#▫️Horizon: Zero Dawn Remaster/Forbidden West
1 messages · Page 5 of 1
it's doing surprisingly well for the information it has, but it costs a lot of horsepower
you were targetting 60 as base fps?
Yes
you need to cap the fps, hfw has horrible framepacing and only capping the fps fixes it, lsfg does its own pacing/capping so it probably also covers the pacing issues
imo 60 is too low for framegen, but more power to you
I play on TV so that’s the lowesr possible
Anything above 60 causes issues for me
honestly it's hard to judge with a recording like that. i'd like to see a very high quality 120fps video of lossless scaling someday, maybe it's out there somewhere
dlssg is perfectly smooth for me in hfw on a 4090
but i don't cap frames aside from vrr. not sure why you do?
See if you notice any camera judder in areas like Plainsong and Fleets End
I only cap them when I use lossless scaling. It’s required or it becomes a stuttering mess
ah
When I use dlss frame gen it’s “capped” automatically. I’m assuming at 58fps in my case, because max frame rate becomes 116
i'd say 40fps base is the lowest I can tolerate
maybe in a game like skyrim
in cyberpunk I can tolerate some dips to the 80s
but not in anything that involves actual aiming like any fps games or HFW
also i play with a controller
https://youtu.be/bXbS6bcKNP0?si=U-G80LrPnPqVe7Re I posted this a while ago. This is the camera judder I get in fleets end. This is higher quality
capped vs uncapped
it's still not what you see because it's a 60fps vid (not claiming what you say is not true, just that we can't see the same thing on youtube)
fair
iirc nukem said the stutter is cpu related
like you can be lucky and not have issues
That makes sense since it happens more often in areas with lots of NPCS like plainsong and fleets end
am pretty sure it is yeah, capping so that your cpu always has to wait solves the pacing it seems
https://pbs.twimg.com/media/GQ7AhpcW8AE5LB6?format=jpg&name=4096x4096
From the upcoming DF video
yeah "lossless" is about what i expected. but wow i expected fsr3 to be better?
FSR still artrifacty, but significantly better than LSFG holy shit
whats going on there
I noticed it handles disocclusion pretty badly
in GoT it's noticable
but it has access to the previous frame and the next one, right, so whats going on? almost looks like bad inputs
The input lag is fine if you get reflex and like 80-100 fps as base fps.
Again, to you
For a lot of people, the input lag from frame gen is nasty
That's a pretty high base framerate. I think most people using it are using it because they can't even get framerates that high.
Oh I do notice it. But between input lag and camera judder, I’d go with input lag
I just want to use it to get closer to my monitors refresh rate and get better motion clarity
great improvement in fps, it's much more stable now too, which is surprising but nice
there is some weirtd windup behaviour though, it starts at like 60 fps and slowly creeps up
for me post patch frame pacing is worse lol
like way worse
at least around fleet's end
yea seems worse in general
without reflex/FG
unless the DLC is more graphically intensive or something
the fg specifically was fixing the pacing, without fg it's dog
it is, especially the clouds, they got some advanced volumetric cloud tech in the dlc
is it better with FG now?
turning down the cloud quality can save you like 20% perf from what I heard
yeah, well before FG didn't work at al for me since 30 series and all
yeah without fg I had to cap to 80 to prevent massive pacing issues
but with fg I can uncap and just hover around 150-170
I am using dlss Q
yea SK crashes with FG lol
nvm it's fine now
it does that sometimes
performance sucks and i have to restart the game and it's smooth
weird
nixxes only makes perfect ports wdym?
haha
How can FG fix frame pacing? It should stay the exact same on the graph, but the generated frames can make it feel smoother...
Idk exactly, but due to the fact that fg is interpolation, it needs to delay the scanout of the latest frame to generate the intermediate frame. This means that it needs to decide now when to actually scan the frame out instead of instantly. Fg by definition needs to pace its frames differently. So if the default way is shit then I can imagine it doing fairly well at improving the pacing.
I think that's why I'm seeing this ramping mechanism. This looks exactly like an overdamped system, where it tries to pace the frames more closely to each other, slowly reaching steady state.
But ofc am a layperson so could be am talking garbage.
Im just so glad lossless scaling worked for me and eliminated pretty much all the issues and camera judder. Too bad that it was after I beat the game and the dlc haha
what is lossless scaling again?
Lossless Scaling allows you to scale windowed games to full screen using the state-of-the-art scaling algorithms, as well as use ML based proprietary scaling and frame generation.Frame generation options: LSFGScaling options: LS1 AMD FidelityFX Super Resolution NVIDIA Image Scaling Integer Scaling Nearest Neighbor xBR Anime4K Sharp Bilinear Bicu...
$5.59
6021
Dunno how it fixes any camera issues
I believe the camera issues get worse as the frame rates goes above 60. That’s why not even the ingame frame gen doesn’t fix the problem. But lossless seems to work somewhat independent of the game, so maybe that’s why? Or it could even be an issue with VRR. I haven’t tested that though.
For other games, how is lossless scaling's framegen vs nvidia FG
bad
Depends on the game. I only tested it in a few. In Jedi survivor it’s worse but that game runs like crap regardless. In starfield it’s very similar to NVIDIA fg, but it has more ghosting. I’m forespoken it’s way better than AMDs frame generation. NVIDIA’s FG will almost always be better, but this is a good option for games that have an underlying issue, like horizon or games that don’t support nvidias frame gen and emulators that are heavily cpu limited
Lossless scaling won't actually remove the judder, only generate frames in between to make the issue perceivably less, but it is still there
What if frame generation was available for every game and worked on Intel, Nvidia and AMD GPUs? And what if you could actually have TWO interpolated frames instead of just one? And how about some high quality scaling options included in the mix too? That's the pitch for Lossless Scaling - an inexpensive scaler with intriguing frame generation ca...
Can be nice, but has lots of extra limitations compared to FSR and DLSS FG
In that video Alex also missed that it doesn't support VRR on nvidia cards
Plus this is a bit weird... It's just "dumb" frame interpolation, which has been around for long. People laughed at it as it can give uncanny results riddled with artefacts... So, but surprised why it would get popular now...
Or even relevant...
Again, for select few games it can improve things, but this tech has been around for long...
Oh it’s definetly not dumb. It’s a great piece of tech which works wonders in games that don’t support dlss/fsr and emulators. I don’t think this app was meant to compete against dlss and fsr, but to help with those games that don’t support it. Take Elden Ring for example, the game is capped at 60. You can turn it on and just like that you get 120 and can still play it online.
I don’t think it removes the judder. I think what removes the judder is capping the game at 60fps, at least for me that’s what I noticed. But i played the game on the ps5 and there it goes above 60 so I wanted something to get better frames than the ps5. That’s where the scaling came in and was a better solution because it works kinda independently from the game.
Looks honestly very much like just interpolation to me... Any more info on this?
Alex says it himself in the video
that's all I got
Dumb as in: without any motion or object data... Just comparing two images and generating frames in between
yes capping to 60 fixed the judder for sure
I'll dig deeper into this then maybe tomorrow if I have the time
#1042894387581030472 message
Ill see if I can find a way to properly record what I’m seeing without it being through my phone.
Do you have reflex on in both cases?
Yes. Same settings, except for FG
I get that same looking stutter with reflex on at any settings.
it's just frame interpolation for games
#1220402379321770027 messagethis is with reflex on + boost
FSR 3 fg seems to handle framepacing really well, just need to have vsync enabled ingame too
I just started playing this…what’s the deal with the judder? Any particular fix?
What hardware are you using at what settings?
7950x3d, 4090, all max, 4k DLAA, 60fps vsync
i disabled reflex and it was better, at the expense of some input latency
but yeah with reflex even at 60 there is noticeable camera judder pretty frequently, if you look for it
don't think its a lack of hitting 60, doesn't look like that does typically on this OLED...even something like 58 FPS is fairly noticeable
I disabled reflex, framegen, capped the framerate to 85 and I used quality DLSS with max settings
I didn't really notice any judder/stutter
but I was also using a controller
Definitely low-spec hardware. Next time please test on the Ultra-RTX 8090 instead and use those high-end Snapdragon processors instead. AMD sucks and Intel went out of business a loooong time ago.
