#▫️Cyberpunk 2077 Ultra+ 2.13 Patch Patch Patch Patch
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I’m highly curious on the ForcedLOD and Clip Radius changes
Like their impact
Namely clip radius isn’t that like the clip distance for light
oh!
yeah, you saw that
i'm wondering if that forced lod is what's been causing everyone's problems
and clipradius could be -1.0 meaning "leave as default" ... but if it's "subtract 1 [unit?]" from everything, that will cause streaming/culling problems
At least with emissive LOD
-1 was like no LOD
And 0 dropped emissive count and higher levels further dropped the emissive count up to 5
hmm think that might be GlobalLight
Clip radius might need some testing
Cye that's so fast it makes me want to puke 😂
yes, but they're all difference
emissive lod -1 = "use whatever the streamer says"
I got tired of pausing the game to catch up to vehicles when testing Nova Traffic stuff... so... ZOOM
Gotta find that first person option imo
out of curiosity Cye are you using a body mesh mod?
No
HideFPPAvatar
With all clothes off, I can just see stationary foot shadows.
Which commit is this btw @jade ridge
my latest
hmm are you using sosuine's clothes shadow mod?
good test
It’s not the clip radius setting or LOD settings ? The shadows never looked like that to me
Has been duplicated but like not cooked
it might be, other than someon in Posts also mentioned this with the github build
it might be that sosuine's clothes shadow mod shouldn't be used in PT?
i don't think sousine runs PT
Does U+ affect photo mode?
the mod says it's for RT
photo mode should now use ptnext as well i think?
haven't tested 😂
Cye disable this? ZClothingShadowsFix.archive
Photo mode looks great. Note sure if I'm just wanting it to be better though. 😅
Is that included?
I don't use that, if it's another mod.
Is this on Insane?
Yep!
well my CP is significantly slower 😂
no it's sosuine's clothing fix mod
actually i wonder if it might actually help
I see a horizon burnt in image and a t posing V. 😄
Make my game brighter than it should be.
Where you see the horizon line image is similar to what it should be.
That’s funny as hell
Yeah 😕
But man this game runs SO smooth now.
Do some stress testing
I think it happened when quick reloading.
It has a persistent image of the immediate scene in front of me.
I’ve noticed that as well, kinda self heals after enough movement
That's why i was running around but it didn't help. 😅
Changing time of day did. It's only showing from 10-2.
Odd
I’d remove Global Light, also @gritty geode we might need to test the LOD and clip changes before sending them into a build
Disabling global light didn't seem to resolve it. Do I need to reload the game or just the save?
GlobalLight
Already disabled it.
i'm disabling it
Disabling ReGIR GI fixed it. 😅
Oh, enabling it but toggling DI (off and on again) fixed it, too. Tested a few times, just a quick off-on, even during save load, will avoid the persistent image.
i think it's editor/rtxdi/EnableGlobalLight that's causing it @jade ridge
But I said I already toggled it off. It still occurred.
That's why I made the invisible meme. 😛
Oh, global light is still an issue in mid day, though! Yeah, turn that off. Fixed my overly bright game. The persistent image is fixed with the DI toggle.
@hybrid violet we could toggle off regirDI outdoors
Is this still happening atm?
I noticed your separate denoising is off
If the cycle of DI is working that should be on as part of it
We should already be doing off on
Every time I get the persistent image, toggling DI off on fixes it.
Does it reappear during gameplay without reloading?
i can't repro it
but i'm using sosuine's mod
@hybrid violet maybe we extend the DI toggle to 1 second
I don't play enough to really test that but I'll let you know if I come across the issue.
I spend my time reloading saves. 😅 So that's why I'll really notice.
Prob for the best
Ty I’ll be testing more tonight breaking down shit to try and really see what can be done
When you disabled GlobalLight btw did you do it in set mode
Or in common fixes or your ini
ty 😊
I still don't understand how the game can look this good with this frame rate. 😐
i've done it to 1.5 seconds for the moment
in the mod itself. hang on i'll push my current changes
done
- reverted ForceLOD and ClipRadius
- reverted GlobalLight
- disabled probabilistic for ReGIR (not used, costs time)
- reduced lights count batch size to 16 as a test (please let me know if you see flickering)
- small consistency *fixes
no that's right 😊. i've just killed it anyway
but I might have missed something I'm super tired 😂
idk why I'm getting such crap fps now
@hybrid violet idk how these keep getting enabled/disabled. it appears to be the engine doing it??
Which ones?
The separate denoising?
We should trigger the DI fix flag to false whenever we change samples or quality
I’ll be spending the night basically starting with everything off and going for an additive approach, vs the add/subtract approach atm
To a degree of course but doing it section by section in batches
yay floats now work in debug 😊
@hybrid violet none of the floats were setting correctly in SetOption! they're now fixed in beta05 as well
yes!
sorry i just pushed beta06, more bugs
- moved sharc to samples ... to better balance quality/samples
- fixed old 'BALANCED' variable (changed) 'MEDIUM'
- fixed flickering lights from lowering light count to 16
- several other small but important fixes
Things i need to test first is
enableimportancesampling
enablefixed
yep. those two are really important
iirc, BabaBooey insisted importanced sampling should be disabled, but a) i couldn't see any difference, and b) it seemed slower without it (PT20)
i did test it pretty extensively but another opinoin would be good because i didn't agree with BB's reasoning
What was the reasoning by chance ?
um, lemme check
sorry I got sidetracked 😂
but... you don't pay me anything 😂
found it. he just said leaving IS enabled removes some diffuse LL is lost
looking at the images he compares though idk that that's true.
because the forced local light radius is different in both, so I don't think they're comparable
my argument was you can't "turn off" IS in PT... the IS setting must only be controlling whether some things are IS'd, not all of them
its also too compressed
cant see what the source diff is
I think at least for us IS is irrelevant with ReGIR
ReGIR is importance sampling basically
no IS no ReGIR no PT
also I think you were right on ReferenceSER
confirming now
(if you're on mobile discord disable data saving mode)
yes that was why I disagreed
I just see a difference in forced local light
oh wdym?
small perf gain
was too hasty in deciding
but I need to test a full game reload
considering if it is SER than thats Shader Execution Reordering so prob need to recompile me shaders
also
I figured out Global Light
so if you disable Shadow Cascades, you get the following Off vs On
it seems there was an attempt at maybe some alternate means of implementing a Global Shadow
but they leverage the code behind Shadow Cascades I think
SetOption("Developer/FeatureToggles", "CascadeShadows", false)
with this PT breaks apart
in this case I think Global Light is best left off
it was an idea
ohhh
okay. and Dev/cascade shadows should be true?
