Afterburner VRAM monitoring
4:00 Special K VRAM monitoring
5:33 Resident Evil Village
7:04 Metro Exodus Enhanced Editi...

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stamped

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"poorly"

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man maybe i need to stop talking when still having a fever

whole girder
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it used to be ๐Ÿ˜ญ

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i'm just waiting to get a 16GB card at this point lol

teal imp
# whole girder mm, so i'm pretty sure AW is using ray tracing + path tracing for diffuse... the...
whole girder
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you could try enabling RayTracing/EnableShadowCascades = true which is off by default ... all cascade shadows are done via raster even if they're set to RT in the UI

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but i don't think CP considers "NPCs" to be cascade shadows ... i've heard people refer to them as contact shadows

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(in UE, they're called capsule shadows)

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which basically makes me think those NPC meshes aren't tagged as RT ?

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oh! also, you can try RayTracing/CullingDistanceCharacter = 40 (for example)

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the default culling for NPCs is 15 metres in RT ... but i don't know if any of the distance stuff is working at all in CP 2.1

teal imp
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It only has like a large scale AO

whole girder
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yes, they're not in some RT views

teal imp
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I will try the settings you suggested later though

whole girder
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i think the most promising is RayTracing/CullingDistanceCharacter = 40 ... or 30 metres should be reasonable

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and yeah, i think a lot of things were using env / lighting probes and weren't actually part of ray tracing, and now they're going and fixing all that (or they've just forgotten)

gilded summit
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one example

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the guy is an absolute unit for the amount of work he does and things he fixes

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i rarely donate, but for people that invest so much time + effort i think its a no brainer

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even more talk in cyberpunk 2077 modding community discord - showcases gits 3.0

whole girder
whole girder
# gilded summit

this is so much work. saying this after just spending 100 hours on the engine lol

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this is the most disocclusion noise i can get with u+ 1.9.9 ... it's basically a worst-case scene ... it's dark, with foliage, and a lot of movement. this is the worst of several screenshots (the blur at the bottom of the screen is AMD FG)

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noise at 100kmph is almost none

mystic shadow
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looks nice even on SDR rn

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the screenshots I mean

whole girder
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i have actually checked whether PT was enabled because it was so little noise

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i wonder if i can do this for the CP 2.0 path tracing method (ReLAX + RTXDI)

gilded summit
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Another hack/trick that might reduce noise is nvidia DSR (digital super resolution) Aka render the 3d image in above native resolution. Then use DLSS which can use the 3d generated image to downsample to a quality level lower. I have tried it from 8k back to 1440p. But ran into trouble (while recoding with OBS). But in theory it allows DLSS to base the upsampled picture from more information.

sullen charm
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https://youtu.be/dKXPeCS4jxA really interesting, wonder if the new driver improvements have originated from the work on the upcoming game patch?

Testing Windows Insider Build 26040 and NVIDIA beta driver 550.09 in Cyberpunk 2077.

Settings: 4K, max settings, path tracing, DLSS performance mode.

**Ray reconstruction is not supported on the beta 550.09 driver, so ray reconstruction is disabled

00:00 - Intro
00:32 - FG OFF Benchmark
01:51 - FG ON Benchmark
03:10 - Benchmark Results Summa...

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Massive pinch of salt of course, but a 17% uplift in the benchmark on a 4090 with FG off and just the driver update is unusually large

vale orchid
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aces replaced with opendrt (at 800nits) with luts, (floor not fixed yet)

vale orchid
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contrast and highlights are still starfield-like, but we at least it respects peak nits now

gilded summit
sullen charm
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I've heard of that before to be honest

gilded summit
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its using consistently 30 to 40 watts less

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like its undervolted but not underclocked

sullen charm
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The gap narrows down to 15W at points

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It's a very non-rigorous test scenario though, and there aren't any frametime or frequency graphs to show the general performance profile

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But yeah it all depends how the driver is boosting performance I guess. If it's making more effective use of the full width of the 4090 (dual issue etc) then it's conceivable you'd get a power and perf improvement simultaneously

gilded summit
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I havent looked into wddm 3.2, if there is even any info out yet

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apperently h23 already has this, likely need the driver to benefit from it

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im not going to try that dl link though ๐Ÿ™‚

whole girder
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wait, the older driver is getting faster FPS than the current on ???