Game feels really good with reflex compared to ps5…unfortunate
*PS7 Pro
I now just live in the future instead of The Matrix... or just losing my mind now... or both 😏
I have a similar build to yours. I have a 120hz oled tv, so I capped the fps with Rivia Turner at 60fps, and used lossless scaling frame generation to double the fps to 120. It’s the best solution I found. I also kept reflex on. Runs beautifully.
I did similar to Mpaul on a 4080. Reflex and FG off. Cap at 80
Many solutions here. See what works best for you.
My OLED is old so only supports 60hz. But even just that + reflex creates a judder. Turning reflex off fixes.
Oh I see. Try using Rivia Tuner reflex, see if that helps. Or use ultra low latency on NVIDIA control panel. That might help with input
I just use SK. Lower the framerate limit until there are 0 frames of latency consistently. That's around 90 FPS.
If you look at a frame pacing graph alone, you're going to get the wrong idea.
It's the oscillating between 0 and 1 frames of latency that you need to avoid at all costs.
And yeah, don't use frame generation in this game. It'll just put a permanent ring around your UI, lol.
for some reason that didn't bother me, but I guess am just not paying attention to the ui at all since am not bothered by the 200 nits whitepoint UI either
I'm more and more disappointed by frame generation tbh
frame gen is almost always borken in some way in newer games
It's always broken in older games too
Well, except for Forspoken. Probably the only correctly functioning implementation of frame generation I've ever seen.
Of course that's helped by it not using DLSS.
UI's nice and legible and latency is okay'ish.
it worked fine in cyberpunk
i think
Yes and it's an old game haha
Alan Wake 2 and Cyberpunk are good examples
oh interesting, but I can't bring myself to play that game lol
the free to play First descendant was promoted by nvidia and it's as horrible as it gets
I guess we can also blame Unreal Engine 5
It's both old and new haha
yea haha, the DLC actually feels like another game
yea, it does
feels good to be done playing that game for a while though. Modding it is kinda annoying
i'm just working on the HFW DLC
so this game is weird (HFW)
maybe weird in a good way
it forces you to do side quests
otherwise you won't be at the recommended level for the main quest
like you NEED to do a shit ton of side quests to level up, otherwise you'll get destroyed in the main quest
I was really impressed by the cloud system, it's static yea, but it's still impressive imo
you can't just do the main stuff
Idk I had no trouble with the difficulty, but I did not skip stuff
I was always overleveled
Hmm I feel like I did all the high level side quests I have and I'm only AT the level that the main quest requires
perhaps I just haven't discovered a lot of the other side quests
there are a lot
I'm a bit disappointed in the storyline of the DLC. I wish they just ended things after you ||kill whatever her name is in the giant mech. This whole nemesis thing is just dragging it out for the sake of more games and it feels cheap to me.||
screams "mass effect reaper lore change" to me
I thought it was ok! The UI elements are not included tho so it looks very of putting.
That’s interesting. DLSS frame gen always work me, in every game a played. One exception was Jedi Survivor, which had horriblble ghosting. Fortunately there was an easy fix: just replace the frame gen file for an older version. In Every other game it works very well, like in Starfield, Cyberpunk, the Witcher 3, etc. you just gotta make sure you turn on V Sync or the image gets all crappy.
Artifacts and ghosting are just not bothering you that much I think
The secret to HFW is learning how to use the right weapons/abilities. You gotta take some time to study the game mechanics and effects and how they affect foes. Once you master that, you obliterate most big machines with ease.
I can almost never tell in real gameplay. But I’m curious to know what exactly you’re seeing.
And ofc if FG is really broken then it causes all kind of framepacing and stuttering issues too haha
Depends on the game I guess. I almost always focus more on the graphics/art design and environment than the gameplay, and presentation glitches/artifacts/ghosting can really ruin a game for me.
I don't care about these stuff in multiplayer games, but I notice the increased input latency too
Which is fine as long as you are not playing aginst other players
depth of field and motion blur are the real enemies of FG haha, I always turn off camera motion blur when the framerate is high enough, but depth of field can look nice
What’s your gpu and monitors refresh rate?
4080 and 120hz
Yea it makes little sense to use FG on my setup if the base FPS is higher than 80
I can tolerate ~45 base FPS in single player games if the FG implementation is good enough aka in games like Cyberpunk
Similar to mine. I use frame gen for whatever it is offered so I can max out my monitor’s refresh rate. And I never had a game where frame gen was bad beyond fixing. I guess I wanted to know what type of ghosting you’re seeing that makes it not worth it for you.
FG in first person games work better I think
in third person view, I can notice the ghosting around the character, especially if the animations are fast
it's more of a DLSS issue tbh
FG with native res is okayish
4k? And what dlss mode do you usually use?
yea 4K and I try to use Quality
Quality DLSS at 4k looks very close to native imo, the ghosting is barely noticeable with preset C/F/E
Do you use dlss 3.7?
you mean the dll?
yea
I use preset E for almost everything nowadays
C is still better for very fast animations though
Oh I see. I think it depends on the game. I remember in avatar dlss had some major ghosting then version 3.7, preset E fixed it
yea but the game used preset D by default or something
What third person games do you play that have bad ghosting?
Forza Horizon 5 hahaha, yea DLSS is horrible in that game, but there are no better options
I remember noticing it in Sword and Fairy 7, but it's another UE4 game
How about in forbidden west?
I don't think that I noticed it, but I used quality mode, preset E
without FG
Got it. I think it has to do with the dlss implementation of those games and not of frame gen in general, maybe?
waterfalls were ghosting but that was fixed in one of the patches
yea FG definitely amplifies the DLSS issues
the only game where I actually used FG for the whole playthrough was cyberpunk
I turned it off in Alan Wake 2 too
I noticed subtitle, transparency and depth of field artifacts with FG
Got it
I don't think I've ever seen FG where it has smooth framepacing. There's always choppyness
even in CP if you look at the graph
Maybe it’s the game that’s too gpu intense? Cause frame gen is only on very gpu heavy games.
frame gen is even better when cpu limited
I thought the consensus was that DLSS frame gen is generally better?
Yea, turning on FG costs 15-20% GPU perf. which lowers the base FPS and CPU usage.
Depends on your fps and how badly you're cpu bottlenecked
I finally have proof that in this game (not saying in general) LSFG is better than DLSS Frame Gen. first video is the game running with dlss quality + frame gen and very unstable frame times.
Second video the game has perfect frame times and running at 120. The downside is that VRR is not available but the frame rate is super stable at 120fps making VRR not needed for my particular case.
I got bored of the dlc 😦
The story just wasn't interesting
Felt like the game was dragging on for the sake of making a dlc 😕
What does the frame gen conflict thing say
Says that something's gone horribly wrong and the game is applying frame generation to SK's UI 🙂
So, expect lots of artifacts. Expect the reported framerate to be half what it actually is, etc.
“Possible frame gen conflict”
The end boss is really cool though
Yea, but what about the artifacts?
Some ghosting around the character upon movement which is not really noticeable upon regular gameplay. Yeah if you zoom in and slow down you’ll notice but no one really plays like that haha. But the poor frame pacing of the dlss frame gen is very noticeable.
I'm the exception haha, but I would just lock it to 70-90fps without frame gen but with VRR, it's better than both imo.
You’re the exception as to what?
"Yeah if you zoom in and slow down you’ll notice but no one really plays like that haha."
I actually like to "take in" the world/art design by slowly inspecting everything haha😅
Oh me too. But I don’t notice ghosting in regular gameplay, even when I just stop to contemplate. I’d only actually notice it if I forced myself to look for it and by recording a scene and then slowing the scene and zooming in.
I don't even have to be trying to pixel peep to see DLSS (DLAA's okay'ish) and frame generation artifacts 😕 These things are permanently off for me.
