#▫️Cyberpunk 2077

1 messages · Page 5 of 1

indigo summit
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with
[Editor/RTXDI]
EnableGradients = true

indigo summit
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scale goes 4/4 RTDI/RTGI, 1/1, 2/1 (vanilla), 0,0

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inversed here (0/0,2/1,1/1,4/4)

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1/1 is the current Ultra+, 4/4 is an alternative

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I've noticed sharper shadows, also some minor lighting differences

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all 4 were unified to the same settings, minus 22/23/24/25 samples for detection reasons

indigo summit
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4k Balanced DLSS mode, 4090

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and some HDR screens which shows some differences in HDR highlights

whole girder
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that's the xl files that do that

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like I say, idk what he's done to the archives. I only do engines 😂

indigo summit
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My conclusion there is I think mode 4 is actually the ray traced temporal bias correction mode. To me in comparisons using those files it had the best preservation of specular highlights, and sharpest shadows of the lot, distant/small lights in the scene also resolved better than mode 1 or 2

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Even if it’s not that, visually it consistently looked the best

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And it performed better

whole girder
indigo summit
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Did any values for PT change between 2.11 and 2.12? Curious if the 2.11 var dump remains the same

whole girder
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de-bias 4 seems to work well for RTXDI as well

indigo summit
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Good to hear, well that mode seems solid, I did enable Gradients from their bias guide on the website but idk if it’s in relation to the improvements or not

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Or hooked up

whole girder
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as in, i don't think it contributes to the final output

indigo summit
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Might be worth checking with mode 4 if it’s doing anything now but your probably right

whole girder
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same with EnableEmissiveTriangleLights

indigo summit
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The guide by memory said it needs that RT bias mode to work right

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On cinematic the only issue I still see is when leaving the camera still, ReLAX is still to my vision holding onto its history too long. Idk what’s the solution haven’t delved into it but people still smear walls as they walk, I did experiments turning sample counts to dumb levels and no real change for that, it’s better but the fundamental issue is just there

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There’s definitely diminishing returns for sure, cinematic likely is hitting them

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This too is interesting

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Meaning the higher initial sample count likely falls off in contribution for most scenes past a point

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That implies the impact is likely when lots of lights are affecting a given area

whole girder
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hmm, gradients don't work correctly with NRD

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and emissive triangle lights breaks spatial sampling 😭

whole girder
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histories can be reduced, it doesn't make much difference

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i spent a few hours trying to adjust these in fog, which is the hardest for PT to handle, i wasn't expecting to come up with a 16.0 deblur radius (or 96)

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(could just as well be 100... but ... base what about base 2 lmao)

whole girder
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after a point samples become too highly correlated, and returns diminish

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(i think cinematic is pointless, btw)

indigo summit
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Yeah I couldn’t see enough difference once spatial samples hit honestly like 5-6, also found SHARC below 3 isn’t worth it

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Disocclusion samples I don’t think is doing anything past a number

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256 vs 32, no diff

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Max history length, 4 seems a good value. That rtx remix sdk uses that too, good number to settle on imo

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Idk if half resolution tracing or adaptive sampling are doing anything either that I can notice

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I disabled fallback light/sampling for both DI and GI, I did see a difference there

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Though I didn’t decide if it was positive or negative

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Cinematic imo as a concept should just be an add on for LOD and such, and instead recommend people to bump up DLSS res

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Does cinematic do anything else, do the ray/bounce settings do anything in 2.12 PT?

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Seems the fallback light is meant for disocclusion, so prob should stay on

indigo summit
whole girder
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there's a de-bias 5 too

indigo summit
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Oh?

indigo summit
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I also found if you turn on local light sampling then rtxdi seems to break

whole girder
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okay following this line of thinking, i just tried disabling the separate denoiser for RTXDI

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and enabling approximate PDF (probability density function) ... aaand it seems to be working with debias 4

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horrible screenshot, but i am getting close to 76 fps (normally 56)

gilded summit
whole girder
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in theory, one PT denoise pass now, so much faster

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i've been trying to do this for a while but it didn't work with bias mode 1 or 2

indigo summit
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Interesting, any chance you could photo compare a night scene

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Like has it been double denoised this entire time?

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From reading the SDK documentation separate denoising is meant to be a quality improvement I think

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Wonder if mode 5 is spatial + temporal

whole girder
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of course turning off the separate denoiser only works outdoors 🙄

whole girder
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I've added the double denoiser to the PT Turbo routine to disable outdoors 🤔

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well that's probably bias correction 0 1 and 2 explained

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but at this point I don't even know if CDPR have a separate function for ReSTIR de-bias, or if they just updated the RTXDI function when they added ReSTIR

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it can be helpful to turn off all the denoisers and play, so you can understand what the original image looks like

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why do I also get the feeling if we set RTXDI to BiasCorrectionMode of 99 it will accept it 😂

mystic shadow
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The green fast travel light over the thing is dim?

whole girder
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all I know is if I use BB's fix, the fast travels don't light up

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so I don't use the fix 😜

mystic shadow
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it looked fine

mystic shadow
whole girder
mystic shadow
whole girder
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just install the original 😂

mystic shadow
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Ohhhhh

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I thought it had something to do with the light lmfao

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Yea fast travel works fine for me

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I didn't use the fix

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Just the relight.xl files from the basic file

gilded summit
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there is another bug with those things though with GITS, they don't show location anymore on the display wich is sad

mystic shadow
gilded summit
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no if you look at the screen on that thing, it should show the district you are in

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but its just blanc, they are all like that

mystic shadow
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Oh

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Yea it's been forever since i played before this so i didn't even remember

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Which is his fix file supposed to be fixing? Not being able to fast travel? Or the location bug

gilded summit
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not being able to fast travel

gilded summit
mystic shadow
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RIS you're supposed to disable with relight right?

vale orchid
whole girder
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i'll link it

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want me to keep the link to the discord?

vale orchid
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i have one in my mod page. but thanks 👍

