#▫️Cyberpunk 2077 Ultra+ 2.13 Patch Patch Patch Patch
1 messages · Page 4 of 1
so when you remove Cascades and remove Global Shadow, all the stuff that interacts with the raster world, you have nothing blocking the direct raster light
so you get a lit world
theres something somewhere enabling this light
hmm
So just to make sure, I should enable cascades and global shadow?
Are they raster or PT shadows?
raster is cascades
then Global Shadows does RT shadows using Cascades, weird code path
so its like, RT shadows is the best kind of definition
Global Light sadly, I dont think it'll be usable
next engine
It is what it is
Can't wait for Orion
Enabling SER gave me 1 fps lmao
with FG
so 0.5
maybe it was already enabled somewhere and was overriding the ini
yeah only tested it in 2 areas
Okay so I only started playing with v4.0 a couple days ago, just to make sure, PTNext is the best looking version?
on a 4090
In some older comments you said it was situational
but at High/Insane it is the best?
I'd say so consistently
well in 95% of cases
this seems to cost a small bit of perf
weirdest effect
Can confirm, for me FPS went from 82 to 78 in a fairly complex scene
when disabling or enabling?
enabling
the sun reflection on the seat?
the difference in like 99% of the image is 1:1
except, a small plant
top right corner
Also another plant towards middle left
a little to the top
yeah it is extremely minimal difference
even here the highlight makes some sense
I think for High and below can prob be off for perf?
take a look at the plant right on the left from the bike
seems more "defined" with cascades
Yes but maybe keep on for High
Nobody is going to be using Insane even with a 4090 tbh
Unless they play at 1440p
just cant see a diff
Me neither tbh
off topic but you uploaded this picture a couple days ago for comparison
This is PT2.1 Insane
Are these shadows really that bad in insane?
compared to ReGIR where they are crisp
What I mean is whether that is the intentional behaviour for PT2.1
Because ReGIR seems like a massive improvement if so
Best way to tell would be to compare it to removing U+
But it did seem that way
Likely the denoiser not having enough data cause of the sampling
I am guessing Vanilla wouldn't be any better since it has even less samples
Can help rule out a bug
true
by the way I am doing some testing between 2.1 and Next
found something
one min
PTNext High
PT2.1 Insane
look at the shadows behind the stairs
The shadows on PT2.1 only resolve if you look at them directly without the stairs obscuring your view
and even then, they are lower quality
I restarted the game and reloaded the save too so it is not something not applying correctly
PT2.0 has these shadows. Better than PT2,1 but lower quality than PT Next
interesting here too
So Sammi was right, somehow PT2.0 is better than PT2.1?
didn't even notice that
The shadows of the grate from the light shining from the upper floor does not resolve at all on PT 2.1
it is all there with ReGIR
The image is PTNext
hmmm
got a partial idea why
SetOption("RayTracing", "EnableGlobalShadow", true) -- TEST
SetOption("RayTracing", "EnableLocalShadow", true) -- TEST```
these should be on across all PT/RT modes
in this example it did resolve them actually but still very soft and blurry
EnableGlobalShadow these were changed in setmode.lua?
Nope, Ultra+
let me try
By the way
Here is one more thing
excuse the colors because I am using HDR
PT 2.1 Insane
PTNext
Light leak in PT 2.1 or more bounce lighting?
hey! welcome 😊
Hey! Thank you 🙂
Wait let me retry this because light is completely gone on PTNext
Gonna restart game
I wonder if increasing TracingRadius would increase global light shadows 🤔
I tried, it doesn't unfortunately
PT Next
yes, I'm hoping to have time to rework the logic around separate denoiser this weekend so hopefully this can't occur.
I'm also wondering if the separate denoiser is adding that broken shadow via what's called raytracing multilayer. in which case changing the multilayer size to something and then back again may reset it as well
we might be able to hack disable other raster/RT shadows by putting crazy settings in there
or it might be possible to set tracingradius to 0
I have to get dinner then I'll join in the testing
Have a nice meal, it is 2:20 AM for me so I think I will sleep in a minute lmao
yes imo PT21 looks good until you start really comparing things
looks like broken direct light, try disabling separate denoising
okay np! it's nice that you've joined 😊
Thank you!