Cursed I guess, I notice frame pacing problems and image quality problems and they distract me from the game my ADHD mind is already having trouble focusing on 🙂
Meh. I think I'm done with this game
main game was solid tho
hi
just started playing. running nvidia gpu and LG C9 with latest patch (that supposedly fixed HDR?)
my problem is that even after reading through all the internet's suggestions for ingame settings (brightness 750 / 200 currently) i still have the problem that the game looks overly bright (overexposed?) and washed out in daytime outside environments. This is especially true for the first areas and that desert area after the embassy quest. it is really eye searing.
once i enter a cave or shadowy area everything is fine-ish.
any ideas would be much appreciated
It's just how the game looks, not much can be done about it really
Game tonemapper just swings between overexposure in daylight exteriors and underexposure in nighttime/interiors
it happens in SDR too
thanks for the reply but god damnit! it looks so beautiful in certain areas but then in others it's just an overexposed mess burning my eyes out... 😦
no reshade magic that could fix this?
tried messing around with curves. that kind of fixed it for the bright areas but then once you enter a cave or during night time you cannot make out shit anymore 😦
Nothing that would work only on daytime afaik
then i guess i will have to keep pressing that reshade button when required...
so using joytokey i bound the xbox controller's share button to enabling/disabling reshade... dirty fix but (kind of) works 😄
thanks again
lol, this game.... never ceases to amaze me how bad Nixxes is at HDR.
08/04/2024 17:38:35.784: [ DXGI HDR ] <*> HDR Metadata: HDR10 (Uh oh)
08/04/2024 17:38:35.784: [IDXGI Wrap] HDR Metadata: Max Mastering=59054 nits, Min Mastering=0.000100 nits, MaxCLL=929 nits, MaxFaLL=500 nits
They apparently think the game was mastered at 59k nits
Because they didn't read the docs correctly.
Had to push a fix for this crap directly into SK.
MaxMasteringLuminance
The maximum number of nits of the display used to master the content. Values are in whole nits.
They're scaling the value wrong, having never read the actual docs.
HDR metadata's stupid for games, I wish it would go away.
08/04/2024 18:10:52.199: [ DXGI HDR ] <*> HDR Metadata: HDR10 (Uh oh)
08/04/2024 18:10:52.199: [IDXGI Wrap] HDR Metadata: Max Mastering=500 nits, Min Mastering=0.100000 nits, MaxCLL=500 nits, MaxFaLL=100 nits
That's from Cyberpunk 2077, a game that implements this correctly (never thought I'd say that about CP2077's HDR).
even though i don't understand half of what you are writing it is baffling how bad Studios are to this day (2024!) with handling HDR
the LG 27GR95QE actually takes the max CLL and tonemaps to that, it's not good.
Did horizon forbidden west have the metadata issue for you? It didn't for me. Only the first game did
HFW also passes metadata
Just that it passes non-garbage metadata
So you probably set peak to around 630 and it tonemapped to that, which is imperceivable from the HGIG mode
But the service menu osd reports 603. It must be passing through the correct metadata. It must read the system
It sets garbage mastering values
For me it repors whatever the peak value I set it to
Ah okay, but for peak it's correct.
Peak value where?
At the system level?
It reads the system level calibration doesn't it?
In the game
I'll have to re-test it. Could have sworn it reads system level for peak
@fringe agateI just tested it again to make sure. My monitor service menu reports 603 regardless of what I set the in-game peak brightness to?
yours changes? are you sure? I see no good reason why we should have different results here when we have the same monitor and the same results for every other game? That makes no sense.
does anyone have an idea why Lilium's HDR Shaders crash the game for me?
did you installed them via Reshade?
Do you have any other shaders? maybe something is conflicting
yea installed via reshade. and i have a couple of other shaders, nothing exotic though just standard. ill try removing them all except for lilium
Okay figured it out. The game appears to send the correct system level calibration metadata for peak. If I make another ICC profile with 800 nits peak, the monitor reports 800
the reason it was reporting 603 for me is because that's what my system level was set to
Nice
Icc profiles ftw
yea I just use the colorcontrol one at srgb 80 nits for HDR stuff and occasionally use the 100 nit 2.2 one if i'm watching youtube videos on firefox or playing cs2 or something
Regardless, the game shouldn't be sending any metdata, even if the peak is right
glad the new SK verison just blocks this across the board
also glad that helldivers 2 doesn't seem to have the metadata issue since i don't use SK for that (anti cheat)
Yeah got an empty profile to just prevent HDR mode from loading the SDR profile.
yea the srgb 80 nit one i have functions as a "placeholder"
Could you give examples of what you mean? HDR looks fine for me. Does it look alright on SDR for you? What’s your monitors maximum nits?
The terrain's pretty bright relative to the UI you often can't read composited on top of it 🙂 I can sympathize.
That ain't good. I'd call that washed out for sure.
Gotta swing the camera around until the UI's over top something in shadow. Ridiculous.
exactly what @broken condor said. What's even more irritating is that not all areas are affected apparently but definitely the desert ones
I never have issues with the UI. To me daytime is just a bit too bright overall
and contrast suffers
but it's more or less fine
I play with the UI turned off haha
That's also a solution haha
turning off Lens Flare Effects also made a huge difference as it turned out. there's something seriously wrong with those light effects in some places (esp those stupid headlights of all the machines at night were burning out my retina)7
I always turn off lens flare in games
It's always bad looking
I turned it off in cyberpunk too
I like the cyberpunk lens flares
yeah, goes right on the list with chromatic abhorration and motion blur
lens flare I can see being a personal choice. Chromatic Abberation (hopefully spelled that right) and motion blur are just 🤢
they spell it aberration but it should be abhorration 😛
I had to term chromatic whatever off in SOMA. It was actually giving me a headache
not sure how I didn't notice it the first time i played the game
CA is just pain, we spend so much money and time on developing good lenses that do not have any CA or other defects, and then we add it back with post processing.
Yes it's an odd design choice
Soma calls it "color separation"
I think it's supposed to intensify as you get hurt, but the issue is there are long stretches where you can't heal. And it's so intense
I think it only works when using it in combination with DoF, where the DoF blur starts spearating the colours
Oh, neat.
https://store.steampowered.com/app/2428810/LEGO_Horizon_Adventures/
Apparently scheduled for Q4 release.
I don't see Traveler's Tales listed as developer. Surprising.
I guess anyone can make a LEGO game in this style.
Yeah, Bricktales also wasn't made by TT
Bricktales was too right?
Never understood why TT never did that.... probably making kinda realistic art for some things might be easier?
Oh you are right
designing custom lego pieces is a lot harder and it takes a lot more effort
But god it looks so much better
indeed 😄
The assets in Skywalker saga that are not Legos are often of not really good quality
Horizon: Zero Dawn Remaster/Forbidden West
Repurposed this topic also for the Zero Dawn Remaster, as it shares almost the same tech with Forbidden West.
Latest Nvidia 566.03 driver contains optimizations for this game!
I wonder if HDR will be broken in the exact same way
Not like I care, won't be playing or buying the upgrade anyway
Crossed fingers that it's fixed
We had doubts, we were sceptical. The original Horizon Zero Dawn with its 60fps upgrade for PS5 was already a highly attractive game with excellent performance. Was there any real need for a remaster? Sony, Guerrilla and Nixxes decided to challenge our opinions by giving us early access to the game with no restrictions. And yes, Horizon Zero Daw...
forbidden west had great HDR (after Vincent tweaks) on ps5
way better than the first game
i probably will pony up 10 for the remaster on PC just to check it out
you serious rn?
what was wrong with it?
i said on ps5 brother
is the PC different
nah
ps5 had variable brightness when moving though
ooof
iirc shortfuse said the tonemapper was baked into a lut
so they just slapped a simple tonemapper like dice on top to compress the highlights
so ye this series had a very spotty launch history with hdr
yeah i haven't booted up the ps5 version in like two years or whatever
but i followed vincent's settings and it was definitely better than the first game
ya
first game suffered heavily from overbrightened dark areas
first game's hdr is at least better on pc
it's better on PC, but not as good as forbidden west HDR on ps5
IMO
i used liliums to cap the peak but it's still kinda broken
pc always has reshade, I got decent enough results in zero dawn
but its still a pretty ugly game imo
yeah that's what i used
nothing can fix that
well the remaster
is it out btw?