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if you want to link unrelated to RenoDX that's fine too, of course

whole girder
mystic shadow
whole girder
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OMG this game is so crashy

mystic shadow
whole girder
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@indigo summit as i thought

mystic shadow
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if so it seems to work with relight

indigo summit
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It’s likely an else statement for the switch for that var

whole girder
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I really just wanna decompile it and look 😂

indigo summit
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I wonder if there’s a diff between 3 and 4

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Then again if remix is using 4 imo prob safe to just leave and forget

gilded summit
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but thats what i meant indeed

mystic shadow
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It could be gits combined with something

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If i can help test anything to help you figure it out let me know

gilded summit
mystic shadow
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I dont' have issues fast traveling so I didn't download the fix

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I don't know what causes issues fast traveling. Maybe the hotfix?

gilded summit
mystic shadow
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Glad you figured it out

whole girder
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cinematic (left) vs performance (right)

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but also cinematic (left) vs balanced (right)

gilded summit
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in those first 2 shots cinematic does look a lot better, except for the reflections of the room on the ceiling, somehow performance gives a more accurate picture there

sweet needle
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Sammi, am trying out your ultra+ mod, currently RT+PT, and I was wondering what config is the least noisy.

gilded summit
indigo summit
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Went through the source for the Denoiser SDK to find the ReLAX defaults they use

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and confirmed they're working nicely in game

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  • a boost to the number of iterations on ReLAX
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its not smear free, but imo from what I can see much improved

indigo summit
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lowered the boiling filters too to 20.0 as per the RTXDI default

indigo summit
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But basically it’s just defaults for relax from the sdk

whole girder
whole girder
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playing with a new version... that gives you more ... well, control lol. I'm worried it might confuse people tho 😂

gilded summit
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that batch file is amazing, never knew my fps tanked because of game dvr. I tried editing it so it doesn't disable screenshot functionality, but my efforts where futile. Anyone know what i am doing wrong? I was able to make a similar file enabling it again, which was kinda lacking.

whole girder
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I use FreeShooter for screenshots

gilded summit
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steam only does avif

whole girder
whole girder
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@craggy vessel do you know how to use game bar only for screenshots?

whole girder
mystic shadow
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it's like alt+winkey+prntscrn or something

whole girder
craggy vessel
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But making sure that DVR is disabled in the bar, if not performance wil drop

sweet needle
craggy vessel
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Nvidia Shadow Play is much better

whole girder
sweet needle
whole girder
whole girder
random geode
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what's the correct SDR gamma?

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this screen

indigo summit
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Good to know tho

random geode
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I guess it's 1

indigo summit
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Always either in SDR

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Rarely 2

indigo summit
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ATM I’m really on a goal to reduce smearing, I don’t mind instability around where it occurs but the smear is what kind of distracts me

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Though I am starting to accept this may not be possible. Do wonder tho if raising stopping power might do it, to my understanding that is for history stop

indigo summit
whole girder
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here's where i'm currently at

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and control is "kind of" working ... i migth have a workaround to some settings crashing the engine (by hooking and loading them earlier)

gilded summit
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piecewise is a pita

random geode
gilded summit
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*windows + alt + b 🙂

random geode
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yea that's a useful shortcut

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😄

vale orchid
# random geode this screen

That's just brightness. Not really "gamma correction". It's just pow(color, x). The game outputs in sRGB in SDR and if you wanted to "correct" that a pow function isn't going to fix that.

indigo summit
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thats where I found the defaults if it helps

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has REBLUR ones as well

indigo summit
indigo summit
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NRD vs RR (with RR set to SDK defaults)

whole girder
indigo summit
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DepthThreshold = 0.0015 ; (0.01)
SpatialVarianceEstimationHistoryThreshold = 2 ; (3)
HistoryFixStrideBetweenSamples = 8.0 ; (28.0)
DisocclusionThreshold = 0.0025 ; (0.005) 0.5% of the screen?
historyClampingColorBoxSigmaScale = 2.0
looking at these settings, older SDK has fix stride explanation

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        // (pixels) - base stride between samples in history reconstruction pass
        float historyFixStrideBetweenSamples = 14.0f;```
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        float historyClampingColorBoxSigmaScale = 2.0f;```
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        // (>= 0) - history length threshold below which spatial variance estimation will be executed
        uint32_t spatialVarianceEstimationHistoryThreshold = 3;```
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so 2 frames of variance = spatial test (test change of pixels essentially)

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DisocclusionThreshold can go lowest to 0.0025

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        // (normalized %) - Depth threshold for spatial passes
        float depthThreshold = 0.003f;
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lower this is the further into the distance a spatial test will occur

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which can help with those tiny NPCs

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lowering the SigmaScale too much will cause image instability on movement

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but should raise the use of Fast history

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vs the 30 frame lag

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AtrousIterationNum to my understanding is a quality thing, but not entirely sure

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going for 8 (max)

indigo summit
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dense spatial filtering (A-trous decomposition)
so more iterations means more spatial filtering

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        // [0; RELAX_MAX_HISTORY_FRAME_NUM] - number of reconstructed frames after history reset (less than "maxFastAccumulatedFrameNum")
        uint32_t historyFixFrameNum = 3;```
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reconstructed frames hmmm this seems like a recipe for trails

whole girder
indigo summit
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yeah its def confusing all this

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I think your right that its the frames, its just what does reconstruction mean in this context

whole girder
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also the super bright pixels with PhiLuminance set higher were at night

indigo summit
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whether it means the history fix is == the number of frames resampled/cleared, or does it mean Neural Networked reconstructed frames

whole girder
whole girder
whole girder
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do they mean spatiotemporal reuse??

indigo summit
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I wonder

                        ImGui::SliderInt("Frames", (int32_t*)&m_RelaxSettings.historyFixFrameNum, 0, 3);
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the sample for NRD has a max of 3 for it

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but also allows 0

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    // NRD common settings
    if (m_Settings.adaptiveAccumulation)
    {
        bool isFastHistoryEnabled = m_Settings.maxAccumulatedFrameNum > m_Settings.maxFastAccumulatedFrameNum;

        float fps = 1000.0f / m_Timer.GetSmoothedFrameTime();
        float maxAccumulatedFrameNum = Clamp(ACCUMULATION_TIME * fps, 5.0f, float(MAX_HISTORY_FRAME_NUM));
        float maxFastAccumulatedFrameNum = isFastHistoryEnabled ? (maxAccumulatedFrameNum / 5.0f) : float(MAX_HISTORY_FRAME_NUM);

        m_Settings.maxAccumulatedFrameNum = int32_t(maxAccumulatedFrameNum + 0.5f);
        m_Settings.maxFastAccumulatedFrameNum = int32_t(maxFastAccumulatedFrameNum + 0.5f);
    }```
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adaptiveAccumulation

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AdaptiveSampling?

