#▫️Cyberpunk 2077 Ultra+ 2.13 Patch Patch Patch Patch

1 messages · Page 3 of 1

gritty geode
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well that means we can increase the samples from 24 to 32, which will make a difference in lower light

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excellent

hybrid violet
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I’m highly curious on the ForcedLOD and Clip Radius changes

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Like their impact

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Namely clip radius isn’t that like the clip distance for light

gritty geode
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oh!

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yeah, you saw that

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i'm wondering if that forced lod is what's been causing everyone's problems

jade ridge
gritty geode
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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

hybrid violet
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At least with emissive LOD

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-1 was like no LOD

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And 0 dropped emissive count and higher levels further dropped the emissive count up to 5

gritty geode
hybrid violet
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Clip radius might need some testing

gritty geode
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Cye that's so fast it makes me want to puke 😂

gritty geode
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emissive lod -1 = "use whatever the streamer says"

jade ridge
hybrid violet
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Gotta find that first person option imo

gritty geode
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it's not like i just ate a whole lot of chocolate either 🙄

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yes ideally

jade ridge
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It says default off but seemed to be on by default.

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Should I switch back?

gritty geode
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out of curiosity Cye are you using a body mesh mod?

jade ridge
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No

gritty geode
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ok

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i think some of those tooltips are wrong

hybrid violet
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HideFPPAvatar

jade ridge
hybrid violet
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Which commit is this btw @jade ridge

gritty geode
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my latest

gritty geode
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good test

hybrid violet
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It’s not the clip radius setting or LOD settings ? The shadows never looked like that to me

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Has been duplicated but like not cooked

gritty geode
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it might be that sosuine's clothes shadow mod shouldn't be used in PT?

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i don't think sousine runs PT

jade ridge
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Does U+ affect photo mode?

gritty geode
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the mod says it's for RT

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photo mode should now use ptnext as well i think?

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haven't tested 😂

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Cye disable this? ZClothingShadowsFix.archive

jade ridge
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Photo mode looks great. Note sure if I'm just wanting it to be better though. 😅

jade ridge
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I don't use that, if it's another mod.

hybrid violet
jade ridge
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Yep!

gritty geode
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well my CP is significantly slower 😂

gritty geode
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actually i wonder if it might actually help

jade ridge
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I see a horizon burnt in image and a t posing V. 😄

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Make my game brighter than it should be.

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Where you see the horizon line image is similar to what it should be.

hybrid violet
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That’s funny as hell

jade ridge
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Yeah 😕

hybrid violet
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I think we disable Global Light for now

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I’ll figure it out one day

jade ridge
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But man this game runs SO smooth now.

hybrid violet
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Do some stress testing

jade ridge
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I think it happened when quick reloading.

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It has a persistent image of the immediate scene in front of me.

hybrid violet
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I’ve noticed that as well, kinda self heals after enough movement

jade ridge
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That's why i was running around but it didn't help. 😅

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Changing time of day did. It's only showing from 10-2.

hybrid violet
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Odd

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I’d remove Global Light, also @gritty geode we might need to test the LOD and clip changes before sending them into a build

jade ridge
gritty geode
jade ridge
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Already disabled it.

gritty geode
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i'm disabling it

jade ridge
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Disabling ReGIR GI fixed it. 😅

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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.

gritty geode
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i think it's editor/rtxdi/EnableGlobalLight that's causing it @jade ridge

jade ridge
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But I said I already toggled it off. It still occurred.

gritty geode
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i'm just testing

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oh

jade ridge
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That's why I made the invisible meme. 😛

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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.

gritty geode
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@hybrid violet we could toggle off regirDI outdoors

hybrid violet
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I noticed your separate denoising is off

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If the cycle of DI is working that should be on as part of it

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We should already be doing off on

jade ridge
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Every time I get the persistent image, toggling DI off on fixes it.

hybrid violet
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Does it reappear during gameplay without reloading?

gritty geode
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i can't repro it

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but i'm using sosuine's mod

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@hybrid violet maybe we extend the DI toggle to 1 second

jade ridge
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I spend my time reloading saves. 😅 So that's why I'll really notice.

hybrid violet
hybrid violet
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When you disabled GlobalLight btw did you do it in set mode

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Or in common fixes or your ini

jade ridge
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I did it in the debug tab. Was the not the right way?

jade ridge
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I still don't understand how the game can look this good with this frame rate. 😐

gritty geode
gritty geode
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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
gritty geode
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but I might have missed something I'm super tired 😂

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idk why I'm getting such crap fps now

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@hybrid violet idk how these keep getting enabled/disabled. it appears to be the engine doing it??

hybrid violet
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The separate denoising?