yeah it seems Shadow Rays come from that
or something
its required for some reason
I'm not planning to do any updates btw, you're safe to make changes. I need to take a break 😂
I'm fishing around for any alternate means
all g, going to experiment and break a bit
I'll still be here I just need to get some work done tomorrow 😂
I assumed it brought shadows into RT multilayer
also Krush just pointed out PT21 is faster than PTNext... which isn't really true but I think PTNext Insane is higher quality than PT21 insane
for sure
alright let's kneecap PT21 insane 😂
alright after protracted testing confirmed broke
Cascades required
no Global Light, done
nice 😊
oh do you have the latest version? did you see floats werent working before?
yeah floats are working now ty
so many new options
I'm just doing some brute force testing here before moving to the build, to see if anything radical can occur
SetOption("RayTracing", "EnableGlobalShadow", true)
is a major option that should stay on
gonna assume by extension EnableLocalShadow should also be kept on
oh?
small spatial sampling radius is more expensive?
or moreso
64 is performant
64 is just strangely a little more performant
no other values is
hmmm or is it deviating thats expensive?
cause of like the compiled shader
imo this looks kinda bad on, that's not how shadows should look like especially under a clear sky. off is more accurate
yeah but the shadows are gone, like not there proper
leading to say, pop in as you drive and the close boundary shadows fade in
they're ray cast from the sun, so in essence even if the darkness level aint right their existence is proper
this seems like a proper shadow
this is still of on the top right corner
this being on
On vs Off
basically my understanding is this setting replaces Shadow Cascades
which loose detail
On vs Off
though
it does seem to alter the entire shadow map
smoking gun
it replaces shadow cascades with RT shadow rays
way better quality shadows too
thats super hackish tho, Cascades -> Replace with RT Shadow Rays -> Reuse for RTXDI?
disable Cascades the game insta crashes if Global Shadow is already on
Global Light seems to be RTXDI's primary ray/shadow cast, but it either overlayed onto Cascades/Global Shadow or isnt proper implemented into the pipeline
oh hol up
cascades removed?
doesnt look right tho
yeah shame still broke, its shadows are just not properly integrated into the pipeline
alright moving on
way better with cascade off, picking the least broken thing. but it still looks too sharp
I honestly think both arent it, but the global light one is proper broke. under cars for example
a spot that should be heavily shadowed is like a half fade cooked shadow
they just abandoned it sadly and went this weird path
didnt show it but wasnt worth showing
cooked
PT doesn't use ray traced shadows by default?
it does, this was more just testing the options
seeing what PT uses
and seeing what alternatives there are
shadow wise, none as above
That's why I think you deserve a 23% raise 😱😱😱
okay performance on the newest build is good
got some minor tweaks but tis good
also I think shadow angle of 0.3/0.25 may be better suited, 0.15 is super sharp, but it kinda negates the natural falloff of shadows
0.5 is a bit nuked I agree
challenge, find the diff between these 4
or these 6
both are highest to lowest if it helps
for the second set, by the 3rd screen I think diminishing returns hits hard
but even 1 (bottom right) is like, an image
highest vs lowest
vs ReGIR Disabled
vs PT 2.1
PT 2.1 Insane
ReGIR 4 shade count
ReGIR 16 shade count
ReGIR 32 shade count (Insane)
I think we’ve hit the diminishing returns on ReGIR in terms of surrounding things interacting with it
Only thing I recommend is renaming its quality levels to have the quality levels for ReGIR be
Fast: 4 (or 2 but prob 4). Medium: 8 samples, High: 16 samples. Extreme: 22 samples, Insane: 32 samples
That naming is basically cause Medium for it is fairly high quality in itself and then 16 is 80% of 32, then 22 is like 90-95% of Insane
Emphasise the diminishing returns
Also I agree 2.1 is overtuned for performance at the higher tiers. Needs to crank it up
sometimes they will use an assembly language bit function for certain numbers as an optimisation... usually 50%, 200%, and base2 numbers (if it's going to be anything)
also possible if a shader compile isn't refrigerant correctly
on looks more correct in this context (3pm in the day?)
yes, shadows are missing on the sign without it
normally
- global shadows = cast by sun on static objects
- cascade shadows = cast by sun on moving objects
- local shadows = cast by local lights on static objects
- capsule shadows = cast by moving lights on moving objects
(idk if there's any CP equivalent for capsule)
yes, which aren't necessarily better or worse. usually the question is which is faster
what I remember is raytracing/cascade is disabled by default even if you have RT sun shadows enabled (i.e. RT sun shadows are deliberately disabled by CDPR... likely for a reason)
(cascade being, moving sun, moving NPC)
sun shadows sharpness can be controlled with Sun...something...something 🤔 ... the games default is 0.5 which is really blurry, I set it to 0.15... RTXDIY sets it to 0.18.... (idk if there's a perfect setting)
not on some things like cars, vegetation and characters, and some other random objects (vending machines?) - because they're not actually in the PT woeldspace. they're kind of hacked in there
I wonder if changing SunDiffuse from 10.0 helps? ... I think the problem is it's too sharp up close, then gets diffused too quickly
makes it feel like the sun is close to the earth 😜
damn that's sad, mostly with the characters
yes... perhaps they needed to do it to keep the other modes working. but it would have been ideal to do it properly
it would have saved them a lot of time with all this mess (that were also spending time on)
I agree but I think we just drop fast... realistically for the quality at 4 samples, it's not playable
@hybrid violet we're also going to need to lower Phi... sixty9 has reported sparkling ground in RR, and that DLAA and NRD are broken... Phi is too high 😊
I'm still getting that persistent image and strange shadow. 😦
Oh, enabling global shadow fixes the static player shadow. 🙂
Probably should keep that enabled. (Edit: sorry -- I see you've already been chatting about that)
are yoou running Fire's PR?
thank goodness!
No, just the latest release.
lmao 😄
okay
i'll merge the changes after work. there's so much to be done 😭 lmao
@hybrid violet there's also this, who knows if it does anything though
[RayTracing/Collector]
EnableGlobalShadowCulling = true
so wait, are you saying raytracing/debug/GlobalShadow = false is breaking shadows? or raytracing/EnableGlobalShadow = false is ?
because the first one is 'false' in CP's boot settings ... (but that doesnt' mean it doesn't change it after boot)
Latter
Shame. Maybe turn on material tests again
I think we can try 1 1
as far I can see, materialtest doesn't actually disable
true
updated with some final tuning and unification
ideally now Medium on 16 samples is a highly playable option
and also ensured Vanilla is overwriting all settings changed in other places to vanilla values
is CommonFixes loading properly?