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dont think so

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so on a setting of 48 default it was 10 fast frames? and on 30 its 5 if they're using adaptive

whole girder
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i'll take a look after i've done this budget 😂

indigo summit
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I might build the NRD sample

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good for tuning

whole girder
whole girder
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it's April 1

indigo summit
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its glorious

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so iterations reduce the boiling type noise you get on walls with ReLAX

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fast frames arent doing shit

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theres a min clamp or adaptive mode on in 2077 cause this isnt doing what it should at 0 (break everything)

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Probabilistic is a perf opt, not a quality option

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the third ray dramatically reduces boiling/noise instability

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third bounce doesnt do much

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half resolution also notably boosts boiling/noise ofc

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probabilistic makes more sense in this case, similar performance to half but double the quality

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100 at Half, 90 at Prob, 58 at Full

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anti firefly only makes sense at half tracing

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and most importantly, the lag from an object moving seems to be the trace, not the denoiser

whole girder
indigo summit
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NRD vs CDPR luminance values

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CDPR's look like artifacts in the renderer

whole girder
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did you build it? or there's an exe download

indigo summit
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exe download from github

whole girder
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nice I'll try

indigo summit
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login to github

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then click

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sadly to me it shows ghosting isnt very fixable

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its ReSTIR by the looks of it, not ReLAX

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or ReBLUR

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but yeah I'd move Cinematic/Quality to Full (Probabilistic) not Half

whole girder
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I'm not super impressed by ReSTIRGI

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ReLAX can come very close

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by ghosting you mean disocclusion noise? or bias noise?

indigo summit
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disocclusion noise in motion. can see it in my vids above the Cup

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this is the NPC smear people talk about

indigo summit
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both use ReSTIRGI

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yeah anti firefly for full should def be turned off

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nukes detail

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the phi luminance values may be semi responsible for the wax look

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reLAX looks plain superior in most shots, sharper detail, less aliasing

indigo summit
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tonight I'll code up a full Debug section where all the obscure commands can lie

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for Ultra Control, and send it ur way

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        // Clamp specular virtual history to the current frame neighborhood
        bool enableSpecularVirtualHistoryClamping = true;```
whole girder
whole girder
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it's partially working, i've mostly added the new functionality so it can work without ini files (modifying streaming and other quality levels, loading/saving tracing type, additional settings from the inis to commonfixes.lua, several fixes 🤔)

indigo summit
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will take a look

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I think, I think I got ReGIR working

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like proper working DI and GI

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EnableEmissiveTriangleLights must be off
EnableSeparateDenoising must be off
EnableRTXDIDenoising must be on
EnableAnalyticalLights must be on
UseFusedApproach must be off

gilded summit
indigo summit
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NoReGIR vs ReGIR

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these are all GI + DI

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with working DI

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overall, ReGIR covers larger distances for lights, seems to treat specular/normals a bit differently (likely cause there's more data), and can be faster and slower, depends

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I found its generally a notch faster, and can scale quite easily by editing ReGIR settings

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Adding UseFusedApproach tanks the perf a bit but is prob the most accurate, stable mode all round when combined with ReGIR

bleak karma
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Is the Ultra+ Quality ini the same as what Sammi has posted or different?

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I'll give it a look when home

south verge
# indigo summit

Thanks for your testing! I've been partial to PT20 for awhile now but these new settings seem to completely clean up the picture when it comes to ghosting. Testing with PT21 v3.53 at the moment.

south verge
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Does this work with PT20 as well?

mystic shadow
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I have no idea what's going on here

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but sounds good

gilded summit
gilded summit
mystic shadow
mystic shadow
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What is the TLDR; above?

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Sammi is working on a new and improved version 4.0?

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based on testing from FireKahuna?

indigo summit
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In these files 2.0 is 2.1 and 2.1 is ReGIR

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It’s based on the cinematic/quality options, tonight I’ll try and redo everything to be more compatible with how it’s setup in 4.0 alpha, consider those files as a drop and lock sort of situation

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It’s 2.1 Quality PT equivalent + ReGIR out of the box

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Tonight I’ll remake it first for 3.5.3 so 2.1 + ReGIR is a separate option, and have the override be fully compatible with whatever ultra+ ini file you choose

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My theory on the ghosting is it’s the default NRD denosier settings in the override + ReGIR being a world space algorithm. Means it has likely less gaps in data when people move through the space

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  • the ReGIR paper explicitly states it converges closer to a PT image than ReSTIR does normally. So that means faster fix up of disocclusion areas (areas where people move through the image/ newly revealed spots) inherently for any algorithm that does that
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It does imply full ReGIR as above may have some minor quality reductions in direct hits, but I think the trade off is worth the data being world space

indigo summit
whole girder
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@indigo summit what's your latest config?

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(catching up)

whole girder
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diffing 🙃

indigo summit
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It’s a bit messy, was deep in checkbox hell/heaven

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Need to consolidate and split off the changes

whole girder
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haha all good

whole girder
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what are your thoughts on reblur?