Yeah updated
I'm so tired we're ordering in... all the junk food lmao
That is what I have been doing last couple days because testing this stuff is addicting and it just ends up taking my whole day lmao
This is the main playground we have for path tracing in games
I love seeing how far we can push it
hahah. you will fit in here 😂😂
I really want to get global light working too
and NRD
Would be really amazing as it seems to be a big visual upgrade
lol rebrand it as Nvidia Enhanced Raytracing Denoiser. NERD
btw @hybrid violet could you confirm whether this is more accurate bounce lighting in 2.1 or rather a light leak?
this difference could be the ReBLUR light settings. it's nothing to do with ReBLUR but those settings control how bright the shadows/lights contrast are
[Editor/Denoising/ReBLUR]
HitDistanceRoughnessScale = 10.0 ; (20.0) WAS 10.0
HitDistanceRoughnessExpScale = -1.0 ; (-25.0) WAS -1.0
these ones
i change them to increase bounce lighting from the sun... but they may need to be altered for PTNext
reblur is the old denoiser (it only works wtih NRD and is generally inferior to relax, and i'm not sure it contains jitter information) ... but these settings seem to apply to all modes, despite their name
i'll show what they do
vanilla values (left) vs U+ values (right)
(it's a different lut in both these images too, but you get the idea)
Gotcha
From all my testing PTNext and PT 2.0 seem superior to PT2.1
I was very skeptical about PT 2.0 because PT2.1 has ReSTIR which is better but somehow it just looks bad
I mean PT2.1 looks bad in comparison
PT 2.0 Insane gets really close to PTNext but ReGIR + ReSTIR is just insane
yes, same
well, ReSTIR is better in theory if it's implemented fully and correctly ... but i think some of the settings we can't change are wrong
and naive + ReLAX was also implemented slightly wrong, but we were able to fix those settings
i know Digital Dreams (YTer) seems to have no problems with PT21 and is completely happy with it. but he's also running at 8k DRS which changes things a lot 😜
yup!
i also want to try regular RT with ReGIRGI 😂
we'll see how far i get tonight, i'm so tired i may fall asleep, or my children may want to watch a movie
No rush
Could you check out one last thing for me
put these images into slider
PT 2.1 seems to be lacking a lot of dark areas but PTNext seems a bit too dark
does increased resolution really result in better pathtracing/
yes because more pixels = more rays
v fair thank you
np
i'll have a look... is that the Raffen's hideout?
@gaunt hinge nvidia specifically discusses (in one of their articles, i can't remember) the challenges of using a temporal upscaler (DLSS) with a path tracing denoiser, and how, essentially because the denoiser has to do so much work, any problems tend to get magnified by the upscaler
PTNext btw does have ReSTIR GI
also can boost GI in it by raising SHARC bounces to 4 from 2
i can't see any difference though with ptnext 😜
Hey guys, when using PTNext I get this weird thing at the top of my screen whenever looking downward. PT20 is just wayyy too ghosty for me so PTNext is essential for me. Has anybody else had this problem?
yes, it should go away if you load a save game a second time 😊 we're working on that one
heya 😊
Ah thanks for the tip! I noticed that it goes away when I disable separate denoising too.