i find the game to be weirdly boring at times and was never able to finish it after intially being really impressed with it
i still find the art direction ugly
though better than the original
october 31
ya it's very ubisoft in its design
I agree with Aeomony (RIP) that forbidden west probably has the best looking NPCs i've seen
not that they are actually interesting because the writing is wooden
The only thing that is "ugly" is the lens flare effect and the oversaturation imo
the art direction is not bad, but it's too "fantastic" yea
horizon feels very sdr-first to me
i’m not sure that’s true, but i feel like the game’s look is very tweaked for sdr, and hdr is just on top of that
yea maybe, but I had no problem with HDR and image quality on the PS5
strong disagree
the outfits
someone said they look like cosplay and I can't unsee it
I like the machine designs a lot but that's kinda the only thing I like
the world is just a little too colorful and contrasty imo
Gotta have to agree with Musa, every Guerrilla game since Killzone 3 feels like postprocessing overload
Like, I can appreciate the tech, but they just look gnarly to me
also that combined with all the high frequency detail
like the foliage and textures
My only real issue is that everything is very colorful
Strong "baby's first reshade" energy
Nah it's nowhere near as bad as those youtube shader videos lol
i think part of the reason the game relies on the focus so heavily to guide the player is cause the world is much harder to parse due to all the colors and fine texture detail
Yeah everything is hyper detailed, to the point you cant focus your eye on anything in the frame
It's just visual noise
they definitely did improve the machine designs from the last game though
It not really an issue though imo
It's easier to see the actual parts I need to shoot off
but I still have to rely on the focus
making it so that the player can't easily parse the game world makes it so that you're stuck relying on the focus to parse it for you
I don't really think the designs where that much of an issue
Maybe there where, never gotten far enough to know
highlighting parts with the focus is part of the combat imo, until you learn where to shoot
in the zero dawn it was harder to parse which parts where removable and which parts aren't compared to forbidden west
yeah kinda that. very deliberate look for sdr, with many tricks
It's also very overexposed, which doesn't translate too well to HDR
It's just makes everything look uniformly bright
Idk maybe I just had no issues then, but I usually turn off the hud, map, etc in games to immerse myself more into them
yeah that probably also falls under the umbrella of whatever i meant by "sdr-first"
yea I disliked the overexposed highlights too
it looks like a fantasy disney pixar movie tbh
Tbf most content is SDR first, I don't think the game looks particularly good in SDR either
I just don't vibe with their artistic choices
But the look is the look
yeah maybe i agree their environment landscape is samey
setting highlights to -5 helped a lot
it's crazy seeing a game like Elden Ring, graphically inferior like lighting and shit but like so much better artistically it's a joke
yeah FS art is close to unbeatable
OG Demon Souls has arguably better art style than the remake
the DLCs raised blacks were pretty bad though
ER is like an oil painting
when its raining at night you can't see shit cause of the raised blacks
hmm i think what i mean is that in the "sdr-first" cases, all the processing they do undermines how much hdr could improve the look
yeah remake is technically great art but nothing else
I haven't played that yet, I got to like mountaintops of the giants so like 3/4 through the base game i'll go back one day
oh I never noticed it, I was too busy focusing on not dying haha
I never beat the dlc cause I got too into modding
I think I'll finish it with a ps5 pro
https://www.youtube.com/watch?v=W8cRaFjIn5Q
this video is about twice as long as it needs to be and filled with a lot of conjecture but I generally agree with her opinions
Wow, a legit HOT take from Jess! What the hell is she on about?
00:00 - Intro
3:11 - Too Many Colors?
10:36 - Color, Composition, and Contrast as Direction
20:58 - Did the Climbing Get Worse? - How This Affects Playability
29:37 - Conclusion!
#giantbomb #voidburger #hottakeouts #horizon #horizonforbiddenwest #horizonzerodawn #artdirection
funny thing is how many tricks they use that you don't see
yeah i haven't booted up my ps5 in like 6 months i think it's done
I just prefer pc in every way and even when they release shit ports for PC like the underwhelming GOD rag it just is better at 120 fps locked with DLSS and gsync (plus it will be better one day after patched)
i think sony will be day and date one day
Why not on PC?
even nintendo might go on PC one day, I think they are terrified of the switch being shown up so bad that it's embarassing as opposed to playstation where the difference is minor
The PC version runs great now, well if you go offline and you use SK or a similar tool to fix the 60hz limit...
I sold mine
They never fixed shaders compilation didn't they?
And I think it has traversal stutter too
I don't think that it's fixed, but I did not notice it
Yeah Five-pr0 will probably be the best version of the game
I had not a single "feelable" stutter during my DLC playthrough
I even played ps4 more their game selection is just shit. Even if games like spiderman and GOW never came to PC playstation isn't worth it for those game
Nintendo actually has a good library but even they barely do
to be worth the price of admission
There are like 3-4 Nintendo games that I actually liked
too many broken games on pc
its gotten better
but earlier this gen
too many games were broken on pc
but almost every game has shitty or broken hdr so I have to play on pc
There's almost no games that I can think of that (albeit sometimes a year + after their initial release) are not objectively the best way to play it.
ghostwire tokyo still stutters like shit
i couldnt play elden ring on pc
I couldn't get it to stop stuttering
it was a constant frametime spike every 2 seconds
Elden Ring doesn't stutter that badly for me anymore
The PS5 Pro is nice but it's too expensive for what it is imo, and it's diskless too
and the mods make it way better unlocked framerate, CA removal, Vignette removal
like no matter what I was doing in elden ring the stutters would happen at a consistent interval
weird, it runs without issues on my PC

i fiddled with a million settings but I could never get it to work right
I admittedly messed with Elden Ring for a long time, you gotta force vsync and download a program to stop it from pinging your xbox controller (not kidding)
SK helps too
SK with gsync worked fine
yeah it's not bad i would even call it pretty smooth tbh
it still bizarrely is hard to hit a locked 120
I can't notice the traversal stutter or shader compilation even after a fresh GPU driver installation, but I was not monitoring the frametime graph
but it's also like I play a game on ps5 and I almost self conciously ignore it's framerate dives
it's like because you can't monitor it or attempt to fix it you notice it less
yea it drops to ~90 at the most demanding areas without RT
I played through ER at 30fps on the PS5 and it was fine
I needed like 2-3 hours to get used to the low framerate
the performance mode ran like shit or maybe it still does
I see no frametime spikes, if I lock the framerate, on SK's graph btw
58 fps locked vsync on and SK is how i enjoyed it the most
i don't think unlocked in this game is very good tbh
ngl those volumetrics are peak
Some of them do look pretty nice
But other times they look horrendous
Like I remember in the Las Vegas area
When you turn the lights on
At night
They tried doing something similar to red dead 2
With those fog volumes around light sources
But they look horrendous
this is the remaster though
ah ok i thought that was forbidden west
hopefully its bloom and volumetrics are better looking
Looks nicer and know it is now up to par with Forbidden West, but suspect it is gonna suffer from skewed perception of people thinking it already looked close like this and that they might think the game doesn't look much better.
Still, agree with the peepz that said it didn't need a remaster though
But still, for someone like me who never played through the full game, it is nice to have
Issue: Steam detects the game as still running, even when I close the game. Only pressing on "Stop" in the Steam user interface makes this stop.
It's an issue with Windows 24H2 version
PSN SDK doesnt close like it's supposed to
All the Sony ports have the issue until it's fixed
I had it in GOW Ragnarok and Ghost of Tsushima
Ah yeah, sounds plausible
Does it work with SK
More I think the question of: does SK work with the game 😂
With all the quit hacky stuff it does
If you say so, works fine 95% of the time
Curious if the HDR is less shit this time around
doesnt look too bad to my eye
the remaster itself is mediocre though
the clouds look like garbage
is that screenshot taken with nvidia overlay
nvidia does 32bpc images so they take up an ass load of space with no improvement to image quality
game bar is the same quality but smaller file size
They actually upgraded the clouds with the improved volumetric ones from Forbidden West
Forbidden west had different clouds in the dlc vs main game iirc
Didn't they use the ones from the DLC?
That is what DF said if I remember correctly
I doubt it
the DLC clouds are static "real" volumetric clouds
you can fly into them etc
the main game clouds are very simple
https://youtu.be/yNkC2BOaboM?si=6R4CxtVKmsWUBQUY&t=582 Yeah, indeed using Nubis. From my knowledge that is just from FW base game. Should be improved compared to the original game vs remaster.