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i've tried using it, it's supposed to be faster, but i haven't found that to be true in practice (to be honest, i'm not even sure it's working)

whole girder
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forget that, this is extremely complicated 😂

indigo summit
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Yeah they are used for both I think. Those params are NRD defaults at least

indigo summit
whole girder
whole girder
indigo summit
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Yeah the sample to me showed how little most of these settings mattered for the things we think they do

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And honestly I tested CDs settings and they didn’t look good in the sample

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Ghosting will be solved or reduced elsewhere

whole girder
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and there's a few that behave very differently indoors vs outdoors

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idk why but CP has different lighting indoors and needs SpatialNumSamples and RTXDIDenoiser indoors (but not outdoors i don't think)

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(well, not anywhere i've found)

whole girder
indigo summit
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DIDenoiser was mandatory across all tests I did

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Things just kept breaking with it off

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ReGIR for example

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Seperate denoising however was the opposite

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Broke ReGIR and some other configs

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I need to test Fused for GI disabled

whole girder
indigo summit
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Bunch of conclusions:

  • Gradients helped performance notably in the ReGIR config I was using
  • separate denoising broke ReGIR but helps the normal settings overall
  • Fused approach for DI worked quality wise but wrecked performance to a degree and didn’t seem to limit/restrain ReGiR DI
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Likely the same for GI

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  • SHARC looks better in some shots with DI at Primary enabled, it does have a very specific but positive impact
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  • Emissive Triangle Lights just seems to break shit, I want to have it have an impact but it doesn’t seem hooked up properly. Works in theory but no positive impact.
  • no amount of PDF settings made local light sampling do what it seems it should do. I think it’s broke, need more testing but seems so
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  • approximate PDF was a wildcard on perf but no visual impact. I assume its for very specific configs it will do something
mystic shadow
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Apologies if I asked this already but is Ultra+ considered an ENV mod?

mystic shadow
gilded summit
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but better be safe than sorry, a massive amount of things gets decided in ENV files, weather lighting, fog, sun/moon pff to much to mention

gilded summit
mystic shadow
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This is what I settled on. Mod on top is highest priority. Mod on bottom is lowest priority. The "Gits env basic" file is ONLY the relight.xl files, not the full archive

gilded summit
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sammi's fog does make edits to the weather, but its compatible with a lot of other mods that change the env file

mystic shadow
gilded summit
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i was about to type that

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do it the other way around, sammi's mod needs priority, but i doubt they really will have an actual issue

mystic shadow
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oh ok

gilded summit
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they just edit the same base file (env) but should be compatible

mystic shadow
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Why should Sammi's have priority? I'm not sure how it works

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does that mean there will be weather where preem optics doens't work?

gilded summit
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o wait

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the mod changed

mystic shadow
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i'll find the exact conflict one sec

gilded summit
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i forgot about that

mystic shadow
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which mod changed

gilded summit
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lemme check

mystic shadow
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kk

gilded summit
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fog mod used to be chaning 1 single weather state only, now its more involved

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/less compatible

mystic shadow
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so it's winning against nova rain, but losing to weather probability rebalance and preem optics

gilded summit
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give preem mod priority

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that is exactly the reason why i learned to use wolvenkit

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so i can mix and match stuff i like

mystic shadow
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haha

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why does preem optics need to win? Just curious how it works exactly

gilded summit
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im fairly sure it does the least edits

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its likely best to read what it does and try to understand it

mystic shadow
gilded summit
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but its a lot to take in at once

mystic shadow
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it's winning against ultra fog

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but losing to weather rebalance

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does it need to beat both?

gilded summit
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figuring this out will likely take me a longer time than merging the mods to get the desired effect lol

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but that takes a couple of hours to learn how to use wolvenkit

mystic shadow
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yea i'd have to learn that one

gilded summit
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@mystic shadow if stuff is working like it should it should be no issue

mystic shadow
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is preem optics even needed? I feel like no one uses it anymore?

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am i the only one using an eye adaptation mod lol

gilded summit
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most people edit that stuff in already

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and i think even cdpr changed it

mystic shadow
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oh, i wonder if it's even still needed

gilded summit
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idk man its to long ago since i last used a vanilla env file

mystic shadow
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i'll have to ask around

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would you have nova rain or ultra fog win?

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probably ultra fog right?

gilded summit
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no likely rain

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idk i havent read the discription

mystic shadow
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ok no worries

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thank you!

gilded summit
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but rain supposudly only edits rain, where UF does bloom, fog and others

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there are like 10 weather states

mystic shadow
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looks like it's the toxic rain that conflicts

gilded summit
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man idk man

mystic shadow
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i'll have nova rain win

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makes sense

gilded summit
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ah they are both cyanides mods

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i wouldnt worry about it

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it likely says conflict because they both edit the same file, with the same edit

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should be fine

mystic shadow
gilded summit
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o lol

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that was for preem scopes and preem rain

mystic shadow
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ohhh

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yea those should be fine

gilded summit
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i think weather probability is kinda no go

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if you run AMM

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or some other CET mod that allows you to change weather

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i havent looked at the file, but it will likely overwrite a lot

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not sure though

mystic shadow
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checking now

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It's only this one file that conflicts with preem optics and ultra fog

gilded summit
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that is basically that one single file that changes EVERYTHING 😄

mystic shadow
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lmfao

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so basically this mod won't work?

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the weather probability rebalance mod?

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not sure I care honestly

gilded summit
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wpr says its incompatible with most mods that change weather/lighting etc

mystic shadow
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yea but idk what that means

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like visual glitches? Just doesn't work?

gilded summit
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gotta pick and chose most likely

mystic shadow
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yea

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this is weird because preem optics still seems to work...

gilded summit
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no it will just nullify all the things the other mod(s) do

mystic shadow
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I may just disable it

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the weather mod

gilded summit
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that part will likely be overwritten

mystic shadow
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scopes

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it's the eye adaptation mod

gilded summit
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it changes the vignette, which is done in the env file(s)

mystic shadow
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I'm using the version with vignette

gilded summit
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you can let go of the Eye adaptation mod most likely

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what version number?

mystic shadow
gilded summit
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omg i was looking at preem scopes

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all those damn preem mods

mystic shadow
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🙂

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I don't think I even need this mod

gilded summit
#

ill see if i can cook something up

mystic shadow
#

❤️

#

that would be amazing

random geode
#

you have to merge ENV mods right?