I am also using RR. IDK if that is important or not
Reloading a save didn't work btw 😦
Might just rock RT+PT until PTNext is finished tbh since I am very sensitive to PT ghosting.
just my 2 cents after trying/reading countless things, real time Ray(path) tracing is in its infancy, it WILL give ghosting in its current state. The best way to combat it is by keeping your FPS high, and disabling NRD. Ray Reconstruction is to my knowledge the best way to combat it, but there is no ghosting free way yet. We will have to wait for nvidia to implement new code for this 😦
yeah I agree with this. The best way is keeping the fps as high as possible while also keeping the base resolution as high as you can. 144 base fps without framegen will have much much less ghosting compared to 60 fps with framegen (so 30 base fps)
But we gotta wait for the 5090 for that
Try the workaround I found. It is the only thing that made it go away for me
Here
Basically disable Separate denoising -> reload save with it disabled -> enable after reloading
Otherwise those shadows stay “burnt in” to your camera in that save file no matter how many times you restart or reload. Weird glitch tbh
Probably a dumb question but does anyone know how to disable vignette?
Use this https://www.nexusmods.com/cyberpunk2077/mods/13912 lmao
I'm not seeing any more ghosting with NRD, but it's not working properly in PTNext at the moment, only really PT20 and RT+PT
oops I fell asleep 😊
I saw that but I don't like the look of that HDR fix. It makes the game so dark in all 3 presets and makes it seem like there is no bounce lighting at all. I will take the slightly raised black levels and cap my in game max nits 200 below my actual max rather than that
@gritty geode are we sure that rainmap batch max size fix is not broken with 2.12 update?
I just tested between your value 8192 and vanilla 300 and Vanilla seems to be more consistent and better?
I checked some recent comments on the same mod from sousine and someone said they fixed it in the vanilla game so increasing the batch max size actually breaks the rain sometimes
Okay found something very weird
look at the top right side in PT Next
now look at it with PT2.1
The light is not casting light with PTNext
I messed around with settings and narrowed it down to UseHalfFloat
turning it off brough back the light
how are they even related
talking about the light here
From reading the term, it makes calculations less precise, which can result in difference in lighting
Okay so I enabled it again to see the difference, light disappeared as expected
but now when I turned it off, the light didn't come back
even after a reload and restart
lmao
So it might not be related
Found it
If you enable "Clear" under SHARC in Ultra+, the lights appear
it clears SHARC cache every frame
However it is extremely heavy
10% performance cost
and it doesn't fix all lights but most of them
check it out
the light only starts working once it is directly in your vision
i found that about 4 different things can turn the lights off 😄
which ones
@agile zenith ?
Okay I think I am done with testing fora while, I have barely slept the past couple days lmao
So after even more extensive testing I found out that PTNext resolves shadow detail and just overall detail much better than any other mode
However, there is a big downside that I am only starting to notice by switching between modes
That is, a lot of light sources are straight up not casting light
It is not the separate denoiser issue because I restart the game almost every time I change modes
This is the perfect example of what I mean and this issue occurs a lot in places like this
And when the lights do work, in darker areas there is much less indirect bounce lighting with PTNext and the only way to fix it is by enabling SHARC Cache Clear, which costs more than 10% of your fps.
Overall PTNext can be quite immersion breaking in darker areas lit by a few light sources, such as this cave in my example, or some hideouts and bases.
The lights either don't cast light properly, or don't cast light at all. Enabling SHARC Cache clear brings back SOME of the lights and the missing bounce lighting, but it takes away 10+ fps, and still doesn't completely fix it. Enabling it makes PTNext much heavier to run than PT 2.1. Oh and it also causes heavy flickering in some reflections so it shouldn't be turned on.
In conclusion, missing lights needs to be fixed and for the lights that do work, missing bounce lighting needs to be fixed. Aside from that, everything seems better with PTNext. However, this is not a small thing that can be ignored because it is very obvious when the whole room goes from brightly lit to pitch black when you turn away from the light.
Update: Disabling SHARC for PTNext also seems to do the same thing as enabling SHARC Cache Clear and brings back some lights and bounce lighting. Somehow, disabling SHARC also degrades performance. Shouldn't it be the opposite?
Either way, SHARC with ReGIR seems problematic
sharc is a cache, so no
It also seems to introduce noise in some very rare instances compared to SHARC disabled where it is crisp
Should I disable it?