We had doubts, we were sceptical. The original Horizon Zero Dawn with its 60fps upgrade for PS5 was already a highly attractive game with excellent performance. Was there any real need for a remaster? Sony, Guerrilla and Nixxes decided to challenge our opinions by giving us early access to the game with no restrictions. And yes, Horizon Zero Daw...
idk
oh yea it is improved for sure
Why does it look like garbage to you? 🙂
the sun stands out from the clouds in a way that looks a little odd in that pic
But is it really looking weird throughout the game, or just in that pic by coincidence?
small spoiler I guess, but the DLC clouds: ||https://www.youtube.com/watch?v=OiCYT6Q3xR4||
my kb doesnt have a prtscrn key so i just use nvidia
you can set a custom key
doesnt work for me
or just use the widget in game bar
idk why
it is capped under 800 nits on my side
that jxr goes over 2000nits ?
that lens flare is a crime against gaming
the lens flare in the horizon games is hilariously bad
they reused a lot of assets from the second game i think
definitely not worth 50 usd
😅
i have the original game so only cost me 10 usd
and it doesnt look better than the original imo
just different assets
and some art direction diff
Disagree, they used assets from FW, but also ported the whole HZD game to the newer FW-branch of the Decima engine
Folliage, textures, clouds, water etc. have all been improved.
maybe
FW looks better, but while playing it HZDR has good-looking clouds
#1220402379321770027 message Isn't this maybe your issue here?
thats totally subjective ofc
🔥 Games -70% OFF:: https://ene.ba/Analista
🔥 Buy the best games at the lowest price!: https://ene.ba/Analista-Games
🔥 Buy digital cards at the best price!: https://ene.ba/Analista-Tarjetas
Music by Zeravi: https://www.youtube.com/channel/UCBNxYipiIZy8DoteKH4SC3g
they are just different assets
But also of course of much higher quality
More details in textures
More environmental props
But know what you mean; in theory and practice it might be improved, but from your non-comparison perception, it doesn't look/feel improved, right?
well yeah, it's 10 for an upgrade. if you haven't played the original game, it's obviously worth the price of full game, no? 😄 it is a full game after all
Yeah, simply and outcome of doing a remaster too close after release. The leap isn't massive, so less noticable.
50 for a remastered game is too much for me
You're cherry picking here, but if you look, you can see that the vegetation-density is higher in the distance
10 bucks for the upgrade though
but the original game costing 50 was fine? 😄
it doesnt
it did, outside of sales it was always 50
https://steamdb.info/app/1151640/ It did cost 50 at release. So same price now, but in remastered form
well obviously it was cheaper on a sale
We were talking standard price, you can't expect deep sale at release on a remaster, right?
of course, but the cost of development of the remastered is nowhere near the original right ?
i mean
you cant expect the remastered cost 12.49 for sure
but 50 is still too much
40 is fine
or 30 imo
I disagree honestly; 60 was the original PS4 price of the game. When it got released on PC it dropped to 50. 4 years after that it got remastered and now costs 50 new and 10 for the upgrade.
So, remaster is new already below the costs of a brand new game
Much lower and the profit is probably very minimal
everything is imo
Nintendo games are cheap to make and they still sell them for $60-70 even 10 years after release
thats right
and i will not buy them
You could get Horizon for 10-20$ or even for free
if you missed it then you have to pay $50 now
it's fair imo
But if you wait a bit, it will likely quickly drop 20% of the price
can you buy the original now ?
I have quite some games that are remasters that I want to buy, but find too expensive, so I'll just wait for a sale haha
ofc, second hand copies are very very cheap
ok so you cant buy the original on steam anymore ?
Only together with the remaster
hmm
thats pretty sony
the raised the price of the witcher 3 when the next gen update came out
you mean CDPR
should be a sony thing
???
the price remains unchanged on xbox and steam
btw steam is down
Sony != CDPR
why cdpr only did that on playstation
or something
Did what?
raised the price
Not really, just very slow
Publisher determines the price, not Sony
Witcher 3 had CDPR as dev and self-published
makes no sense
why CDPR only do that on playstation
maybe they took money from sony ?
Probably because it took more effort to port it to consoles?
???
Ok, if you meant it seriously... it was weird haha
CDPR spend more time on the xbox i think
Remastered versions of games often get more expensive than the original at sale
the xboxone x version has a 60fps mode before the next game update came out
What makes you think that? The game uses DX12, which Xbox natively supports, but PlayStation doesn't
you need to run it on the series x to get a full 60 fps though
Idk, think your conclusions are a bit misplaced at times
DX12 on PC I meant
both dx12 doesnt mean it can be ported directly
halo infinite underperforms a lot on pc
No, but likely significantly easier than porting to a whole new graphics API like they had to for PlayStation
it is much more demanding than the console version
Isn't that also because it literally has better graphics??
no
at the same or similar graphical setting
that game doesnt even scale down well
you dont get much performance when you lower the setting
but it can be a 343 issue though
Source?
watch digital foundry
To my knowledge it does as it can even run well on a Steam Deck, so curious as to your source for these claims
i dont know if things getting better now
when the game came it out it is clearly more demanding than the console version
Have a link? And know that the PC version received lots of post-release updates...
How does Halo Infinite on PC scale beyond Xbox Series X? What are the best balanced settings? How well does it perform and what are the tech issues that need addressing. Alex Battaglia has the definitive lowdown on the PC rendition of Halo Infinite.
00:00:00 Introduction
00:00:46 Settings overview, frame-time stutter issue, dynamic resolution
...
check the cpu performance section
that game has a 120 fps mode on console though not quite reach that
3600x is similar to console cpu performace
heres the console 120 fps mode
Halo Infinite Campaign frame rate test showing the framerate/fps on Xbox Series X, Xbox Series S, Xbox One X and Xbox One S.
Subscribe for more gaming tech analysis: http://bit.ly/VGTechSubscribe
The version tested was 1.3249.19634.0. The default video settings were used. 120fps footage was captured at 1080p
Timestamps:
00:00 - Xbox Series X Q...
DF says that geometry quality and shadows can improve CPU-performance. Nowhere DF is suggesting that the game doesn't scale down CPU-wise.
So, if DF is the source of your statement, then your statement is based on a misinterpretation.
They are literally not stating what you said in any way, just that two settings the game says affect CPU-performance, don't.
holy offtopic batman
Doesn't say anything about scaling down + the game had many updates since, so wouldn't take too many conclusions from a 2+ years old video
do you mean if you turn those 2 settings down can solve the frametime spike ?
Didn't say that + the video never said it + we don't even know if that issue still exists nowadays
it does exists when it came out
and DF's optimized settings is based on the quality mode
which is 60 fps
and do not have frametime spikes
thats a real thing existed
What does that have to do with today if you and I do not know if the issue still exists...
you said xbox is dx12 and the same as pc
No, never said that
you just play with your words xd
I simply tried to say it has the same API after you tried to suggest that porting to PlayStation was easier
What a weird conversation this is.
You are making questionable claims, people proving them wrong, you suddenly go on about a different issue based on a misinterpretation = I am playing with my words? 😂
Have a splendid day
I only said the game was DX12 on PC and that Xbox natively supports that API....
Whatever conclusions you make from that are your own, don't blame me
Never suggested it doesn't need porting
why you even mentioned the native support thing then ?
Because the same graphics API makes porting easier at least. PlayStation didn't use the same API. Tried to explain why the PlayStation version might have been more expensive as you seem to have suggested.
the ps5 use a same or similar api as ps4 right?
the game was released on all the platform the same time
they already spent that effort on the api thing
? 🙂
why would the next gen update cost more ?
but this is based on your "the same graphics API makes porting easier at least" assumption even
which is questionable
Next-gen update was likely re-ported from PC to PS5 and XBox as the codebase and assets got changed majorly for this gigantic update
and you now that is "likely" right ?
You're making the same argument now, so I wasn't wrong then. My assumption was right.
Yeah, idk, I assume they didn't do the same work on 3 platforms separately and worked from one base instead...
You are making statements based on something your source hasn't even said, so... Don't know what your intention really is in this conversation but I'm outta here.