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what's going on there

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ray reconstruction isn't working on the 550.09. the author says this, however because of this i don't think the comparison is meaningful. some parts of the driver aren't working, that's why it's faster

south verge
whole girder
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windows insider i believe, simply because some games run 10%+ faster on linux

south verge
whole girder
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windows insider, my expectation is they've made some intelligent changes to windows security for game mode

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since control flow guard and core/thread integrity can significantly slow down some gaems

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GAEMS

south verge
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Still a little leary disabling control flow guard, especially with how many mods I've installed

whole girder
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helloooo @south verge

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๐Ÿ˜Š

whole girder
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a lot of these security features give a false sense of security

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meaning people are more inclined to do stupid things, thinking they're protected

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... btw don't disable CFG ... just exclude CP from it

south verge
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Ohh absolutely. It's all about understanding what they do first

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I have in the past for pubg, but never really noticed a huge difference in performance

south verge
whole girder
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it really is lol

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i'm sorry ๐Ÿ˜‚

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my background is security btw

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i cut my teeth hacking into *cough* large networks

south verge
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Sammie "Ms. Robot" Lucia

whole girder
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haha

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when i went to uni i took over their network

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it took me a few days... i hadn't been assigned an account yet

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a lot of people lost their work ๐Ÿค”

south verge
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Good ol ethical hacking. Hopefully they compensated you ๐Ÿ˜„

whole girder
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they finally found me after a few weeks and i had my account suspended ... a week before it was given to me

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i probably still hold the record for the fastest account suspension ever there ๐Ÿ˜‚

south verge
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So I take it you didn't last long at that university?

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๐Ÿ˜„

whole girder
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lol, um, no

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but not 'cause of that ... they didn't have any evidence on me lol

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i wasn't really a uni kind of girl back then lol

whole girder
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i did do one assignment though. that year

gilded summit
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@whole girder incredibly tiny filmgrain, barely noticable but 0 banding

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this is an sdr pic of a hdr image, which normally makes it worse

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i think filmgrain size is the determaning factor here, but idk for sure

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these are the settings i changed

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full disclaimer, results are in 4k dlls quality. no idea how this works out in lower res

whole girder
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no that seems about right, I was experimenting with 0.5 size (which was still a bit big?) I'll try yours on sdr ๐Ÿ˜Š

gilded summit
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0.01 might be possible too ill try it

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0.01 works fine for my screen

whole girder
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the film.grain is applied after dlss upscale so should be the same for any screen size

gilded summit
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yes thats how i set it up too, i do run into banding on bloom though. Not sure if its the bloom settings that should be changed to reduce this or the filmgrain. I tried upping it and it does reduce banding a little. My knowledge/experience is limited, and the info on these things are non existant. But from my observations blooming lights in dark area's especially have banding even at 0.3 strenght. I might mess around with grain a bit more, but i personally prefer 0.1 since it works for the skybox without being visible (the grain that is)

mystic shadow
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@vale orchid I got a 4080 super today so I can start testing stuff for ya soon in cp77 ๐Ÿ™‚

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for whenever you're ready to release a beta (if you are trying to do that)

vale orchid
gilded summit
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that moment you start trouble shooting your whole modlist, while not realizing you cycled though quality settings on accident, and you have to go to the main menu to select highest texture resolution again..

mystic shadow
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is anyone using that cyberpunk hd reworked mod or nah

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i haven't actually tried it yet

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it seems that without the hd reworked pack, maxed out at 1440p, cyberpunk uses no more than like 9gb of actual usage as per SK

south verge
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Yeah using CPHD with a 4080. No issues.