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We should trigger the DI fix flag to false whenever we change samples or quality

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I’ll be spending the night basically starting with everything off and going for an additive approach, vs the add/subtract approach atm

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To a degree of course but doing it section by section in batches

gritty geode
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all of these

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they're disabled by commonfixes, but somehow becoming enabled?

gritty geode
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yay floats now work in debug 😊

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@hybrid violet none of the floats were setting correctly in SetOption! they're now fixed in beta05 as well

hybrid violet
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Ayyyyyy Ty

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That’s gonna help a lot

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Will be loading way more vars in there

gritty geode
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yes!

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sorry i just pushed beta06, more bugs

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  • 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
hybrid violet
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Things i need to test first is
enableimportancesampling
enablefixed

gritty geode
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yep. those two are really important

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iirc, BabaBooey insisted importanced sampling should be disabled, but a) i couldn't see any difference, and b) it seemed slower without it (PT20)

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i did test it pretty extensively but another opinoin would be good because i didn't agree with BB's reasoning

hybrid violet
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What was the reasoning by chance ?

gritty geode
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um, lemme check

gritty geode
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sorry I got sidetracked 😂

gritty geode
gritty geode
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looking at the images he compares though idk that that's true.

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because the forced local light radius is different in both, so I don't think they're comparable

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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

hybrid violet
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its also too compressed

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cant see what the source diff is

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I think at least for us IS is irrelevant with ReGIR

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ReGIR is importance sampling basically

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no IS no ReGIR no PT

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also I think you were right on ReferenceSER

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confirming now

gritty geode
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(if you're on mobile discord disable data saving mode)

hybrid violet
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on PC

gritty geode
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I just see a difference in forced local light

gritty geode
hybrid violet
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small perf gain

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was too hasty in deciding

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but I need to test a full game reload

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considering if it is SER than thats Shader Execution Reordering so prob need to recompile me shaders

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I figured out Global Light

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so if you disable Shadow Cascades, you get the following Off vs On

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it seems there was an attempt at maybe some alternate means of implementing a Global Shadow

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but they leverage the code behind Shadow Cascades I think

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SetOption("Developer/FeatureToggles", "CascadeShadows", false)

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with this PT breaks apart

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in this case I think Global Light is best left off

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it was an idea

gritty geode
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okay. and Dev/cascade shadows should be true?

hybrid violet
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yeah it seems Shadow Rays come from that

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or something

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its required for some reason

gritty geode
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I'm not planning to do any updates btw, you're safe to make changes. I need to take a break 😂

hybrid violet
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I'm fishing around for any alternate means

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all g, going to experiment and break a bit

gritty geode
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I'll still be here I just need to get some work done tomorrow 😂

gritty geode
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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

hybrid violet
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for sure

gritty geode
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alright let's kneecap PT21 insane 😂

hybrid violet
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alright after protracted testing confirmed broke

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Cascades required

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no Global Light, done

gritty geode
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nice 😊

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oh do you have the latest version? did you see floats werent working before?

hybrid violet
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yeah floats are working now ty

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so many new options

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I'm just doing some brute force testing here before moving to the build, to see if anything radical can occur

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SetOption("RayTracing", "EnableGlobalShadow", true)

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is a major option that should stay on

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gonna assume by extension EnableLocalShadow should also be kept on

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oh?

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small spatial sampling radius is more expensive?

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or moreso

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64 is performant

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64 is just strangely a little more performant

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no other values is

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hmmm or is it deviating thats expensive?

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cause of like the compiled shader

real ravine
# hybrid violet

imo this looks kinda bad on, that's not how shadows should look like especially under a clear sky. off is more accurate

hybrid violet
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yeah but the shadows are gone, like not there proper

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leading to say, pop in as you drive and the close boundary shadows fade in

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they're ray cast from the sun, so in essence even if the darkness level aint right their existence is proper

real ravine
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this seems like a proper shadow

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this is still of on the top right corner

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this being on

hybrid violet
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basically my understanding is this setting replaces Shadow Cascades

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which loose detail

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though

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it does seem to alter the entire shadow map

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it replaces shadow cascades with RT shadow rays

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way better quality shadows too

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thats super hackish tho, Cascades -> Replace with RT Shadow Rays -> Reuse for RTXDI?