#

except if two mods want to change the same setting then there is not much you can do about that

mystic shadow
#

i'm not 100% sure

#

i think you can mix and match the exact files

#

or something?

#

or liens?

#

lines*

#

I should learn how to do it...

gilded summit
#

i have to guestimate what they edited and copy paste into an existing env

#

make a single mod out of it

#

im already using ultra fog and preem optics seems nice, so if i do it for myself too

#

but i am also not highly experienced so errors might loom

mystic shadow
#

So right now, I have weather probability rebalance overwriting preem optics

#

and everything seems fine

#

so maybe cdpr fixed the eye adaptation

#

idk

#

might not really be a big deal

#

who cares lol

#

ah but then it's also overwriting ultra fog...

#

which is a big deal

#

so ultra fog probably isn't working

#

It might make the most sense to disable weather probability rebalance

random geode
#

It's not that hard to merge ENVs with wolvenkit

mystic shadow
#

ah wait shit

#

that's not good enough

#

that means preem optics is still going to overwrite ultra fog

#

so i wont get sammi's fog

#

so we should merge these

#

somehow

random geode
#

do you really need preem optics?

mystic shadow
#

i'm not sure

#

if no one else feels it's needed then i guess not

#

I seem to be the only one using it ha

random geode
#

ultra+ fixes the exposure adaptation I think or alters it

#

but I'm not sure

mystic shadow
#

oh does it?

#

@whole girder , for later, does Ultra+ fix up eye adaptation?

#

A lot of the LUTs do (like nova LUT)

random geode
#

I don't use preem optics and eye adaptation is fast in my game

#

I don't use ultra+ either though nor LUT mods

mystic shadow
#

then perhaps they fixed it FINALLY

#

in the old versions it used to be AWFUL

random geode
#

I have my own ENV edit maybe I fixed in that I just don't remember

mystic shadow
#

i think the biggest issue with the old versions was that the adaptation was fucked up inside cars

#

that was the main problem

#

you couldn't see shit in first person

#

when driving

random geode
mystic shadow
#

can you check?

#

lol

random geode
#

yea

#

Oh yea my ENV definitely edited it

#

but the vanilla adaptation is a lot faster too

#

it's not that bad tbh

#

it takes like half second to "adapt"

#

yea I think you can disable Preem Optics

gilded summit
#

alright i was going along just fine

#

and then i messed up

#

back to square one

#

lol

#

sami has shorter exposure than cyanides mod

#

but cyanide also has some work done on a weather trigger idk

#

@mystic shadow add me on discord, or i cant say hello or send files 🙂

mystic shadow
#

adding!

mystic shadow
#

🙂

#

in that case i think we need to merge Ultra Fog + Weather Probability Rebalance.

#

Or i'll just shut off weather probability rebalance

#

cause i rather have sammi's fog

gilded summit
#

i think i failed, also im not sure about ultra fog and preem optics

#

you can try it because im also running other mods that influence it, but im only seeing sunny and fog weather states, nothing else

mystic shadow
#

^

gilded summit
#

i didnt read through the whole tree to be honest, i just copied optics settings into ultrafog, and weather probability+ transitions

#

also noticed that weather probability rebalanced only touches on the vanilla game, not phantom liberty

#

but idk if that is needed or controlled by that env

#

still havent found any information on how how to edit these files

mystic shadow
#

preem optics raises brightness

#

all around

#

for some reason

#

just realized

#

avgcll was 10 without preem optics. and it was 18 with it

#

same spot

#

same scene

#

same conditions

#

Who knows

mystic shadow
#

What's a good area to test sammi's fog mod

mystic shadow
#

Look at this

#

preem optics makes things a ton brighter

gilded summit
#

thats bloom

mystic shadow
#

it's bloom from the different exposure/adaptation value?

gilded summit
#

no bloom is a separate metric, which can be adjusted with reno

#

ultra fog has like 50% of vanilla bloom

mystic shadow
#

I used the same bloom value in Reno. I was only turning preem optics on and off

#

Ultra fog was always on

gilded summit
#

the base value is lower, reno is a slider based on that

#

50% in reno = default

#

env files change a lot of things

#

one of them is bloom

#

shortfuse hooks into the bloom shader, so you can tweak it to your liking

mystic shadow
#

ok so preem optics had different bloom values

gilded summit
#

yes

mystic shadow
#

ok

gilded summit
#

seems like default vanilla bloom

mystic shadow
#

yea

#

and now ultra fog is actually working

#

so it's 50%

#

becuse before it was getting overridden

gilded summit
#

sammi's mod just changes the bloom curve

mystic shadow
#

what else does it do

gilded summit
#

fog, countless particles like smoke, maybe others read the page 😄

mystic shadow
#

Yea I did. I just like technical details

#

sammi's mod is great

signal flicker
sweet needle
whole girder
#

and they do like 8 blur passes so it brightens the whole screen

mystic shadow
sweet needle
mystic shadow
#

haha not yet

mystic shadow
#

what are the SL dlss dlls?

sweet needle
#

streamline

#

Kaldaiens favourite library

mystic shadow
#

ah haha

#

gotchya

signal flicker
teal imp
#

Streamline was first, so if anything DirectSR is MS kind of Streamline

signal flicker
#

Yeah, true, but as DirectSR is more fresh in memory...

#

hence I gave it as the example

#

To compare to

vale token
#

@mystic shadow if you don't mind, what's the story with relight.xl and how can I get it/apply it?

mystic shadow
#

I don't mind at all!