Performance of the remaster is btw on-par or even slightly better than Forbidden West.
Very nice when the graphical fidelity is essentially the same, so no weird regressions regarding performance it seems so far from my testing
Ran it once, didn't crash for me that time
Tldr, how's the HDR?
i imagine its probably the same as forbidden west
which was mismatched gamma covered up with contrast boost
they split contrast into highlights and shadows
and both are boosted
so highlights become uncomfortably bright
and shadows don't curve cleanly
Bad
it is better than forbidden west
hdr seems to be identical
those setting for forbidden west seems to work perfectly
especially the hightlights
-5 gives you more highlight detail
Ya
The game already is super high saturation and contrast
The devs just upped it to an uncomfortable degree in hdr
Make sure to set the processing cut off in 2.2 gamma emulation to match the paper white setting
yeah i set that to 200
ops, i messed up the camera angel when i took screenshots
same results anyway
photo mode
i did take the 2 later screenshots with photo mode
Oh wow. So much writing last night. Haha. I remember this game HDR was a mess because it blew up all the highlight so easily. Although was one of my fist HDR experiences and did not know much of what was going on. Is it kind of fixed for the remaster?
its the same as forbidden west
they try to cover up the gamma mismatch by cranking up the contrast
they original first game doesnt have gamma mismatch i suppose, but it goes all the way up to 10000nits and blows up all the highlights
Yes! This was it. Now I remember.
His recommendations are always insane
highlights seems to also control the saturation
both with shadows -10 + 2.2 gamma emulation highlights 10/-5
here is how highlights 10 looks
zero detail
blows up more highlight detail than peak brightness set to 1500 with hightlights -5 on my lg c2
😅
Hey everyone, Thank you for playing Horizon Zero Dawn Remastered on PC. We are thrilled to see all of you jumping (back) into the world of Horizon and we really appreciate all the feedback we have received so far! Today’s hotfix resolves a couple of issues based on player feedback and our crash reporting system. The teams at Nixxes and Guerrilla...
Nice to see that fixed for you 🙂
any recommended hdr settings / fixes yet?
It's exactly the same settings / calibration as Forbidden West
#1212434739500154921 message
so -5 highlights, shadows -3
I think the game is supposed to be viewed at G2.4 like TLoU even in SDR, so I would leave shadows alone, highlights -5 and brightness adjusted to your liking
Unless you don't like the deep contrast in shadows with G2.4
Hey everyone, Patch 1.1 is now available for Horizon Zero Dawn Remastered on PC. This update includes various bug fixes and improvements based on community feedback. Read the patch notes below for more details. The teams at Nixxes and Guerrilla continue to closely monitor reports and are actively working on future patches with additional bug fix...
(volume warning)
the more frozen wilds I play the more I'm convinced they barely tested it
Haphazard guess that disabling DLSS fixes it
Likely just an edge-case audio streaming bug...
Does the expansion have so many issues then?
Wait i thought it's referring to the firefly artifacts near the bottom of the screen
I've turned the audio off, lol
Ow, I think Nukem meant the audio, but those fireflies are likely upscaling artifacts yeah
Both are legitimate issues that could hopefully be solved
I mean you are probably right
I just saw volume warning and was like, "nope, sound off"
I have tinnitus already, so need to be careful
there's 4 separate issues in that video lol
the broken audio, the fireflies, aloy's armor spazzing out, volumetric fog is overbearing and nearly obscures everything
fog also disappears when you enter cutscenes with that npc
volumetric fog is overbearing and nearly obscures everything
Tbh I think this is just Guerrilla art direction
Yeah, Aloy's cloth physics bug out when walking when at higher FPS, noticed that both in Forbidden West as well as Remastered.
these were the recommended right
Hey everyone, Patch 1.2 is now available for Horizon Zero Dawn Remastered on PC. This update includes a variety of visual fixes, audio and controller related bug fixes and many other improvements and optimizations. Check out the patch notes below for more details. The teams at Nixxes and Guerrilla continue to closely monitor reports and are acti...
stupid forced stop in steam still required 🙄
Hey everyone, Patch 1.3 is now available for Horizon Zero Dawn Remastered on PC. This update adds Auto Pickup and Color Blind Mode and includes various improvements and bug fixes, based on player feedback. Check out the patch notes below for more details. The teams at Nixxes and Guerrilla continue to closely monitor player feedback and are activ...
i was wondering where auto pickup went
so
is the upgrade worth the 10 bucks in your opinion?
I actually never finished this game coz idk
Yes, but I liked the based game. It looks much better than what I remember
makes HZD look like forbidden west, so
i'd say oso
if you want to play it again at some point
Precisely
No it doesn't, not even close. It's more like an inbetween
yeah id mostly describe it as one of those remasters that makes the game look how you remember it - booting up standard HZD even tho it isnt that hold does look quite a bit worse than it does in my memories, probably mostly bc of how big the jump to HFW was and thats the more recent experience/memories
HZD defs doesnt look like HFW, but theyve closed the gap enough that it basically looks like how i remember HZD looking haha
Interesting. To me they look very close. And I played horizon FW a lot on both pc and ps5.
ya i thought they looked pretty close
the vistas are less impressive though
and no flying
Hey Everyone! 👋
Welcome back to my channel with another exciting video. This is an Ultimate Side-By-Side Comparison between two of the best open-world games developed by Guerilla Games i.e. Horizon Zero Dawn Remastered (2024) and Horizon Forbidden West (2022).
This video covers some of the major aspects of these games like combat, game physics, ...
When out side by side it’s barely indistinguishable
If it weren’t for the lack glider and flying I wouldn’t be able to tell which one is which
different environments, but trees look similar enough
i honestly think they look really fucking similar and the differences come down to environment
Yeah it’s very difficult to even know which one is which
I might have understated the level of improvement towards HFW standard with my remaster how your memory works comment, it's defs more than a lot of remasters for sure
I think it's very situational, there are some things like natural environment that are vegetation heavy where a screenshot could basically be from either game
But there's other scenes where the differences are quite obvious
Based on what I've read from modders and such it really is kind of a franken version of the engine - it hasn't been moved to the HFW one but does have a bunch of HFW stuff bolted onto the HZD version of the engine
So I assume it's very much a case of whatever was easiest to back port and most visually impactful for prioritised
if HZD is version 1.0 and HFW is version 2.0
HZDR is version 1.3 or 1.4
I agree that terrain/environments are at parity between the two. HZDR's facial animations are off-putting at best. audio seems to be broken or unbalanced in general
I'm not sure it's worthy of that Remastered title with all the bugs I've encountered
my main thought is that Nixxes wants to get into game development and this is their testing ground
they have been doing "the best ports" (they are still lacking imho) and have gotten fame through that, so they want even more
my fear is that sony will push nixxes too hard
afaik they've mostly abandoned HFW on PC by now - even with outstanding issues
i do wish that ports were not a total afterthought
nixxes is certainly better then the majority but they could still use more then just,
'we gave you the basic features of titles on PC'
does HFW have issues on PC?
haven't bought it yet
It’s in great condition imo
as of today, not many. 90% of the stutters and performance issues were addressed in patches
burning shores perf can be iffy
mouse controls can be iffy
aloy's armor pieces spaz out the entire game which I find unacceptable
occasional graphical flickering, but nothing serious
that's not too bad
PC gaming is in a bit of a weird spot at the moment 😕
on the one hand we are getting sony titles on PC (unimaginable a few years ago) and the ports are decent, we have more and more titles using next gen tech like path tracing in ways that are truly transformative and so much further ahead of console than PC used to be, DLSS is basically magic, reflex is so impactful to latency, steam and UE have fueled an explosion in indies thats truly great, more and more peeps are choosing this as their primary platform, its basically a huge success story
exceeeeept for one major issue - very specifically #stutterstruggle shader comp stutter - but more broadly the technical state of the average AAA game these days
there is so much stuff to be excited about that the ongoing annoyances/sometimes literal unplayableness of games at launch and many publishers choosing to basically never fix them is such a bloody bummer :/
It’s not bad at all. The game is running very well now.