UpdateUseHalfFloat
hmmm seems it is in some regards
also this is a bit difficult to see
its highly possible the game overrides all our denoiser settings during load
and that we'd need to apply them post load
yes it's weirdly inconsistent
CP changes a bunch of settings as it goes into the main menu, but i think onInit is called just before that
why is that so narrow on yours?
not sure, was the recent change on my end
I've moved denoising into its own .ini so we can experiment with loading it different
alright should be final
good call. okay, hopefully finishing work in 20 minutes 😭
yay i'm done
@hybrid violet i've pushed a new version with your PR, and implemented the VRAM GPU ini in there as well
it's been working really well
as a general rule, i think it's best to reload a game after changing modes
i'm finding this quite fascinating ...
- PT20 ... 2. PT21 ... 3. PTNext
these are all at "Medium" 1440p balanced with FSR3 FG on my 2060S / 3070 Ti laptop
one thing i find myself wondering ... is there really much point in having a separate quality / samples ? or should we just combine them into one?
I think for ReGIR no, for the other two to a degree yes
2 ray vs 4 ray for 2.0 would be a major diff
but ReGIR should just hide the samples line
Fire we HAVE to get NRD stable
it is SO much sharper and so much nicer, AND several fps faster with PTNext
yes. and on low cards, 1 bounce vs 2 can be a major difference. but i'm thinking if we can combine them we can maybe balance this and get the best settings for each
NRD PTNext Medium (with some adjusted denoiser settings)
also i fixed the false / true in commonfixes / denoiser not working
does NRD work with Ray Reconstruction?
oh?
no .. it's instead of
yeah, it was reading all the bools as strings from the inis and not applying. i just changed SetOption() to cope with that
oh nice
hmmm we should do some comparison shots I think
the big things that they proposed as benefits to RR
- Motion, the big example of the car driving down a street
and its headlights/shadows from the front
- fine shadows, along crates and paper and such
- resolution/detail due to upscaled denoised images
- performance
so if we can tackle I think 1 2 and 4
3 is what it is
there are already a bunch of people who prefer to play on NRD, and AMD users can only use NRD
it does have some weaknesses versus RR, but RR also has some weaknesses (fairly average AI training) ... my opinion just playing with NRD is.... wow, i wont' be going back if it's always this good
previously i played on PT20 using NRD. it's just better in most circumstances
yes i think
finding some comparison shots
it's also very much personal preference
i would say neither are perfect
here's one good example. RR ... for some reason the ground reflection of the glass door is incorrect
skin also has a plastic look
RR (left) vs NRD (right)
(this is PT21)
oh excuse me! this is PT21 vs PT20
never mind
RR (left) NRD (right)
RR (left) NRD (right)
is this just the RR toggle wait or 2.0 vs 2.1?
not a lot of comparison shots, but maybe you can see what i mean about a "plasticy" look from the AI training
no these are only NRD vs RR toggled
no change at all to the mode
yes. i just commented out the Phi settings for NRD. my feeling is CDPR spent quite a bit of time tuning all of ReLAX for NRD... but didn't change anything when RR was implemented
it's not enabled properly ... reload
okay phi luminance is an issue yes
I also wonder if Fast Accumulated is too low
adjusted everything back to CDPR defaults to confirm this wasnt my end
HMMM these settings are affecting FPS in RR?
hmm nvm
just weird perf differences on reload
i should have a patch to differentiate between nrd and rr denoiser settings in a bit
i think NRD requires RTXDI separate disabled
yes ... separate disabled, then reload
whats interesting is the disocclusion is shared
so its just the base image thats the issue
but RR seems to handle it better at the least
I think btw you should make samples just Spatial Samples
And have quality handle everything else
i've pushed beta07 ... i used half of your settings and half of CDPRs for NRD
but i think you're much better at tuning than i am 😂
I think that’s a good call, the high Phi was proper broke
Also you made Ultra+ so 😛
also for the first time SS translucency is working with NRD
not sure about NRD (reference) rejitter
or maybe samples and sharc?
it very nearly is
now I can't get NRD working again lol
https://github.com/sammilucia/cyberpunk-ultra-plus
beta08
- combined samples and quality into one setting
- increased PT21 insane quality
- combined streaming boost into vram
- UI tidy-up
- updated Debug descriptions (still more to do)
- added sun shadow / diffuse controls to Debug tab
- adjusted NRD settings more (still playing)
- for PTNext set RTXDI history, rays, bounces all to 0 in case they're allocating memory (attempt to skip code paths)
- removed config.ini, user-ini, turboBoost code
hmmm for RTXDI History I confirmed a visual difference in the pre-denoised image
I would personally keep it at 4-6. also we would still need a ray theoretically for screen space PT elements
okay 😊
oh yes. maybe that's why vegetation isn't rendering
How would one go about fixing that?
just add rays and bounces back 😊 revert some of the changes I made yesterday
probably more likely that Nvidia did a lot of the work
otherwise it wouldn't be implemented without nvidia's support. im pretty sure it doesn't bring in enough money and it wouldn't influence future sales ( phantom liberty ) , its a pretty old title, everyone already owns a copy of the game. cdpr wouldn't just donate hours of paid work to nvidia just to promote what their latest gpus could do in a tech demo 🤷♂️
Well, could also be CDPR really cared about implementing PT after the long way they already came from the initial Cyberpunk 2077 launch. But this was of course made easier by Nvidia having their PT-SDK ready.
And lots of people were interested in the PT implementation (for example the DF video views), so I suspect it actually brought in money.
But well, we're both just speculating anyways, so... Haha
What is the minium indirect lighting preset for PTNext?
at 4K DLSS Perf.
I am also assuming there are settings changes between stock and PT2.1
I dont think PT2.1 from Ultra+ should be missing shadows
oh wow just saw this thread lmfao
@gritty geode is to blame for this monstrocity.....
When was this thread even made? I tried to scroll up and it just went on forever
and i was only on like the 2nd of april
lmfao
Sammi just went insane and kept blabbing on and on and on and on and on and on and on and on about something called Path Tracing..... Just a made-up term that doesn't even exist in reality in this realm. I vote we give here the literal boot, like one from Prada.