#

One sec i will grab a screenshot of exactly what to download

vale token
#

i know it's part of GITS

mystic shadow
#

So download the 01 Fuji ENV Basic file from the Gits 3.x page. Only keep the circled relight files. I circled the ini file but I don't think you need it. All it does is disable RIS, which you can also do with Ultra+. I just downloaded it anyway. Ultra+ says to disable RIS if you use Relight

#

I do not think it has any load order issues

#

I just loaded it directly before Ultra+

vale token
#

these *.xl files go to mod folder like .archive?

#

I'm not using Ultra btw

mystic shadow
#

uh one sec lemme check

mystic shadow
mystic shadow
#

it shows the folder path

#

I am assuming it installs correctly

#

As I understand it, (could be wrong), the Relight files fix up lighting in some spots that don't work well with path tracing

vale token
mystic shadow
#

I never did a comparison between on and off

vale token
#

will check it now, thanks

mystic shadow
#

np

vale token
#

ah, they're game vers 2.11 only....

#

probably need an update

mystic shadow
#

Do they definitely not work anymore?

#

i think that comment was from before 2.12 released

#

if you are talking about it saying "for version 2.11 only"

whole girder
#

they work fine 😊

formal lodge
#

How is the 3.7 DLS for people?

south verge
#

No complaints. The new preset seems to improve image clarity but I'd say preset C still looks the best

vale token
#

What is the default preset when in Auto/driver, is it C?

teal imp
#

It was D until 3.7

vale token
teal imp
#

E

#

Though if the game is coded to default to D it will still use D even with 3.7

vale token
#

I see, are there visible/tangible benefits with E?

formal lodge
#

i'll give C a whirl. i care more about picture quality then anything, thoujgh

mystic shadow
#

I think E is supposed to be the best now

teal imp
mystic shadow
#

What's going on with the reflections in the windows? It's right outside fingers clinic.

#

looks like the floors are upside down in the building ha

indigo summit
#

Screen space reflections maybe

gilded summit
# mystic shadow What's going on with the reflections in the windows? It's right outside fingers ...

thats not a reflection issue, its a vanilla screw up. Some of these textures are placed upside down. Normally there would be blurred glass hiding these fake 3d interiors but with some mods installed the blur go's away and these bugs become very obvious. https://www.nexusmods.com/cyberpunk2077/mods/7160 this mod or some texture packs remove the blur/ upscale the textures

Nexus Mods :: Cyberpunk 2077

Upscaled textures/blur removed

mystic shadow
#

thanks!

#

I thought maybe it was an easter egg

mystic shadow
#

So is DLSS preset E the best now for cyberpunk or is C/D still preferred?

teal imp
#

For CP2077 I would say go with E

mystic shadow
#

https://www.nexusmods.com/cyberpunk2077/mods/4789 - fyi this mod is still needed for certain food mods, despite CDPR patching the game for it. it's still needed in certain circumstances

Nexus Mods :: Cyberpunk 2077

Equivalent of Cookedapps Nulled for world items. Fixes the issue that causes modded world models, such as food, to revert back to vanilla.

#

i couldn't get one of the pizza replacers to work without it ha

vale token
#

Btw, i checked the relight.xl thingies and … they were not working. They would work most likely with the env that comes with them but not without as i wanted

mystic shadow
#

oh really?

#

even from the basic env file?

#

and you have RIS disabled either by the ini file or in ultra+?

vale token
#

Yes, had RIS disabled by ini, no ultra

mystic shadow
#

Got it. Yea i don't know. Sammi said it still works, but I never tested on vs off. I figured it only changed some areas and not all but that was a guess

#

I wasn't sure how to test it properly

mystic shadow
#

I think xerme also had said he couldn't see a difference with the mod. I'm not sure what a good location is to check

vale token
#

I actually took inspiration from BB’s screenshots on mod description page to check if this is working

whole girder
#

97%+ of the map it makes no difference at all

#

not to undermine BBs work. where it does make a difference it's a big improvement

vale token
#

Things is he gives a few examples with his screenshots and checking those places out i can say it is not working for me. First release as well.

whole girder
#

i've only found one place where it makes a big difference, and that's the Arasaka sheds (i think? ... idk how to describe it)

vale token
#

I see, but can you perhaps check his pics places and validate that it’s working?

#

One very easy is at the main apartment H10, the light above the door does not cast light on the floor so he made it look like is a broken light.. clearly not seeing this in my case

whole girder
#

but it wasn't earlier, and idk what changed

#

it may be something like not so good draw distance that's conflicting?

#

I'm not sure. also I don't agree with some of BBs ini settings, I've wondered if they perhaps cause problems (but haven't checked)

vale token
mystic shadow
#

I'm not using the draw distance mod

mystic shadow
mystic shadow
gilded summit
#

"Throw these into the appropriate folder
(he was talking about weather states inside the env)
Needs more testing - but I'm working to remove this nonsense for PT users
(fake sunlight)
The concept is good, but sadly CDPR didn't appropriately attenuate the feature per weather state, so sometimes it will be foggy but you get this fake sunligh"

vale token
gilded summit
#

I know he did some of this for multiple locations. There are a few left that are still like this. So you gotta likely merge his weather states to another mod if you want this fixed

#

rain, heavy clouds, sandstorms. Maybe more

vale token
vale token
gilded summit
#

o i just quoted him explaining it

#

was about 3 weather params to integrate into gits env before gits 3.x got released

#
  • I wish i knew how to properly edit ENV files, so I could combine stuff properly, like sammi's fog, these edits from GITS, clouds from alternative weather visuals, weather probability rebalance for more/better variety, but i keep ending up with stuff that does some of it, but than messes up all the weather states to be left with just 2 different ones -.-
mystic shadow
#

@vale tokenworks for me

#

sorry it's so dark....windows tonemapping sucks

#

here's the jxr

#

but relight is working

mystic shadow
#

not the archive ENV file

gilded summit
mystic shadow
#

ugh i'm so confused

mystic shadow
#

what weather states

#

that wouldn't be in the relight files. Only the archive file?