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disable Cascades the game insta crashes if Global Shadow is already on

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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

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oh hol up

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cascades removed?

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doesnt look right tho

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yeah shame still broke, its shadows are just not properly integrated into the pipeline

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alright moving on

real ravine
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way better with cascade off, picking the least broken thing. but it still looks too sharp

hybrid violet
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I honestly think both arent it, but the global light one is proper broke. under cars for example

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a spot that should be heavily shadowed is like a half fade cooked shadow

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they just abandoned it sadly and went this weird path

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didnt show it but wasnt worth showing

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cooked

shadow heath
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PT doesn't use ray traced shadows by default?

hybrid violet
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it does, this was more just testing the options

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seeing what PT uses

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and seeing what alternatives there are

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shadow wise, none as above

minor smelt
hybrid violet
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okay performance on the newest build is good

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got some minor tweaks but tis good

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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

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0.5 is a bit nuked I agree

hybrid violet
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challenge, find the diff between these 4

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both are highest to lowest if it helps

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for the second set, by the 3rd screen I think diminishing returns hits hard

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but even 1 (bottom right) is like, an image

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highest vs lowest

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vs ReGIR Disabled

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vs PT 2.1

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PT 2.1 Insane

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ReGIR 4 shade count

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ReGIR 16 shade count

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ReGIR 32 shade count (Insane)

hybrid violet
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I think we’ve hit the diminishing returns on ReGIR in terms of surrounding things interacting with it

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Only thing I recommend is renaming its quality levels to have the quality levels for ReGIR be

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Fast: 4 (or 2 but prob 4). Medium: 8 samples, High: 16 samples. Extreme: 22 samples, Insane: 32 samples

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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

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Emphasise the diminishing returns

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Also I agree 2.1 is overtuned for performance at the higher tiers. Needs to crank it up

gritty geode
gritty geode
gritty geode
gritty geode
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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)
gritty geode
gritty geode
# hybrid violet cascades removed?

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)

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(cascade being, moving sun, moving NPC)

gritty geode
gritty geode
gritty geode
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makes it feel like the sun is close to the earth 😜

shadow heath
gritty geode
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it would have saved them a lot of time with all this mess (that were also spending time on)

gritty geode
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@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 😊

jade ridge
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I'm still getting that persistent image and strange shadow. 😦

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Oh, enabling global shadow fixes the static player shadow. 🙂

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Probably should keep that enabled. (Edit: sorry -- I see you've already been chatting about that)

gritty geode
gritty geode
jade ridge
gritty geode
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okay

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i'll merge the changes after work. there's so much to be done 😭 lmao

gritty geode
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@hybrid violet there's also this, who knows if it does anything though
[RayTracing/Collector]
EnableGlobalShadowCulling = true

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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)

hybrid violet
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Latter

hybrid violet
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I think we can try 1 1

gritty geode
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as far I can see, materialtest doesn't actually disable

hybrid violet
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true

hybrid violet
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ideally now Medium on 16 samples is a highly playable option

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and also ensured Vanilla is overwriting all settings changed in other places to vanilla values

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is CommonFixes loading properly?

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UpdateUseHalfFloat

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hmmm seems it is in some regards

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also this is a bit difficult to see

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its highly possible the game overrides all our denoiser settings during load

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and that we'd need to apply them post load

gritty geode
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CP changes a bunch of settings as it goes into the main menu, but i think onInit is called just before that

gritty geode
hybrid violet
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not sure, was the recent change on my end

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I've moved denoising into its own .ini so we can experiment with loading it different

gritty geode
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good call. okay, hopefully finishing work in 20 minutes 😭

gritty geode
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yay i'm done

gritty geode
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@hybrid violet i've pushed a new version with your PR, and implemented the VRAM GPU ini in there as well

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it's been working really well

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as a general rule, i think it's best to reload a game after changing modes

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i'm finding this quite fascinating ...