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Haven't updated to 2.11 yet though so who knows

mystic shadow
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I thought there was like a vram/texture issue or something

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using more than 16gb etc

mystic shadow
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Is anyone forcing 16x AF via drivers instead of using cyberpunk's in game AF? Apparently it's better with driver forced?I

vale orchid
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spec version of ACES HDR spec to try:
#cyberpunk2077-dev message

whole girder
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i'm cautious of such small particles due to performance, i've been experimenting with larger

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there's two ways to create a "film grain" effect that i'm aware of (there's probably many more), one is to have a 2D or 3D noise texture and move it around pseudorandomly. the other is to generate the noise on the CPU. i would guess bc we can specify grain size it's probably the latter

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this is the following settings ๐Ÿค”

vale orchid
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what we did for Luma ended up being faster than using a texture and people liked it more

whole girder
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yes there's also a few approaches ... additive and subtractive ... additive only ... chroma only ... chroma and luma ... luma only

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my knowledge is from digital pre-press printing gradients, which you generally use colour additive noise

vale orchid
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that's how starfield did it. and it raised black level because it's... additive

whole girder
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... so is the plan to integrate your work into CP directly? (sorry i haven't kept up, work is nuts)

whole girder
vale orchid
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i don't have a place to inject it other after tone mapping or final output (over UI). i think film grain doesn't run if it's disabled, so i could do it as final output pretty easily. i think Starfield painted film grain over UI

whole girder
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how is this game running faster at 2560x1600 than 2560x1440 (0.67 DLSS)

vale orchid
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maths? integer division? maybe it doesn't like the resolution

whole girder
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mm, there are parts of the engine i think mostly raytracing that don't seem to scale with resolution well

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so frametime for 0.33 scaling is similar to 0.67

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but i haven't done a full frametime analysis

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there's definitely things in there that can be optimised

vale orchid
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if it does it in blocks, (eg: 40x40) maybe there's a partial block, and making it split it up is extra work. and per frame it adds up

whole girder
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mm idk. it still seems to happen in path tracing, which in theory should reduce total RIS samples as sceensize scales

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so maybe it's in RT / PT prep

sturdy goblet
whole girder
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that's a good point

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idk if it just clips the top and bottom or changes the FOV. somethings weird leading up to RT or PT is my guess. now i'm super curious

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path tracing should scale and i believe it does Editor/Denoising/NRD/EnableScalingCompensation = true ; default even though this is for NRD which is no longer used, i think they're still using this setting for RIS

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idk changing resolutions and DLSS scaling doesn't quite give expected results for me

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maybe you're right Pumbo i'm so sick of trying to work out this engine lol

vale orchid
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@whole girder do you have film grain texture size and/or what it looks like?

whole girder
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also i'm an idiot ... regarding fps i was running the PT diffuse layer at half res ๐Ÿคฆโ€โ™€๏ธ

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@vale orchid this is a quick preview

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#1186114072027074651 message

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don't mind my lut lol

whole girder
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the lut from the Big Trouble in Heywood AR game

gilded summit
whole girder
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testing with a less crazy lut

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i can't see any grain or banding. it's a little hard for me to see though because i have visual snow

formal lodge
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that looks like normal cali stuff to me idk

gilded summit
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55 inch screen does that i guess

whole girder
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you do? dammit

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I'll have to get my husband to tell me lmao

gilded summit
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it might also be compression blocks

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the bright grain particles being turned into bigger blocks

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just compression artifacts

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Its going to look different on different screen techniques too i guess

whole girder
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there I can see it ๐Ÿค”

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it could well be, I'll try again in the morning, ty!

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that's really weird. then there's far less at the bottom of the crop

gilded summit
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its a huge blow up, from a compressed picture, its just pixels tbh, but tbf it was visible. might not be in game so basically ignore my post lol. Have to see it in game to properly tell

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can you drop the env/lut here? ill test it for you on my 55 inc screen

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@whole girder ^