gilded summit
#

yes part of the archive files

#

just like you need the archive files to benefit from all the world edits

mystic shadow
#

ohh

#

yes

#

i misunderstood you

#

we're just using the relight .xl files

#

not the archive file

gilded summit
#

load order might fix this, but things like those weather state edits will be lost when you run mods like alternative weather visuals, or sammi's fog mod

gilded summit
mystic shadow
#

why was Sammi saying to do that

gilded summit
#

the archive contains all the streaming sector edits, which is what the relight/relightthefog refering to

gilded summit
mystic shadow
#

i think

#

i'm testing now

#

Okay something is off here

#

darker one is relight

#

so it's definitely doing something..

gilded summit
#

its still not working properly

mystic shadow
#

why is it darker

#

you have to open the .jxr files to really see the difference

#

don't look at the SDR images

#

you can't tell the differences

#

but even in the SDR image, look at underneath the stairs above you

#

it's much brighter in the non-relight one

#

but idk why

gilded summit
#

the difference in sdr is pretty clear

#

the fasttravel isnt lighting up, there is "fake" bounce light on the ceiling etc

#

^ this one is closer to proper lighting, only difference is RIS is disabled

#

the light coming from the fasttravel thingymagiggy is not propegating as it should on my screen

#

shot

mystic shadow
#

does toggling on/off RIS require a restart

#

i'm never seeing a difference

gilded summit
#

if you use sammi's tool from ultra+ it doesnt need restart, if you use ini files to change it, you need restart

mystic shadow
#

probably cause i'm using ultra+/fog mod

#

or osmething

#

something

gilded summit
#

likely

#

this is how it looks with edge lut

mystic shadow
#

yea just different lighting

#

i'm also using renodx

#

so my end result is way different i'm sure

#

but my question was why is relight making things even darker?

gilded summit
#

this is with 1.0 exposure instead of 10

gilded summit
mystic shadow
#

But I thought you were supposed to turn RIS off for relight

#

the ini even disables it for you

#

@gilded summitThis is vanilla btw

#

so idk why you're getting so much green

#

unless my vanilla game is messed up

#

midtones were at 1 in that shot though

#

cause i had it there for reno

#

I feel like it looks weird in my version, even on vanilla for some reason. WHy is there no green light around it?

gilded summit
gilded summit
mystic shadow
#

Oh that was with the archive in your screenshot?

#

Got it

gilded summit
#

#1186114072027074651 message you will lose out on fixes like this, if you run with a mod that touches on ENV's

#

regarless if you have gits archive installed

mystic shadow
#

What do you mean fixes like that?

gilded summit
#

removing fake sunlight

mystic shadow
gilded summit
#

because other mods overwrite it

#

like alternative weather visuals, sammi's fog mod etc

mystic shadow
#

Yea they all edit the same thing

gilded summit
#

because they include an ENV file

mystic shadow
#

Right

#

Yea all the mods contlict

gilded summit
#

they do

mystic shadow
#

So do the relight files do anything at all without the archive or no?

gilded summit
#

i need to get better at working with ENV files, so i can merge them

gilded summit
#

exept for the INI files

#

located in a different folder

mystic shadow
#

Then why was it much darker with relight files

#

Ris didn't seem to matter when I toggled it

gilded summit
#

ris causes fake light

#

relight needs the world edits

#

try it, install gits properly, (no ultra+) or other mods that touch on ENVs, and you will see no fake light, properly lit up fast travel points, and the light coming from it lighting up that whole area

random geode
#

btw is there any LUT mod that's worth using? Like Nova etc, HDR compatible ofc

mystic shadow
#

Alright I'll play around with it

#

Thx for explaining all that

gilded summit
#

but it depends on your taste

random geode
#

nova is nice but nighttime looks bad

gilded summit
#

these 2 are pretty nice

#

more cinematic

gilded summit
random geode
#

those two are way too vibrant, not a huge fan of cinematic LUTs

#

I will just try to make Nova to look good at night

mystic shadow
#

I don't think the game needs a LUT mod with reno

random geode
mystic shadow
#

The d65 toggle it enough for me

random geode
#

vanilla LUTs are at least consistent in quality, you know what to expect lol

gilded summit
#

nova lut with lut strenght at 0

#

i think you can get a pretty neutral feel with that

#

for both day and night

random geode
#

I will test it thanks

gilded summit
#

at least on pure

#

currently running edge lut 😄

random geode
#

is CyanideX still working on that HDR LUT btw?

gilded summit
#

yeh he is updating nova lut

#

but mostly pre-occupied with nova traffic, which i HIGHLY recommend btw

#

2 modders have combined their powers

random geode
#

i don't use modded cars

gilded summit
#

it still does something

#

it adds vehicles to the vanilla game that are unused

#

you can tweak it to your liking too

#

im not sure if this one has a hdr lut

#

and if it does, if its a proper hdr lut

#

its one of those lut mods that tries to compensate for aces tonemapper i think

mystic shadow
#

@gilded summitI tested this properly and you are correct. The Relight .xl files do nothing without the archive

#

the difference was RIS

#

so the toggle in Sammi's mod may not function properly or needs a restart

#

@whole girder it appears that the .xl files do not function without the archive.

vale token
mystic shadow
#

lol

mystic shadow
#

Yea I just tested it with the archive and now it works exactly like the screenshots

#

the light above V's apartment door is like half burned out and flickers

whole girder
whole girder
whole girder
gilded summit
whole girder
gilded summit
#

i mean it works fine if the game doesnt crash, but all his world edits are lost

#

he does a ton of steaming sector edits

#

in the archive file

#

streaming:
sectors:
- path: base\worlds\03_night_city_compiled\default\exterior_-1_-1_0_1.streamingsector
expectedNodes: 2602
nodeDeletions:
# light.ent
- index: 327
type: worldStaticLightNode