  1. PT20 ... 2. PT21 ... 3. PTNext
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these are all at "Medium" 1440p balanced with FSR3 FG on my 2060S / 3070 Ti laptop

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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?

hybrid violet
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I think for ReGIR no, for the other two to a degree yes

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2 ray vs 4 ray for 2.0 would be a major diff

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but ReGIR should just hide the samples line

gritty geode
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it is SO much sharper and so much nicer, AND several fps faster with PTNext

gritty geode
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NRD PTNext Medium (with some adjusted denoiser settings)

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also i fixed the false / true in commonfixes / denoiser not working

hybrid violet
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does NRD work with Ray Reconstruction?

gritty geode
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no .. it's instead of

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yeah, it was reading all the bools as strings from the inis and not applying. i just changed SetOption() to cope with that

hybrid violet
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oh nice

hybrid violet
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the big things that they proposed as benefits to RR

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  1. Motion, the big example of the car driving down a street
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and its headlights/shadows from the front

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  1. fine shadows, along crates and paper and such
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  1. resolution/detail due to upscaled denoised images
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  1. performance
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so if we can tackle I think 1 2 and 4

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3 is what it is

gritty geode
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there are already a bunch of people who prefer to play on NRD, and AMD users can only use NRD

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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

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previously i played on PT20 using NRD. it's just better in most circumstances

hybrid violet
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is NRD using ReLAX?

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I assume so

gritty geode
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yes i think

hybrid violet
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considering ReBLUR is an option in the code

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we should def confirm that

gritty geode
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finding some comparison shots

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it's also very much personal preference

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i would say neither are perfect

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here's one good example. RR ... for some reason the ground reflection of the glass door is incorrect

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skin also has a plastic look

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RR (left) vs NRD (right)

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(this is PT21)

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oh excuse me! this is PT21 vs PT20

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never mind

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RR (left) NRD (right)

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RR (left) NRD (right)

hybrid violet
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is this just the RR toggle wait or 2.0 vs 2.1?

gritty geode
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not a lot of comparison shots, but maybe you can see what i mean about a "plasticy" look from the AI training

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no these are only NRD vs RR toggled

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no change at all to the mode

hybrid violet
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might need to adjust some settings

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its like dancing for me atm

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NRD

gritty geode
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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

gritty geode
hybrid violet
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okay phi luminance is an issue yes

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I also wonder if Fast Accumulated is too low

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HMMM these settings are affecting FPS in RR?

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hmm nvm

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just weird perf differences on reload

gritty geode
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i should have a patch to differentiate between nrd and rr denoiser settings in a bit

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i think NRD requires RTXDI separate disabled

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yes ... separate disabled, then reload

hybrid violet
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whats interesting is the disocclusion is shared

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so its just the base image thats the issue

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but RR seems to handle it better at the least

hybrid violet
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I think btw you should make samples just Spatial Samples

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And have quality handle everything else

gritty geode
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i've pushed beta07 ... i used half of your settings and half of CDPRs for NRD

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but i think you're much better at tuning than i am 😂

hybrid violet
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I think that’s a good call, the high Phi was proper broke

hybrid violet
gritty geode
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also for the first time SS translucency is working with NRD

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not sure about NRD (reference) rejitter

gritty geode
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it very nearly is

gritty geode
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now I can't get NRD working again lol

gritty geode
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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
hybrid violet
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I would personally keep it at 4-6. also we would still need a ray theoretically for screen space PT elements

gritty geode
gentle haven
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How would one go about fixing that?

gritty geode
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just add rays and bounces back 😊 revert some of the changes I made yesterday

tall crypt
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probably more likely that Nvidia did a lot of the work

real ravine
# tall crypt 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 🤷‍♂️

minor smelt
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And lots of people were interested in the PT implementation (for example the DF video views), so I suspect it actually brought in money.

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But well, we're both just speculating anyways, so... Haha

vestal flint
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What is the minium indirect lighting preset for PTNext?

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at 4K DLSS Perf.