This is where the horror started: #1224890336833179749 message
But we had some collective suffering before that in #1186114072027074651
no, it's not supposed to be. @hybrid violet i think we need to revert most of the true/false cvar changes, they're causing some odd problems with meshes that aren't actually in the PT worldspace (mostly plants, but also some buildings, cars, people, etc.)
lol
it's all for the greater good 😂
That's what Hitler and Mussolini also said....
path tracing IS ray tracing
Also in dark lighting things are a lot less temporally stable
fine details do not resolve, ever
lots of aliasing
Both don't exist in the red universe.... stop babbling nonsense
what version are you running? ... are you running PTNext or PT21, you've mentioned both... is it RR or NRD? you'll need to be a lot more specific please
this verison
RR
and PT 2.1 versus Stock (2.1 without Ultra+)
i will get PT21 up to (and past) where stock is at but i haven't been working on it. to be honest there is no good reason to use vanilla PT21 or ultra+ PT21. PT20 and PTNext are superior
PT21 is broken in vanilla and isn't fixable (the smearing)
I was under the assumption of that too, but in the current Beta08 they aren't better
PT2.0 has missing shadows, as shown above
and the same blotchy, never resolving detail as the video above
do you have any other inis installed? because i'm not seeing these problems
also those shadows are really blurry... that's not the shadow settings of U+
is separate denoiser ticked?
Nothing else installed, just that mod. I load into game, select PT2.1, set indirect to Vanilla and reload save
I can reload it up now if needbe
it's okay, whenever, I think separate denoiser isn't being enabled automatically in beta08, which will break everything
Nvidia has huge marketing channels, for this reason + the manpower they provide implementing it is very attractive for devs. I think this is why Atomic Heart got on peoples radar, and then 2 days before launch do a bait and switch and remove ray/pathtracing from the game. Free PR no no human resources lost (exept for making a Ray Tracing demo)
one has more detail (objects) but wonky shading, and if i am not incorrect sunlight should produce hard shadows, where as the pic on the right has soft shadows which would be more common with artificial lighting. But a lot of the missing shadows cannot be explained by difference in LOD/ amount of objects rendered. That first pic looks a lot better though, eventhough its missing some objects
Atomic heart was so fucking bad
I played like 1/3rd of it
Had to stop. It was so boring
I really liked it though
I liked it at first. I thought it was cool. Then it got boring
The enemy design was god awful'
Wasn't two days before release; only their early demo videos showed extensive RT. Their later trailers closer to release didn't.
But you're right on everything else
Found it a bit too expensive for what it was so refunded it, but will surely buy it when it is much cheaper and more updates and DLC released. Bit of a sucker for its bad humor haha
yes there's something deeply wrong with those comparisons. I'm watching videos from Cyanide and Krush and not seeing those problems, but I'll go through and check everything soon. work is a little crazy at the moment I don't have much free time
Well "separate denoiser" isn't being enabled automatically, but manually enabling it doesn't do anything anyway
are you reloading a save after choosing your settings?
looking at it from a girl's perspective it looked like a porn cash grab aimed at guys 🤔
@vestal flint as Rem NL says, those aren't even raytraced shadows in the comparison screenshot. unfortunately i can't share the videos that have been shared with me (they're not mine to share), but it isn't enabling correctly for you... maybe stick with the release version until i have a chance to finish and release the beta
the way they annoyced it couldnt have been more than a few days before realease most gaming channels only put out this news like a day before realease
and on top of that they release DLC after DLC while not implementing the one feature that is the reason this game was on peoples radar in the first place 😄
it can still be raytraced
never said it wast:D
Can't blame the developers for gaming channels reporting on this late
lol yes you can and i 100% do
the amount of recources used to advertise this feature, BLEAKS in comparison as compared to the open and timely "onnouncement" that it wouldnt be in the game
eventhough they knew this years ago
2 dlc's no ray tracing
its an obvious choice
i am still pissed
scamfish
That is just bad behaviour by the studio
Well, mostly opinion territory here
to the best of my knowledge it was 3 days before release
But agree the developers didn't act in totally good faith
most articles came out very quickly after this news (2) days, which was 1 day before launch
obviously bait and switch, abusing marketing channels, their first response to this whole debacle ONLY came like 2 months ago, but ill end it here, take my bloodpressure pills and stop going offtopic 😄
trust us guys, just this 2nd dlc and then we stop lying
https://github.com/sammilucia/cyberpunk-ultra-plus
- implemented changing shadow settings/distances based on quality
- implemented changing Fresnel/skin/hair based on mode
- reverted NRD changes (NRD is unsupported in this release until i have time to fix it)
- fixed separate denoiser not enabling automatically
It was definitely a chad game
tried the new beta quickly, and noticed that pt next disables ssr mixing, not sure if intended or not, i think it still looks better in most situations
it shouldn't... but it does save that setting now
it should be on by default 🤔
ty i'll check
okay just pushed a little fix. but it should save it now you've enabled it 😊
thats cool, also have you considered implementing some code to save window size of the tool?
I could do! on my screen it's exactly the right size, but it looks like it's different for everyone... what should I do, fix the size calculation or have it save the size?
My guess is it depends on resolution, Mine is also the correct size. What resolution are you running?
As of commit d8cdf3d
1440p 😊
4K @ DLSS Perf. RR enabled, Indirect Lighting @ Medium
All surface detail is lost
all specular highlights are lost
Also the dudes skin colour just changes from black to bronze
Issues with missing shadows presist
and aliasing as before
could you please download the main mod > go to the common fixes folder > unblock files > right click and run as administrator
(assuming you're on steam)
No I have the GOG version of the game, but revert back to 07 or prior to 4.0?
have you updated any of the DLSS files?
no it's just that I'm not seeing these issues from people who are sending me videos or screenshots
Are they testing with the mod v without the mod installed
yes, and different modes
hmm, in that case it probably causes issues with differing aspect ratios.
yes that's what I'm thinking 🤔 .. how annoying 😂
I'm sure I can fix the window size calculation knowing this now though
No, the game is entirely stock
they were never blocked to begin with
idk to be honest, for me saving the size is useful, since i play on 4k i have to epand it by like x3 or 4 every time i want to fiddle with it, but why not both? If possible 😄
hmm idk... I'm not seeing these issues (not hearing about them in posts, which I usually do). I'm not saying they're not real issues... I won't have a chance to look into it until the weekend, thank you for your detective work though!
she looks super cute while blue
im experiencing some issues with ssr though, like they can flicker, and basically disapear completely depending on the angle
yes, I think JLaw is my girl crush lol
also the animations of npc's are delayed and or missing frames in the reflection
she reminds me of me... getting drunk and badly trying to pole dance sounds very familiar 😂
that's caused by EnablePriorityFeedback being disabled
but it shouldn't be disabled?