i feel like shader compilation stutter hasn’t been a problem for a while now? the issue got loud enough that it seems basically everyone learned what needs to be done
and the games that are a mess at launch on pc are as much of a mess on consoles, except 30fps which can hide some issues. but that doesn’t mean it’s a pc specific problem, you can cap the framerate on pc and have an equally terrible 30fps experience as you’d have on consoles (with less blur i guess)
really? might just be dependent on what games one plays i reckon, i feel like its christmas when i come across a AAA game that doesnt have stutter struggle. it seems like whatever epic is doing to address it in UE is either not being used equally well by devs, or is just in builds so new that it hasnt made it into retail games yet. i feel like the huge publicity focus on eliminating shader comp stutter has had a major positive effect, but (anecdotally mind you - have not bothered to actually look at the data for this) it seems to me that devs with in-house engines have been way more successful and responsive to this than most of the UE shops
oh dw im well aware, and overall still glad to be on PC bc at least theres a much greater ability to fix stuff yourself/thru the great work of others. borked HDR? RenoDX. fucked frame pacing/broken fullscreen/bad reflex implementation/a thousand and one other things? SpecialK. bad upscaling? drop in latest DLSS dll. and so on and so forth. but every now and then theres the lazy part of me thats feeling especially frustrated by some specific game thats so broken that it cant be fixed by anyone but the dev on PC, and it makes me go, if ima play it in a shit state anyway, why dont i at least do it on a way cheaper machine that i have to put zero effort into maintaining 😅
then i start my sixth playthru of cyberpunk with all the path tracing cranked up and those silly thoughts instantly disappear ofc - its like PC is several gens ahead of console at this point, which hasnt always been the case, or at least the technological difference has not always been as meaningful or impactful as it is atm
i'm talking about shader compilation stutter specifically - the stutter prevalent in games like silent hill 2 isn't related to shaders, it's just unreal engine being rather bad[ly used]
if ima play it in a shit state anyway, why dont i at least do it on a way cheaper machine that i have to put zero effort into maintaining
because the shit state on pc is way better than on consoles anyway 😛
i generally agree with you, except that the bad things you mention aren't really PC specific, so i'd say that PC gaming is pretty much in the best spot it's ever been
At least it doesn't have shader comp stutter
yeah shader comp stutter is the one rare thing that is pc specific
horizon still has a bit of compilation stutter but you probably won't notice it without checking a frametime graph
UE games are more suffering from traversal stutter at this point
and while i appreciate how candid Croteam is, they basically said something to the effect of "it's just how it is" on the steam forums for the game and won't fix it in Talos 2. they made it sound as if it is unfixable, which i know isn't true. great game regardless, and i know their team is small, but it is disappointing
I'm playing it now finally and HZD was already one of my favourite games, and now playing this I'm coming to the realization that HZD really is THAT much better than HFW in terms of the story and pacing and sense of discovery. The remaster eliminates 80% of the issues HFW addressed which lets the story and characters shine all the brighter, the crowd density and new mo-cap work is worth the price alone and sells the world and people in it so much better.
I was kinda in the "HFW is still almost as good in spite of not having the mystery to unveil anymore" but HZD is just so well paced at least early on. they keep dropping the breadcrumbs at the right time. forgot how great it is, i haven't played it since HFW came out.
just wish we had the glider and sunwing in hzd, lol
couldnt agree more mate - the only reason ive not committed to a full replay of the HZD remaster is because (compared to non-open world games) its a big commitment, i have so little time, and such a huge backlog. but i am tempted, because the gradual unveiling of the story, who aloy actually is, what happened to the world, was done so magnificiently and some things were genuinely such a shock/twist (well-earned) that I got goose bumps. im just worried that investing the time required in another playthru wont be worth it from that perspective, because i already know all the plot stuff that hit me so hard with the first game? so keen to hear how youre finding it with the play actually, pls let us know ^^
and yes i forgot to add, we seem to be in the minority bc most peeps seemed to LOOOOVE the BIGGER AND MOAR MOAR MOAR stuff approach of HFW, but ive also long believed that HZD is a vastly superior game (and i liked HFW just fine) and have not come across any arguments or other peeps' contrary opinions that have convinced me otherwise 
I've played it through like 4 times and it's still great every time imo.
I think HFW has better gameplay and really how can it top HZD in terms of story... It's impossible. So I cut it some slack on that front. But yeah HZD will always be the peak of the franchise unless they have something mind blowing in store for HZD 3
Yeah the sense of discovery in HZD was amazing. Too bad we can’t forget the game for a second play through. That being said, I think HFW is better on every other aspect and the side quests all feel way more meaningful and cohesive with the main story. I remember doing the side quest of plainsong and how you can heal the machines there and they up singing… it all felt beautiful and very well connected with the overarching story of saving the planet.
i loved how the singing machines sounded, had the vibe of lorn's stuff like this https://www.youtube.com/watch?v=C2xvePQ3ejo
Provided to YouTube by Symphonic Distribution
SEGA SUNSET · Lorn
RARITIES
℗ 2019 Wednesday Sound
Released on: 2019-02-06
Auto-generated by YouTube.
yeah i almost wish i could wipe both games from my memory and give guerilla a chance to remake HZD and HFW into one game
i reeeally didnt care for the main plot in HFW, and the way aloy's chosen one status was turned up to like, twenty bazillion
whereas her discovering who she is and us discovering what happened to the world in the first game was soo compelling
whereas the side quests in the second game were generally very strong, and super weak in the first game
i really just wanna reexperience the world, the discovery, the plot, the history from game one
with some of the mechanics and primarily changes to side quest approach from game two
I think a lot of it has to do with how unique the concept of horizon was when it first came out. A clone living in a future world that lives in tribes, fighting dinosaur machines with a bow and an arrow. What I liked most about the second game were all the plot twits and learning that humans survived and were immortals living in another world
A fellow Lorn lover? ❤️
Lorn is my absolute favorite electronic musician
😄
always ends up my top artist on spotify wrapped, each year without fail 😄
honestly with the improved conversation mocaps these sidequests aren't as dull in remaster
fair enough... im not even making fast enough progress in indy, pls dont convince me to start playing older games 😭
Hey! Anyone perhaps found a sloution for the dlss framegen stutter in H:FW when you force vsync from nvcp?
The sutter is a very consistant -- about once sutter per second - very obvious when panning the camera. Even Alex from Digital Foundry mentioned it in his overview video of the PC port (https://youtu.be/xTwEGy6HHKo?t=778).
Does not happen when the framerate is unlocked, but then I get like 190fps... on my 120Hz screen. I want to stay in the vrr window, so this is no bueno.
Kal said that every Nixxes port that features dlss framgen (and thusly nvidia streamline) they've botched the streamline/reflex implementation and the result (amongst other issues) is the one I described.
I don't own any other Nixxes port with dlss framegen implemented, so can't confirm.
So why am I asking? Well, literally every other game with dlss framegen works flawlessly when you force vsync via nvcp -- reflex caps it to 116Hz (in my case) and you get stupid good framepacing.
With fsr3 fg I had to enable vsync ingame to get proper framepacing.
it is
all Nixxes ports have broken reflex
but if you get 190 fps with FG, i think you can already maxed your 120hz screen without it
I thought perhaps someone found a way how to swap/modify the game's streamline implementation. I guess it really is only up to the devs... and they, of course, don't care at all...
As for this point... "Why would I want to use framegen when I can probably get 116 fps without it anyway?" Two reasons:
1.) In Forbidden West, there is a very noticable judder happening when panning the camera in scenes with a lot of npcs (towns) when you're above 90 fps. At least on my 5800X3D. It's CPU related. Framegen goes around that problem.
2.) The new dlss 4 transformer model for framegen has a very very nice new piece of functionalty that noone has noticed: when framegening and while you force on vsync like I described, your GPU will render only as many frames as needed to get exactly half of your refresh rate. This lowers GPU (and thus power) utilisation SIGNIFICANTLY. I'm currently playing Diablo4 at 4K balanced on max settings with 25% GPU utilisation and hovering at 140W load... constant. That's stupidly impresive and efficient.
your GPU will render only as many frames as needed to get exactly half of your refresh rate
wasn't it doing that before as well?