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I am also assuming there are settings changes between stock and PT2.1

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I dont think PT2.1 from Ultra+ should be missing shadows

shadow acorn
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oh wow just saw this thread lmfao

minor smelt
shadow acorn
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When was this thread even made? I tried to scroll up and it just went on forever

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and i was only on like the 2nd of april

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lmfao

minor smelt
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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.

minor smelt
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But we had some collective suffering before that in #1186114072027074651

gritty geode
# vestal flint

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.)

gritty geode
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it's all for the greater good 😂

vestal flint
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fine details do not resolve, ever

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lots of aliasing

vestal flint
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4K DLSS Perf.

minor smelt
gritty geode
vestal flint
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RR

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and PT 2.1 versus Stock (2.1 without Ultra+)

gritty geode
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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

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PT21 is broken in vanilla and isn't fixable (the smearing)

vestal flint
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I was under the assumption of that too, but in the current Beta08 they aren't better

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PT2.0 has missing shadows, as shown above

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and the same blotchy, never resolving detail as the video above

gritty geode
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do you have any other inis installed? because i'm not seeing these problems

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also those shadows are really blurry... that's not the shadow settings of U+

gritty geode
vestal flint
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Nothing else installed, just that mod. I load into game, select PT2.1, set indirect to Vanilla and reload save

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I can reload it up now if needbe

gritty geode
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it's okay, whenever, I think separate denoiser isn't being enabled automatically in beta08, which will break everything

agile zenith
agile zenith
# vestal flint

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

shadow acorn
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I played like 1/3rd of it

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Had to stop. It was so boring

gentle haven
shadow acorn
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I liked it at first. I thought it was cool. Then it got boring

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The enemy design was god awful'

minor smelt
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But you're right on everything else

minor smelt
gritty geode
vestal flint
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Well "separate denoiser" isn't being enabled automatically, but manually enabling it doesn't do anything anyway

gritty geode
gritty geode
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@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

agile zenith
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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 😄

agile zenith
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never said it wast:D

minor smelt
agile zenith
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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

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eventhough they knew this years ago

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2 dlc's no ray tracing

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its an obvious choice

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i am still pissed

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scamfish

minor smelt
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Well, mostly opinion territory here

agile zenith
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to the best of my knowledge it was 3 days before release

minor smelt
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But agree the developers didn't act in totally good faith

agile zenith
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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

gritty geode
#

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
shadow acorn
gritty geode
#

haha

#

metallic women 🤔

agile zenith
#

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

gritty geode
#

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 😊

agile zenith
#

thats cool, also have you considered implementing some code to save window size of the tool?

gritty geode
gentle haven
vestal flint
vestal flint
#

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

gritty geode
#

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)

vestal flint
#

No I have the GOG version of the game, but revert back to 07 or prior to 4.0?

gritty geode
#

no it's just that I'm not seeing these issues from people who are sending me videos or screenshots

vestal flint
#

Are they testing with the mod v without the mod installed

gritty geode
#

yes, and different modes

gentle haven
gritty geode
#

I'm sure I can fix the window size calculation knowing this now though

vestal flint
#

they were never blocked to begin with

agile zenith
gritty geode
# vestal flint No, the game is entirely stock

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!

agile zenith
#

im experiencing some issues with ssr though, like they can flicker, and basically disapear completely depending on the angle

gritty geode
agile zenith
#

also the animations of npc's are delayed and or missing frames in the reflection

gritty geode
#

she reminds me of me... getting drunk and badly trying to pole dance sounds very familiar 😂

gritty geode
#

but it shouldn't be disabled?

agile zenith
#

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

gaunt hinge
#

i wish my hair was like JLaw's tbh

gritty geode
gritty geode
#

I like your about me 😂

shadow acorn
gritty geode
#

having personal stylists does help 😂

agile zenith
#

seen this?

#

likely "inspired" by months of your work

gritty geode
#

yes. sigh

gritty geode
agile zenith
#

what saying how they stole your work lol

shadow acorn
#

You made this? I made this

gritty geode
#

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

agile zenith
#

i mean what are the chances he actually invested these hours in figuring out how to get ReGIR working on his own?

shadow acorn
#

0%

agile zenith
#

i mean its not a new nexus account, but still

shadow acorn
#

-10%

#

I'm jk. I have no idea

gritty geode
#

but the reason i commenting things is so others can give feedback and learn. not start another mod.

agile zenith
#

on an unrelated sidenote, is it "normal" behaviour that DLSS keeps swapping to "auto" with PTnext?

gritty geode
#

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 😂

agile zenith
#

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

gritty geode
#

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

shadow acorn
#

Did we ever figure out what was forcing RIS back on by reloading a save or dying/reloading save? Was that Git's fault?'