apperently the blend ssr fixes it
blended screenspace reflection toggle
also its kinda random with those animations not displaying smoothly, i am running the latest build from Github btw
beta 09
I must say it looks super nice so far, lot more lights casting light etc
lod lights look better
i wish my hair was like JLaw's tbh
same. she does have amazing hair
I like your about me 😂
Easy. Just be rich. Then you can have hair like that
having personal stylists does help 😂
seen this?
likely "inspired" by months of your work
yes. sigh
yes they posted a link to it in my posts
what saying how they stole your work lol
they posted a bunch of my settings and comments, changed a few things, and then made a mod out of it
I haven't compared directly how much was used. but @hybrid violet worked out how to enable ReGIR fully, and a lot of work has gone into working out the best settings
what happened with Hogwarts is someone posts an "alternative" mod with a few changes that's "better"... then get feedback, and change more things so it works for other people, and eventually they end up back to where ultra+ is
...it's not like there's 3 different groups of settings that look good...
and it's built on our know-how, without asking lol
i mean what are the chances he actually invested these hours in figuring out how to get ReGIR working on his own?
0%
i mean its not a new nexus account, but still
they didn't need to, it's in our comments what everything does
but the reason i commenting things is so others can give feedback and learn. not start another mod.
on an unrelated sidenote, is it "normal" behaviour that DLSS keeps swapping to "auto" with PTnext?
the stupid thing is I think having a mod menu version is a cool idea, and would even be happy to help. but nobody asked me 😂
nope! absolutely not
i also noticed some other behaviour, like if i run DLAA and swap these settings in U+ the game just crashes
when i start the game back up again it defaults to dlss auto
that sounds like a CP UserSettings.json problem. try renaming the file and redoing your settings and it should behave
idk what causes it to get into that state
Did we ever figure out what was forcing RIS back on by reloading a save or dying/reloading save? Was that Git's fault?'
it also occurred to me to enable ReGIRGI with normal ray tracing, which may work (?)
likely unrelated to your mod though, but that file was corrupted now twice for me in the last week
i disabled steam cloud saves
no, that's an odd one... I've noticed it sometimes too, even while in U+'s config it's set to disable (and U+ has disabled it)
I think the engine is turning it on?
this is just most likely the game reverting to default settings when it comes to RIS
yes, okay that sounds like it then... tbh I don't even think the problem happens in that file, only that renaming that file causes CP to reset all its settings. but I can't find where it's keeping its other settings
Is there a way to get the engine to fuck off?
It makes using gits unreliable 😦
gits still works for 90%
its just that thing i guess, but when you use ReGIR all bets are off i assume
that's what I'm thinking. it does similar things with DLSSD and several other switches. I could have U+ watch for it and disable it again if that's what's in its config. but currently it just sees the change and thinks the user has changed it (so saves it)
🤔
not that I've found :/
pff idk either, i noticed it too on earlier builds i have tried, one possible solution is setting stuff like you want in U+ and then save close the game, make the usersetting jason read only, and start back up again?
you can create Observers() for a lot of things, but mostly for game asssets, not so much for engine stuff
possibly 🤔
I'll have a think about it. it might be better to have a switch that, instead of modifying ris directly, enforces it being off or on
in fact yes I'll do that. that way if the engine turns it on, and the switch is off, U+ will just turn it off again

sorry for the bombardment, but i will likely forget to mention it other wise 😄 Some of these lights that "turn on" with PTnext are a bit overpowereing, is there a way to tone these down?
it already does this for ray reconstruction so the framework is already there for things like this
you're good! did you reload a save game?
im like 90% sure, but ill test now
those lights all stop broadcasting light when togling quite a few settings btw, like separate denoising and some others i dont know by heart
o yes, just loaded my game and the moment i load in, the lights turn off
and they are back on lol
also they are not overpowering anymore
a little on the bright side maybe, but this is completely fine
seems like DLSS remembered my settings now too, so it might just ONLY be the case when running DLAA
derp, i just installed that "inspired" mod lol
sec
blended screenspace reflections, make things look better, its a bit glitchy, and it doesn't save, example clip
the detail becomes a lot better, the lighting more accurate, but there is some glitchy behaviour visible, would be super if that could be remidied some how, any ideas?
i know what it is, the separate denoiser makes it more balanced, it kicks in a sec or so after loading in. Everything saves properly besides the blended SSR
also making usersettings.json read only gives a warning message that it is corrup
t
well its not needed any ways i guess unless you run DLAA somehow
https://www.youtube.com/watch?v=iQNv8pYuJ_M one more example of the SRR bugging out
the big screen gets missing, flashes etc, and the person on the dancefloor's animations are falling apart (head detaches etc)
separate denoiser gives some weird effects too
2nd pic top right, "burned in" palmtrees and other items
they move with the camera
local light brightness can be altered with ForcedShadowLightSourceRadius (from memory) in debug
yes we added a delay to make sure it loads properly 😊
mm, I'm going to need to go through everything this weekend I think
Giant. Boobs. 😂
about this , you can see a similar thing happening when turning on NRD normally, only it flashes for like a frame or so, this seems to make it stick
i was looking at that too like wtf
yes this really would be a whole lot easier (shadows, reflections, everything) if everything was actually in the PT world space
i mean i do have ebb installed but nothing that big as it would seem here
cant wait to see the first games to do this properly, i think unreal engine games are the most likely candidates for this
i wonder if there's like a flag on all the game assets that decides if it's in PT or not
like there is in unreal "include in RT"
im fairly sure there is, some modded cars are missing shadows with PT enabled
seen a few of these update logs, never really seen it in game
hmmmm
i need to take a closer look at probably these and how BB did relight with only xl files
i dont think he did it only thought xl files, there are countless of ~worldsteaming files (or something named similarly) in the archive, where the xl files seem to refer to
ahhh okay
which is interesting because i don't actually have the archives installed
than its likely refering to the vanilla streaming sectors idk
honestly 99% speculation on my part 😄 but in a semi educated guess
Hey guys, I'm trying out the latest beta and I am wondering what the quality settings do (vanilla, low, medium, high, insane). Is it like ray count and bounces?
heya 😊 they're each tuned to different use cases... all of the quality levels alter lots of things (samples, bounces, or cached bounces, rays, disocclusion sampling, etc.) ... we've tried to make each one look as good as possible for the use case.
here's how to think of them:
- Vanilla: as close to no changes as possible
- Fast: I really want to run path tracing but can barely run it (in which case use PT20, RT+PT, or PTNext) ... this is about 2x the quality of vanilla (but faster)
- Medium: I have a reasonable card and prioritise FPS (about 3.5x vanilla quality)
- High I have a reasonable card and prioritise quality (about 5x vanilla quality)
- Insane I have a high-end card and/or don't care about FPS, give it to me
Thank you. So it seems that even low (or fast) provides at least vanilla quality but with more performance?
yes! generally better than vanilla quality. but i would strongly recommend PT20 over PT21 ... the path tracing in CP 2.1+ can't be fully fixed, as far as i know, but CP 2.0's path tracing can 😊
i have a 3070 Ti in a laptop and run PT20 medium in most locations around 55 fps (DLSS quality, 1440p, FSR3 frame gen)
What about PTNext? I have a 4070 ti, is it worth it?