I'm very pleased to say that it absolutely did not! Try it for yourself. It was rendering how much it could till hitting power limit or fps limit. Just try swapping dlls in the same game and watch your wattage readout. It's mind-boggling that it did not function that way. I immediately noticed that my gpu fans were virtually quiet the moment I enabled the transformer model. Confirmed in Alan Wake 2, Cyberpunk, Starfield, DA Veilguard and Diablo 4, from my limited testing.
well i have not ever checked this but it doesn't sound right. they'd just be throwing real frames away for no reason then
@wooden oracle?
i mean with vsync enabled
smokey you're seeing the byproducts of a more efficient model
Yeah... It did exactly that -- the game would render as many "real" frames as it could and then only display exactly as many as half your refresh rate. It's absolutely stupid, but it was like that.
it is not a new feature
fg didn't always scale to 2X so it wouldn't always be half your frames
Yeah, I know. But I was routinely setting it up in DLSS performance mode (1080p --> 4K) and it would hit above 400W. That's in Cyberpunk. Now, it's like 220 max. That's a whole lot more than 15% more frames they advertise the new fg model would rpoduce.
I won't die on this hill as I'm aware you people know way more about the inner workings of this then I, but these are my observations. Actually, this was my biggest complaint about framegen since I started using it.
Well that and the shitty implementation of it by Nixxes...
I'd suggest capturing your monitor with a high framerate camera (e.g. a modern phone) using both versions of the fg dll
then compare individual frames
Oof. No bueno -- have an old nexus phone 😕
Wouldn't know how to do it anyway.
Btw. thank you for having a constructive conversation about this. You people are a godsend. One can feel at least a bit heared here! ❤️
Btw. if someone is interested how I'm running the new dlss dlls in Daiblo 4 (an online game with heavy anti-cheat), it's via this script thats anti-cheat-proof, as it uses the driver built-in override: https://gist.github.com/emoose/11271bbb3b42fb3b1b0e1c83eef47c05
Yes, this does exactly what nvidia promised the nv app overrides will do. Emoose updated it recently, so it functions with the new dlls. Perhaps you remember I aksed recently about it. Now it works.
it has the same animation error issue as jedi survivor
when you cap the game with rtss and get a flat frametime graph at like 120 fps
you will get judder
you can verify that by turning on the flip indicator with nvidia profile inspector
setting it to flip fps
you will see white dots all over the place
something is wrong with capping HFW's fps
vsync off will make it even worse
special k reflex override with end of frame I guess
it does, but it is not smooth even without FG, unless you cap your framerate much lower than your current framerate
you can get a 100% smooth experience with traditional vsync though
Unfortunately no because SK can't handle Nixxes streamline implementation. In other words, the moment you start up the game with SK injected, you won't be able to get framegen to work anymore.
thats also why DF didnt find out that issue without FG i think
they tend to test the frametime with traditional vsync
rip
Funny thing I complained about it many months ago. Same issue you’re facing. Large cities and huge fps drops. So frame gen would smooth out those scenes. The fix I found was to use lossless scaling frame gen. It fixed the issue for me. But now when I tested it recently, the issue was gone for me and now I can use regular frame gen. However I also update my frame gen files to the latest dlss4 files. I believe its version 3.10.1. See if that works for you.
Here’s some
Of my testing with it at the time but that issue is gone last time I tested it
Tried again. Including with todays new drivers and the latest dlss and dlssg dlls -- the problem persists. It's on Nixxes. They botched the reflex implementation and only they can fix it.
You guys remember how Horizon FW HDR was broken at launch? The paper white setting limited peak brightness? Spider-Man 2 just released today and Nixxes repeated the mistake
Made a SM2 thread https://discord.com/channels/1161035767917850784/1334604966546898966
Thanks!
Thanks for this
Could record your screen in slow motion to show what you’re seeing?
Jesus f, does anyone have a contact with someone who works at Nixxes? I mean, they wouldn't gimp their games on purpose like that or? Someone TELL THEM 😄
The previous 2 spiderman games also have broken hdr
they look quite different from the ps5 version
Update:
After a ton of digging, I randomly stumbled upon the solution on reddit. The effin' game has hidden settings in the registry of all places (like who does that these days?). Anyway, the solution to framegen stutter is to disable a hidden mouse smoothing setting here:
\HKEY_CURRENT_USER\SOFTWARE\Guerrilla Games\Horizon Forbidden West Complete Edition\Input\EnableMouseSmoothing "0"
Also, while here, go to:
\HKEY_CURRENT_USER\SOFTWARE\Guerrilla Games\Horizon Forbidden West Complete Edition\Graphics\Sharpness "0"
... to disable te always on sharpening that's enabled even when you set it ot "0" in the menus.
You're welcome 😄
edit: oh yeah, you'll need to double your mouse sensitivity in-game after disabling mouse smooting. Seems it's a sophisticated smoothing that uses two samples to generate one...
Interestingly enough, I remember that Pumbo himself solved framegen stutter in Alan Wake 2 by ADDING mouse smoothing. Man, these things are... confusing at times.
Honestly, think this solution is just partially hiding the severity of any possible issue.
You see now too with the Spider-Man 2 port many people complaining that mouse smoothing is supposedly broken, while Alex from DF says the game has horrible frame time spikes that might be caused by DirectStorage GPU decompression... People often confuse causes of frame time stutters for broken mouse smoothing.
One thing is for certain: for me at least, disabling msmoothing this way gets rid of that onece-per-second rhytmic stutter when panning the camera. I'm well aware that only the devs are able to remedy the problem really, but, well... I have a feeling we'll get to the heat death of the universe earlier than that, so I'll take what I can get!
Have you looked at frame time graphs through RTSS or something to also confirm this to be really true?
Frametime graphs from any software are all very effed now when reading frametimes while dlss framegen is on because nvidia modified something. The games are smooth. The readout is not. Here: https://forums.guru3d.com/threads/nvidia-572-16-driver.455207/page-17#post-6304297
So, no, can't confirm this way.
I just look at the screen when panning the camera. Night-and-day better than before. Simple as that.
Hard then to also rule out confirmation bias, but I hope you are right then. Might be worth reporting this through official Nixxes support.
Oh no no, that stutter was like stupidly unmistakingly very much so obvious. It was literally half-a second stutter (complete with camera skip) every 1 second. The whole time. No confirmation bias required in this case 😄
Just to reiterate: that happened only when fps limiting the game, be it vias nvcpl or forced vsync. That was the original problem I had.
Ah, weird, but regarding Vsync, many games sadly have a broken Vsync integration.
But with that certainty, it might really be worth it to report this issue officially
It's widely known by now, many times reported. AND it spans literally all Nixxes ports since they started integrating dlss framegen. No, they don't listen. If someone else has some enthusiasm left, be my guest 🙂
Ok, I suspect many people leave it to others to report issues like these so that they almost never get actually reported, but hey, up to you 🙂
has anyone tested an updated sl.dlss_g.dll and an updated nvngx_dlssg.dll?
Yes! I updated all streamline files the game uses (+ sl.pcl.dll, actually needed for dlss framegen to work) and I get 180fps at 4KdlssQ 180fps --> 205fps! So yeah, do-it yourself dlss and streamline file-switcheroo is indeed the name of the game.
mouse smoothing isn't the worst thing ever imo
Also the vanilla game has the exact same issue?
So, when without any modifications, without Special K etc.?
This didn’t work for me, unfortunately
For me what worked was to cap the fps at 60, which resolved the crazy frame time spikes and then use lossless scaling frame gen on top of it.
Good to know that it doesn't work for everyone
yeah. I ran an experiment with nvidia's control panel vsync and frame gen
Hi guys. Hum, I understood that HDR sliders were messed up at launch, a fix was release by the community, then the game was patch
But the HDR still won't work properly for me. It's all washed out. I saw a roundabout were you switch to windowed mode and back to full screen. Worked one time only, now I don't know what to do 🤨
Plus it freeze if I want to alt-tab
Any idea ?
Run the game with SpecialK it ought to fix your alt+tab issues.
I guess I could give it a try 🤔
Quick question. Well... Maybe two. Haha. Is the remastered worth it? Also... Is HDR fixed in it in comparison to the clipping to oblivion that happened in the original?