gritty geode
#

it also occurred to me to enable ReGIRGI with normal ray tracing, which may work (?)

agile zenith
#

i disabled steam cloud saves

gritty geode
#

I think the engine is turning it on?

agile zenith
gritty geode
shadow acorn
#

It makes using gits unreliable 😦

agile zenith
#

gits still works for 90%

#

its just that thing i guess, but when you use ReGIR all bets are off i assume

gritty geode
#

🤔

gritty geode
agile zenith
#

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?

gritty geode
#

you can create Observers() for a lot of things, but mostly for game asssets, not so much for engine stuff

gritty geode
#

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

agile zenith
#

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?

gritty geode
#

it already does this for ray reconstruction so the framework is already there for things like this

gritty geode
agile zenith
#

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

agile zenith
#

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?

agile zenith
agile zenith
#

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

#

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

gritty geode
gritty geode
gritty geode
gritty geode
agile zenith
#

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

agile zenith
gritty geode
agile zenith
#

i mean i do have ebb installed but nothing that big as it would seem here

agile zenith
gritty geode
#

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"

agile zenith
#

seen a few of these update logs, never really seen it in game

gritty geode
#

hmmmm

#

i need to take a closer look at probably these and how BB did relight with only xl files

agile zenith
gritty geode
#

ahhh okay

gritty geode
agile zenith
#

honestly 99% speculation on my part 😄 but in a semi educated guess

subtle flame
#

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?

gritty geode
# subtle flame Hey guys, I'm trying out the latest beta and I am wondering what the quality set...

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
subtle flame
gritty geode
#

i have a 3070 Ti in a laptop and run PT20 medium in most locations around 55 fps (DLSS quality, 1440p, FSR3 frame gen)

subtle flame
#

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?

gritty geode
#

with that said, i know some people are already using it quite happily even with a few visual glitches

shadow acorn
#

are you still going to have the performance/balanced/insane/cinematic presets

gritty geode
#

oddly, performance etc.... caused too much confusion

jade ridge
#

😦

gritty geode
#

denoiser fail

jade ridge
#

Toggling ReGIR DI fixes it, again.

#

I'm having some issues, hey? 😅

gritty geode
#

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! 😂 😭

hybrid violet
#

Saw that, basic copy in a different UI, kinda bs

gentle haven
#

sad that people do that sort of thing

agile zenith
#

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.

vestal flint
#

Just PTnxt v no mod at all

gentle haven
#

i will test when i get home

vestal flint
#

Just Ultra+ v nothing

#

To remove all other possible stuff that could change

gentle haven
#

aight

agile zenith
#

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

gentle haven
gentle haven
#

in the latest commit?

agile zenith
#

idk to be honest, i saw some messed up stuff when i ran it once because i ran dlaa

hybrid violet
#

DLAA broke PT when I tried it, I think honestly Quality is the go for fully functioning PT

gentle haven
#

because that is what i saw

agile zenith
#

@vestal flint this is the best i could do, ptnext medium, the window is closed so no light from outside well

hybrid violet
#

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

agile zenith
#

yeh i do disable it though, because it turns off like 50% of the lights

hybrid violet
#

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

#

🙃

gentle haven
#

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?

hybrid violet
#

hmmmm do u have an example?

agile zenith
#

@vestal flint no mod

gentle haven
hybrid violet
#

see, I've half considered if reloading DI and having separate denoising is the correct ReGIR path

gentle haven
#

It fixed itself when i turned it off

hybrid violet
#

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

agile zenith
hybrid violet
#

might need to be a toggle

#

Enable ReGIR Screen Space Path

#

when off, no reload

agile zenith
#

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

hybrid violet
#

are u still using ini's by chance

agile zenith
#

still only got like 38 fps or so on a 4090 😄

hybrid violet
#

or have you removed them

hybrid violet
agile zenith
#

some yeh for hair shading only

hybrid violet
#

or post

agile zenith
#

fg doesnt add that much with insane

hybrid violet
#

hmmm I get 60 fps

#

though i9 13900k

#

so, Insane is basically useless imo compared to High

#

for the FPS cost

agile zenith
#

quality gives me like 40 on 4k, balanced 39

hybrid violet
#

i did extensive testing, lemme link

hybrid violet
agile zenith
#

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 🙂

hybrid violet
#

what CPU?