I know it's the newest mode so is there still some work to be done?
yes, it's definitely worth it... yes there's still a few bugs with it, which i'll hopefully sort out this week. and it's generally faster than PT21... it's what i'll be running once it's finished
with that said, i know some people are already using it quite happily even with a few visual glitches
are you still going to have the performance/balanced/insane/cinematic presets
yes, but i've named them back to fast / medium / high / insane
oddly, performance etc.... caused too much confusion
denoiser fail
yes.... weirdly not everyone has this issue. i think it's a timing problem
it's just occurred to me it seems to be adding part of the denoised image in RT multilayer. there might be a way to force-reset the multilayer
(without having to reload the save)
but I DON'T MUCH FEEL LIKE PUBLISHING HOW at the moment since assholes might just copy it! 😂 😭
Saw that, basic copy in a different UI, kinda bs
sad that people do that sort of thing
Pt next is really fkn nice, even with a few of these quirks that can maybe be ironed out, its pretty spectacular how the game can look.
If someone has time, can someone else do this test
Just PTnxt v no mod at all
no mods or not ultra plus?
i will test when i get home
aight
tried swapping between ndr/rr?
i notice a few of the same things, like some texture don't show depth or something, and become mirrors, like the table top counter in that pic
was it any specific mode?
nrd is currently unsupported right?
in the latest commit?
idk to be honest, i saw some messed up stuff when i ran it once because i ran dlaa
DLAA broke PT when I tried it, I think honestly Quality is the go for fully functioning PT
Yeah, but you say messed up. So it doesn't make it look like your display completely shattered?
because that is what i saw
yeh dlaa and pt next makes it crash too, when you switch the toggle
@vestal flint this is the best i could do, ptnext medium, the window is closed so no light from outside well
I did notice ReGIR avoids some minor light leaking I saw in PT 2.1
which I didnt think was possible in PT
also that Advanced Path Tracing literally copied the entire ReGIR path way we implemented one to one, just with slightly different build count values and a different timer for the reload of DI
Separate Denoising looks dimmer in some shots cause its more accurate as per nvidia docs
and vegetation's a bit cooked without it
yeh i do disable it though, because it turns off like 50% of the lights
hmmm if it is, that didnt apply
so, if DI is properly reloaded, Seperate Denoising wont do that
if it isnt, you loose Direct Lighting
thats ours for reference
its even wrong, your not meant to reenable the actual base grid, just DI
🙃
One thing i had with seperate denoising was that V's world shadows were casting wrong, is this a common issue or has no one seen this?
hmmmm do u have an example?
@vestal flint no mod
no images right now, but i noticed it at for example if V sits at a bar or with takemura in tom's diner
see, I've half considered if reloading DI and having separate denoising is the correct ReGIR path
It fixed itself when i turned it off
or if the pre-reload is correct
cause, the pre-reload looses some highlights, it seems to loose some screenspace elements. but, it was a lil cleaner
but the post-reload has proper vegetation
and those elements
but I did notice the ghost shadow issue randomly with no pattern
i prefer pre-reload, but yeh the light is more balanced after reload
o right was messing about a little on 1080p instead of 4k, running the highest quality setting, and the SSR seem to function on that setting
are u still using ini's by chance
still only got like 38 fps or so on a 4090 😄
or have you removed them
wait pre FG?
some yeh for hair shading only
or post
fg doesnt add that much with insane
hmmm I get 60 fps
though i9 13900k
so, Insane is basically useless imo compared to High
for the FPS cost
quality gives me like 40 on 4k, balanced 39
i did extensive testing, lemme link
start here
insane is unusable i think, unless you could also use DLAA somehow, because insane seems more fitting fro screenarchery, but then with denoisers etc i dont like the shots that much 🙂
what CPU?
cause I'm 60 fps on Balanced with Insane, and like 70-75 with High
4090
4k
any chance your using either LOD mods or the settings unlocker that has Psycho everything?
could be the location too, i test infront of Heavy hearts because its the most demanding spot i know
o yeh for sure, lod's to the brim
basically every stable lod mod on the nexus
for LOD I reduced down to Performance instead of Extreme
helped a bunch
and also not using the ini for it that has 5k draw distance tweak
what do you mean by that?
o derp, i do run GITS ini's
hmmm can try removing them, I use gits without
yeh will do
i already adapted it like 3 months ago for gits
but now we have different techniques so need to test without
also LOD mods have my preference over most other things
yeah true
gonna stick with the extreme version
basically, performance is notably raised LODs
extreme is everything max LOD
at any distance
but yeah will cost you
https://www.nexusmods.com/cyberpunk2077/mods/11240
best remove the ini here as well
so the second small part
causes massive PT lag
[Streaming]
EditorThrottledMaxNodesPerFrame = 1000
MaxNodesPerFrame = 1000
PrecacheDistance = 40.000000
what setting though?
those max nodes and the min stream distance
1000 is the upper end of what I'd do, 800 is what Ultra+ uses on highest
the mod does 5k
so make sure there is no ini's?
because i believe i have both of those aswell
idk man, i think if U+ overwrites these, there is no point removing the ini
it applies all those settings at launch if i am not mistaken
this is why i love and hate this mod, its super ambitious, just like GITS and some other mods i run, it makes it super hard to trouble shoot things
whish there was a version of ultra plus that didnt mess with rain/render distance/lods etc
purely for the path tracing part
Are these photomode? There is no anti aliasing being applied
the problem is, all those things affect PT performance
AA is baked into the game
quicksnap with gamebar btw
rain batch size does, nodes per frames does. I did speak with sosuine about them (a few times), but he didn't do anything.
when I didn't override them, people would complain about performance due to conflicts. so I override them.