#

all these edits dont work i think

#

there are like hundreds of them over 3 xl files and sector changes in the archive

whole girder
#

idk, as I say there are places where there are clear differences without the archive file. but I haven't been focused on it at all, I've either been trying to fix PT or shootin chooms 😂

mystic shadow
#

So here's no lighting changes, just vanilla PT and the rest of my mods

#

Here's when you add ultra+ pt20 balanced

#

Here's when you add ultra fog on top of that

#

Here's when you add the gits 01 env basic full file on top of that

#

sorry all i have are JXRs

whole girder
#

is it pronounced JXR or GXR

mystic shadow
#

I just say "Jay-Ex-Ar"

#

Oh all my screenshots were with renodx opendrt forgot to mention

mystic shadow
#

Why does gits say "game version v2.11 only"

vale token
whole girder
mystic shadow
#

😦

whole girder
#

some sectors have changed in 2.12x, but idk what was affected

mystic shadow
#

hmm

#

well hopefully most of it still works

mystic shadow
#

It seems that sometimes ris gets forced back on

#

Changing shit in the video options like peak brightness slider can get it stuck back on

#

Idk why. Happens maybe 50% of the time

indigo summit
#

Been using relight but I haven’t noticed a spot where RIS does anything yet

gilded summit
#

pre 2.0 update Pathtracing would default to this

#

i think they turned some raster lighting back on because the game was to dark with just PT

formal lodge
#

thats the issue when you build a game around some of that, right

#

and then introduce something new later

gilded summit
#

yeh

#

basically 99% of HDR games 😄

formal lodge
#

yeeeah

#

itll be interesting when we get titles built around pathtracing completely

#

but that would be a ways off as the bar for entry is

#

pretty high

gilded summit
#

idk about alan wake 2, but isnt that build up from the ground to work properly with PT?

formal lodge
#

it might be but i dont know enough to comment

#

i know its implementation is solid though

#

very good

gilded summit
#

i havent touched it, or watched a lot about it though

formal lodge
#

itll drop on steam eventually

#

i think

gilded summit
#

im pretty autistic when it comes to games lol, i just play one game for thousands of hours and get really into it. Still need to play so many good games, but i know i wont..

indigo summit
gilded summit
#

just outside v's apartment

mystic shadow
#

yea it's an easy spot to test

mystic shadow
#

so with gits, simply reloading a save forces RIS back on

mystic shadow
#

could be something with gits + ultra+

#

who knows

#

this engine is weird

whole girder
whole girder
#

if it is, it's very cleveryld done. i haven't played it though, only seen it

whole girder
gilded summit
whole girder
#

oh right!

#

i don't know much about the gamebar... i just uninstall it 😂

#

but thank you 😊

mystic shadow
#

I'll let ya know

mystic shadow
gilded summit
mystic shadow
gilded summit
mystic shadow
#

can you give me the exact process name?

#

Does it only run when you play a game? Or always

#

even on desktop?

whole girder
#

there's a reg file in U+ that kills it. but it also kills screenshots (I use FreeShooter so I don't care 😜)

mystic shadow
#

I don't see that process running on my PC at all

#

i've never seen it once

#

maybe it gets stuck on if you turn it on at all?

#

I've never turned it on litearlly once ever

#

so maybe i never got the bug

whole girder
mystic shadow
#

are you guys sure you don't accidentally have the "run in the background while i'm playing a game" checkbox checked in Game bar?

whole girder
#

Broadcast DVR Server?

#

idk, my windows has most of windows hacked out of it

mystic shadow
#

is it under here?

#

i dont see that at all

#

i'll check for it next time i'm playing a game

#

I've never attempted to record though

#

so maybe it only happens if you've toggled it in the past i have no idea

gilded summit
mystic shadow
#

i see the broadcast one but it's not using any resources

#

but I'll keep an eye out for it

#

thanks!

gilded summit
#

seems to run fine

#

no heavy recource useage

#

i dont have the process anymore, but i can still use the screenshot functionality, i record with obs/shadowplay

mystic shadow
#

something with Control idk

#

It's tough because reloading a save puts RIS back on

#

and you likely won't know it's on

#

unless you check the spots you know about

whole girder
#

in Control

#

it shouldn't reactivate but there's a lot of updates to the code we need to merge

gilded summit
# random geode I will test it thanks

i just remembered that its not actually neurtral on regular settings. I did run some crazy settings like 90+% lut strenght and i set the peak brightness to insane values (1 million +)

#

this is kinda how it can look, at 10k nits

#

still plenty of color in the highlights too, as shown in the end on those sparks that are ~10k nits

#

its in hdr btw

whole girder
#

those sparks have some temporal lag, is that with u+ control?

gilded summit
vale token
#

you friends with Leo I gather? 🙂

gilded summit
#

only when he pays

whole girder
#

who IS his woman anyway. /confusing man signals/

whole girder
#

now i have to have a Leo fest 🤭

gilded summit
whole girder
gilded summit
whole girder
gilded summit
whole girder
#

this is what i was thinking but okay ¯_(ツ)_/¯ 😂

mystic shadow
#

anyone know what causes these artifacts on the left of the screen? Seems to be something with path tracing, and only in cyberpunk, and only in certain areas. Happens with vanilla too but much less

whole girder
#

are you running DLSSTweaks?

mystic shadow
#

no but i'm running SK

whole girder
# mystic shadow no but i'm running SK

okay, idk where the option is in SK, but in DLSSTweaks if you disable the problem seems to go away if you change

DynamicResolutionMinOffset = -1    ; <--- change this to 0
mystic shadow
#

thanks i'll try it

#

also found another weird issue with gits it seems

#

the brightness is effected by the peak brightness slider, even when using renodx

#

which shouldn't 'happen unless you're using 0 grain in reno with vanilla grain

#

@vale orchid fyi on this. interesting with gits

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wait i think it's something else, not gits

vale orchid
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Settings?

mystic shadow
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something is messing with RIS i think?

vale orchid
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Vanilla tonemapper stretches, if you're using that

mystic shadow
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no i'm using opendrt

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i think it's gits

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or like a gits + ultra+ issue

vale orchid
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Try the latest build