#

cause I'm 60 fps on Balanced with Insane, and like 70-75 with High

#

4090

#

4k

agile zenith
#

5800x3d

#

im 100% gpu limited though

#

i guess

hybrid violet
#

any chance your using either LOD mods or the settings unlocker that has Psycho everything?

agile zenith
#

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

hybrid violet
#

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

agile zenith
#

what do you mean by that?

hybrid violet
#

for um Next gen environment lods

agile zenith
#

o derp, i do run GITS ini's

hybrid violet
#

hmmm can try removing them, I use gits without

agile zenith
#

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

hybrid violet
#

yeah true

agile zenith
#

gonna stick with the extreme version

hybrid violet
#

basically, performance is notably raised LODs

#

extreme is everything max LOD

#

at any distance

#

but yeah will cost you

#

so the second small part

#

causes massive PT lag

agile zenith
#

[Streaming]
EditorThrottledMaxNodesPerFrame = 1000
MaxNodesPerFrame = 1000
PrecacheDistance = 40.000000

#

what setting though?

hybrid violet
#

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

gentle haven
#

because i believe i have both of those aswell

agile zenith
#

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

vestal flint
gritty geode
agile zenith
#

quicksnap with gamebar btw

gritty geode
#

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.

gentle haven
gentle haven
agile zenith
#

those all conflict

gritty geode
agile zenith
#

yeh im gonna run now without those

gritty geode
hybrid violet
#

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

hybrid violet
#

yeah def delete

#

we should prob overwrite all these back to vanilla

#

to be safe

gritty geode
#

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

hybrid violet
#

prob a good half of Ultra+ has this

#

cause of RTXDIY

#

should revert its changes

gritty geode
#

yes

#

nice to see you Fire 😊

agile zenith
#

that is my edited version of RTXDIY

#

i only removed some parts

#

cant remember which ones

hybrid violet
#

oh theres more

gritty geode
#

I think that other mod that copied ultra+ (RDNA?) sets the buffers to 1024MB 😭

hybrid violet
#

nah bigger always === better

agile zenith
#

why not 10 GB?

gritty geode
#

moohaha

agile zenith
#

who what

#

what happened to your avatar?

gentle haven
gritty geode
#

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

gritty geode
#

why is there something wrong with this one? 😂😭

gritty geode
vestal flint
agile zenith
#

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

agile zenith
#

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

agile zenith
real ravine
# gritty geode I just reported that mod. I tried to reason with them. they could have even copi...

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 🤣

hybrid violet
real ravine
#

i've read everything already. saw the mod yesterday as soon as it got released

shadow heath
#

I doubt Nexus will do anything

real ravine
#

good for him, what can i say xd

agile zenith
#

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

real ravine
#

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+

agile zenith
#

on the bright side, he was open to closing down the mod itself, so idk that says a lot too

real ravine
#

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

hybrid violet
#

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

agile zenith
#

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

real ravine
#

least toxic nexusmod's community interraction 🤣

agile zenith
#

i am super glad i am not a moderator or admin in any shape or form

real ravine
agile zenith
#

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

real ravine
#
  • 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
gentle haven
shadow heath
#

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

agile zenith
#

#1224890336833179749 message

minor smelt
shadow heath
minor smelt
gentle haven
#

It got taken down

minor smelt
#

And refering to a different mod

#

Is that Sammi's or just another one from that user?

shadow acorn
#

i think that's sammi's mod

#

looks like the mod author voluntarily hid it

#

it wasn't taken down by nexus admins

minor smelt
minor smelt
gritty geode
# hybrid violet

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

late vine
#

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.