I think it makes it easier to adjust things to your setup including the lods
But, do we delete them to make sure?
those all conflict
ideally yes, especially RTXDIY, we're not specifically overriding all of it, it absolutely will conflict if there's something we've missed
yeh im gonna run now without those
yes they all conflict. IMGGLASS may not but I'm not sure what it does
TracingRadius = 50000
TracingRadiusReflections = 50000
good lord
EmissiveLOD = 2
shouldnt change these
EmissiveProxyLightRejectionDistance = 10.200000
ShadowFadeFraction = 0.050
ForcedShadowLightSourceRadius = 0.01500000
[RayTracing/Collector]
VisibilityCullingRadius = 200000.0
good we overwrite that
MaterialProxyNumMax = 131072
MaterialProxyUpdateNumMax = 128
ScratchBufferSizeMB = 128
GeometryUpdateBufferSizeMB = 256
no, these are all a bad idea
so is changing the buffer sizes etc. you may get away with small changes, but a bigger is NOT a cache. larger is not faster
if you've ever worked with audio buffers, you want the smallest possible
that is my edited version of RTXDIY
i only removed some parts
cant remember which ones
oh theres more
I think that other mod that copied ultra+ (RDNA?) sets the buffers to 1024MB 😭
nah bigger always === better
moohaha
that is indeed a good question
I just reported that mod. I tried to reason with them. they could have even copied the GitHub with an MIT attribution. apparently they don't want to attribute the work to anyone
I got bored of it
why is there something wrong with this one? 😂😭
that looks really good, I can't see very well though cause I'm on my phone and half asleep 😂
Why is it so aliased then
the only way to get sharper is running DLAA i guess or native res, the AA solution isnt all that great
there are 2 quality options to chose from (with a mod) and the best one is already the default. But turning it off doesn't make a huge difference, but it just completely breaks Pathtracing and a lot of other things
nah nothing i saw it all of the sudden in this thread, then it was back to your og, now i restarted it shows your new one
also SSR shenanigans seem to be fixed with all those INI tweaks gone
default weather
fog/sandstorm are like this
gonna need to adjust some weather env params i guess
also make sure the pic is fully rendered first, its not optimised, so the initial load looks worse
i don't think he did it for clout. i mean, i can't figure out other "vile" reason...he's not trying to "fix" anything unrelated to PT, it also adds another dependency, which imo is really bad, another thing that could break stuff. i dislike the inconvenience of having to go into the game menu to change the settings that alter the visuals of the game without a preview. imo using the CET popup is the best approach cause i can see what it does. he can't just copy without understanding forever, if he actually did it. if he did study, did his own tests and came up to the conclusion that Ultra+ already have the best options, whatever, who cares. maybe don't bully him into oblivion, he at least did give credits 😂🔫
this thing happens everyday with anything related to linux. a new distro, a new compositor, a new init system, a clone of something but in an obscure language...so much effort being spread into meaningless things just because
sammi pull the rug! change the license, do an elastic/redis move. maybe add a DRM to your plugin 🤣
he is kinda claiming he invented part of it himself
i've read everything already. saw the mod yesterday as soon as it got released
I doubt Nexus will do anything
good for him, what can i say xd
gonna be hard to judge for the admins to decide on it. I honestly have no idea, but it did seem sus on first glance. What made it even more sus is that he never tried to communicate before releasing this
he should be in the server with us, i think. some stuff was heavily discussed here. the codebase is also pretty big, and the code is good quality, not things hacked around. i think he has a good understanding of what it does, either by lurking around 👀 or/and testing things himself
i was talking about not bullying him because the current version doesn't bring anything new to the table. let him release something new unrelated to ultra+
on the bright side, he was open to closing down the mod itself, so idk that says a lot too
if it's just a "fork" without the general fixes and a pretty UI, yeah, whatever. but if something good comes out of it, why not
my prob is def not its existence, its just not being open, saying its solely inspired and also kinda not acknowledging he did just lift alot of it from U+ including copying most of its fixes and code structure. just be honest and open, maybe also ping here and let people know
the lack of communication is kinda weird
he could have known what shitstorm he sailed into
a mod that got removed who was "inspired" was also kinda hard to prove
least toxic nexusmod's community interraction 🤣
i am super glad i am not a moderator or admin in any shape or form
or a country ruler am i right? 😂
you need to be a special type of person to be willing to rule a country
im literally 100% on the oposing side of that spectrum
- worst case scenario: he copied the know-how, handpicked whatever seemed of interest to him from ultra+ and came up with another implementation - new UI, new code;
- best case scenario: he tried to reinvent the wheel and got to the point where your findings got re-validated and this is actually the only known and best method to improve the PT render pipeline, meaning that you should keep at it and focus on the current iteration for now
Even though he says he spoke to sammilucia
there is really no need to over-complicate things
he just copied a bunch of stuff
and repackaged it
since there was an open repo with documentation that made it easy
it's a mod for a game so few people are gonna take crediting or copyright seriously
i think they "talked" but it was after it got realeased
#1224890336833179749 message
Agree
But what is done was against the open source license used by Sammi
Sadly true
I understand but I'm pretty sure moderation only does something when it's very obvious stealing, either copyrighted content or whole mods
Depends on their internal rules of course and the license attached to the original work
It got taken down
He hid it him/herself
And refering to a different mod
Is that Sammi's or just another one from that user?
i think that's sammi's mod
looks like the mod author voluntarily hid it
it wasn't taken down by nexus admins
Yeah, so the intentions likely weren't that bad after all
no he didn't. the fast and slow timers, and sequence of commands, were straight from ultra+
Fire worked out the timing and should have the credit
sigh, i hate this shit. i would just rather we work together. i think some people would rather use the Native UI
Hello, I have been testing the v4.0 beta for the past couple days and commenting on nexusmods, SammiLucia pointed me out to this discord so I am gonna drop some things I found here. I am not a developer, I just test by messing with the values to see what works.
- Firstly about Global Light, it appears to have the messed up character shadow problem like SammiLucia has pointed out but also another problem with distant shadows. Here is how I tested it: with it disabled, the distant sun shadows render very far. For example, from near the Wellsprings metro in bottom left part of the city center, you can see the distant shadows all the way on Dogtown's tall buildings. When Global Light is enabled it removes those shadows completely. I thought it was just "more accurate soft shadows" and that is why you couldn't see them from that far but no, the shadows reappear when you get closer, so this means it just has limited range. If you could find a way to increase its range that would be amazing. Until then, setting the SunAngular Shadows to 0.15 like you did seems to have almost the same quality for shadows. I thought it was too sharp at first but the shadows with GlobalLight are even sharper so that probably means 0.15 is a good value. The default 0.5 makes a lot of sun shadows disappear completely, which I didn't notice previously until I did more extensive testing. However, this method still doesn't have the increased and higher quality bounce lighting of GlobalLight. With GlobalLight it genuinely feels like it is 4 vs 40 light bounces because some dark areas that should be brighter from the indirect sunlight end up much brighter like they should be with the setting turned on.
But otherwise it looks so good when you only focus on nearby stuff that I am still debating whether distant shadows are worth turning it off for. It is just the pop-in in the distance can get annoying
- PreCacheDistance works good until ~75, any more and buildings start disappearing. After setting the value to 70 and playing for 7+ hours I found zero issues so that value could probably be increased further than 40.
All of these are with PTNext Beta 09 High/Insane settings with Ray Reconstruction on btw
- Here is a bigger bug that took me 3 days to figure out how to work around. Sometimes when you load a save, there will be a constant shadow on your screen that you can't get rid of. Sometimes it is small, sometimes it takes up 10% of the screen. This is caused by RTXDI Separate denoising. Here is the workaround:
Load save -> Encounter shadow artifact issue -> disable separate denoising -> reload save -> enable separate denoising.
This is the ONLY way I could get rid of those artifacts. Reloading a save without disabling the separate denoising does nothing. They are persistent on your save file somehow and not even restarting my PC and game solved it. I was starting to think my GPU is dying.
I don't have a screenshot right now but as an example the shadows always resemble some object like this but the object is not there and the shadow will stay where the object was located on your screen when you loaded the save
About MaxNodesPerFrame, I increased it from 800 to 1800 and saw zero issues in the past ~10 hours of playing. It didn't change my fps on a 4090 and since it didn't cause any issues I was too lazy to test side by side to see if there was any improvement. SammiLucia noted ~2000 for max draw distance and I think that is a pretty decent amount.
Also, disabling separate denoising permanently is not an option because it is really crucial for foliage lighting. Have to use the work around until it is fixed.
Was reading older posts, and this is exactly what I was referring to with shadow artifacts. The workaround I found fixes it.
Alternative might be foliage tuning
@hybrid violet I have spent the last 2 hours just reading all the old posts here to see the development history and I gotta say I'm a huge fan of your work. You guys are magicians.
any chance you could fix the GlobalLight issues?
So GlobalLight can be used without the underlying shadows, the issue is indirect lighting is a bit cooked
It seems to add or hold ambient light from some source in the code or the engine making daytime shadows look pretty bad
The other flaw is, the RT shadows that are used atm are not pure PT world space, to my understanding they can cast from both sources while global light is a pure PT solution
Better agreed, but the contrast underneath shadows for it are not right to me
And idk where that ambient light is coming from
the other flaw of Global Light is yes the character's shadow, it be cooked in terms of syncing with animations and such
maybe, maybe with some engine delving in the ENV files this could be resolved possibly, I looked throught the ini files and could not find the source of the ambient light
the solution btw to get pure Global Light
enable Global Light, then disable Global Shadow and Cascades
gotta be that order
my best guess, disabling cascades doesnt remove the base direct sunlight in the game
and removing cascades causes that direct sunlight to not be occluded
so everything gets direct sunlight + global light shadow/light
alternatively, its the global light implementation itself with baked ambient
I got the perfect place to test this. Be right back
In the meanwhile, do you remember this place from Nvidia Ray Reconstruction showcase?
yeah
I did notice with all these sort of structures ReGIR did better
It's been like this since 2.1 Patch
This is with Regir insane
No matter what I tried I couldn't get it to look like the Nvidia showcase in any mode
the one I saw was the much larger one that is raised over a highway/road
that does light up everything
using relight?
No other visual mods except higher LOD from sousine
and deleted the ini from that too, just archive
To be honest 99% of the lights seem to be correctly lighting up everything, it is just this one place where it seems broken
not only does it not light up properly here, it also takes a while to update
could just be broken idk
Hmmm tried without LOD?
nope, be right back
gonna test global light too
This is with GlobalLight off, GlobalShadow On, Cascades On
wait
wrong pic
GlobalLight On, Cascades and GlobalShadow off
distant shadows unfortunately break with Global Light no matter what
i think bababooye (bb88) managed to tweak these for character lighting
#814064062815141909 message
also talks about it a bit in this thread
Global Light Off
GlobalLight On
all distant shadows gone
it is such a shame because if you don't look at distant shadow pop in, GlobalLight On looks so much better
VisibilityCullingRadius?
It’s set in Ultra Plus
As are the cascades and global shadow I think
Um
Debug panel I think has it
yeah shouldnt be disabled
it was set to false in ini
U Control will overwrite it
oh?
wait ini?
commonfixes.ini?
config common
that should be enabled, boosts my frametimes
yeah VisibilityCullingRadius is set in that ini
Enabled SER as well and am testing with 5000 CullingRadius
oh btw EnableShadowCascades isnt the option that will give pure global light*
do I disable it?
Developer/FeatureToggles/CascadeShadows = true
Didn't work sadly : /
Still no shadows
Tried 5000, 7000, 10 000
increased the offset as well but does nothing
are these settings even doing anything?
My culling radius had same fps
2000 vs 10 000
i think shadows are actually there, but they are overpowered
maybe they are not applying
- the light is overpowered i mean
yes I agree
but not sure
isnt there an ini for global light intensity or something?
maybe it is not culling
simply the shadows are too soft in the distance
idk
like you said, overpowered
anyways, shame
You can feel that GlobalLight is the more accurate/pure Path Tracing but it is just broken with distant shadows
I didn't even notice that palm trees were moving until I saw their shadows moving with GlobalLight
Didn't realize those shadows were static without GlobalLight
palm tree shadows are bugged in some ways, just like some debree clothing and other cloth
those dark blotches
I meant the shadows on the ground
BUT global light also seems to fix MOST of those dark blotches for me
so there is that
Editor/RTXDI/MaxIntensity = 0.000000 maybe this line should be tweaked idk tbh just some poorly educated guesses
If I recall correctly changing that value completely broke the lighting lmao
So i didn't touch it after
tried this as well, no luck
1440p Performance
The surrounding walls used to change color in 2.0, but not with 2.1 anymore
Someone uploaded this to youtube
Vanilla
5 months ago
I think they just broke it
so
this is the worldspace in PT no denoising Global Light without Cascades or Global Shadow
Direct Light is proper busted
What the hell lmao