#
  1. 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

#
  1. 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

#
  1. 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

late vine
late vine
late vine
hybrid violet
#

Alternative might be foliage tuning

late vine
#

@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?

hybrid violet
#

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

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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

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Better agreed, but the contrast underneath shadows for it are not right to me

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And idk where that ambient light is coming from

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the other flaw of Global Light is yes the character's shadow, it be cooked in terms of syncing with animations and such

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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

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the solution btw to get pure Global Light
enable Global Light, then disable Global Shadow and Cascades

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gotta be that order

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my best guess, disabling cascades doesnt remove the base direct sunlight in the game

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and removing cascades causes that direct sunlight to not be occluded

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so everything gets direct sunlight + global light shadow/light

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alternatively, its the global light implementation itself with baked ambient

late vine
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I got the perfect place to test this. Be right back

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In the meanwhile, do you remember this place from Nvidia Ray Reconstruction showcase?

hybrid violet
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yeah

late vine
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Why no light

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lmao

hybrid violet
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I did notice with all these sort of structures ReGIR did better

late vine
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It's been like this since 2.1 Patch

late vine
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No matter what I tried I couldn't get it to look like the Nvidia showcase in any mode

hybrid violet
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the one I saw was the much larger one that is raised over a highway/road

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that does light up everything

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using relight?

late vine
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No other visual mods except higher LOD from sousine

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and deleted the ini from that too, just archive

late vine
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not only does it not light up properly here, it also takes a while to update

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could just be broken idk

hybrid violet
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Hmmm tried without LOD?

late vine
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nope, be right back

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gonna test global light too

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This is with GlobalLight off, GlobalShadow On, Cascades On

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wait

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wrong pic

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GlobalLight On, Cascades and GlobalShadow off

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distant shadows unfortunately break with Global Light no matter what

agile zenith
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#814064062815141909 message

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also talks about it a bit in this thread

late vine
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Global Light Off

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GlobalLight On

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all distant shadows gone

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it is such a shame because if you don't look at distant shadow pop in, GlobalLight On looks so much better

hybrid violet
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Hmmmmmm

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Might need to raise the visibility radius

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For Global Light at least

late vine
hybrid violet
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Yeah

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Double it or triple it

late vine
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Should I try?

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is it only through ini?

hybrid violet
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It’s set in Ultra Plus

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As are the cascades and global shadow I think

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Um

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Debug panel I think has it

late vine
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I changed in ini gonna test rn

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btw do I enable SER?

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for PTNext?

hybrid violet
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yeah shouldnt be disabled

late vine
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it was set to false in ini

hybrid violet
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oh?

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wait ini?

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commonfixes.ini?

late vine
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config common

hybrid violet
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that should be enabled, boosts my frametimes

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yeah VisibilityCullingRadius is set in that ini

late vine
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Enabled SER as well and am testing with 5000 CullingRadius

hybrid violet
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oh btw EnableShadowCascades isnt the option that will give pure global light*

late vine
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do I disable it?

hybrid violet
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Developer/FeatureToggles/CascadeShadows = true

late vine
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Didn't work sadly : /

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Still no shadows

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Tried 5000, 7000, 10 000

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increased the offset as well but does nothing

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are these settings even doing anything?

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My culling radius had same fps

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2000 vs 10 000

agile zenith
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i think shadows are actually there, but they are overpowered

late vine
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maybe they are not applying

agile zenith
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  • the light is overpowered i mean
late vine
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yes I agree

hybrid violet
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yeah i dont get how atm

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to me seems ENV

late vine
hybrid violet
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but not sure

agile zenith
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isnt there an ini for global light intensity or something?

late vine
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simply the shadows are too soft in the distance

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idk

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like you said, overpowered

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anyways, shame

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You can feel that GlobalLight is the more accurate/pure Path Tracing but it is just broken with distant shadows

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I didn't even notice that palm trees were moving until I saw their shadows moving with GlobalLight

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Didn't realize those shadows were static without GlobalLight

agile zenith
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palm tree shadows are bugged in some ways, just like some debree clothing and other cloth

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those dark blotches

late vine
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I meant the shadows on the ground

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BUT global light also seems to fix MOST of those dark blotches for me

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so there is that

agile zenith
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Editor/RTXDI/MaxIntensity = 0.000000 maybe this line should be tweaked idk tbh just some poorly educated guesses

late vine
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If I recall correctly changing that value completely broke the lighting lmao

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So i didn't touch it after

late vine
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Someone uploaded this to youtube

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Vanilla

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5 months ago

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I think they just broke it

hybrid violet
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so

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this is the worldspace in PT no denoising Global Light without Cascades or Global Shadow

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Direct Light is proper busted

late vine
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What the hell lmao

hybrid violet
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to be clear, there are shadows. but notice something

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there is PT going on in areas not directly lit

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but this confirms the theory that its PT + Direct Diffuse