I can't find any reason to enable it except for higher fps. It destroys the indirect lightin in darker areas
if there was a solution, it would be implemented already. the mod is in a beta state for obvious reasons xd
yeah I know ofc, I wasn't complaining, just giving feedback from testing
this engine is such a headache to work with, you fix something and something else breaks
never can have best of both worlds
only can slightly improve what is already there
Is this also your experience @gritty geode ?
no I agree, I don't think it's needed any more. I originally had it at 1024 and someone said they were having the dry ground problem, but I don't think I checked what version of the game they're on
it's certainly not required. the only reason to enable it is an attempt to save memory... half float vs double float uses half the vram is the only reason (but if it's implemented in the wrong places, it will reduce quality)
some of these are fixable
it may also be that SHaRC needs to be disabled, at least at higher qualities
no, SHaRC is a performance optimisation for RTXDI bounce lighting. but a) looking at the un-denoised (raw PT) image it doesn't look like it's implemented properly (it looks very different from Nvidias reference papers), and b) it may not be properly integrated with ReGIRDI. CDPR integrated it with RTXDI, but PTNext doesn't use RTXDI
yyeeeppp
could be, even though Nvidia advertises it as a direct upgrade to visuals, I found that it made pretty much no difference in most cases and when it does make a difference, it makes everything worse, at least with ReGIR at High/Insane.
Hogwarts and Robocop were pretty straightforward to fix compared to this. CDPRs engine is hack upon hack. it's trying to find that one golden pathway that works
this is my point. in CP it's improving the performance, but the visuals not as much (compared to NVs examples)
though it does upgrade the visuals a lot more in PT20
My first experience with this was pre-2.0 when DistanceBoost used to work and improve pop in but setting it further than 50 meters started making entire building blocks disappear and I realized that the code is being held together by thoughts and prayers
All it takes to break everything is increasing render distance by a few dozen meters lmao
yeah, they had a hard time implementing path tracing, and then upgrading it. I think they've done "well"... BUT... the root problem is that a lot of objects and lights aren't in the PT world space. initially it was faster to implement this way in 1.63, but now it's costing them and causing more and more problems as Nvidia has released upgrades. most of Nvidias updates have been deliberately low cost and easy to implement. but that's not the case in CP because NVidia isn't even considering "but what if you have some objects in raster, some in PT, and some in RT world spaces"
this is what's called a "technical debt" problem. it's now more costly to fix properly, than it would have been to do it properly in the first place
I really hope with Orion and Unreal Engine we won't have these issues.
the ideal solution to fix all of this, would likely be to edit all the assets to being them into the PT world space. idk if that's possible though
the closest I've seen is with BabaBooey's reLIGHT
UE has issues, but they are solvable. as long as the devs don't try and modify the streamer code and badly break it (Jedi Survivor)
At the very least it would be a more streamlined engine
GITS? It seems so cool but I never really bothered with it because I am scared it will fix some things and break a lot of others so I can't be bothered
I think we can see clues here as to why CDPR has chosen to go to UE. they clearly enjoy making great stories and worlds. they don't work on the engine unless they absolutely have to, and when they do it fixes some things and breaks others
I have weather mods and stuff as well so I don't think it would even work
they haven't even tried to fix the mesh offset problem that causes black on the trees, which is soooo obvious and been there since 2.0
I am only using the .xl files, not the archives. they're worth using
BB seems to have disappeared for now. I think it's worthwhile analyzing the assets (meshes, lights) he's changed in the archives to see if that can be done to more things
Which ones are the least likely to break things? Like which ones do you recommend
I would love to export all the assets, make a script to move them all into PT, and disable SSR blending and all these other hacks, and just use pure PT
all the xl files are fine. I'm not even using the "fixed" version, just his original
they shouldn't break anything at all.
in theory, "all" he's done is move many lights and assets into PT. they should also be quite easy to fix if we find problems
I'd love that, the game was advertised as pure Path Tracing and imagine my shock when I realize it was full of hacks. Same with Alan Wake 2 to be honest, they both use quite a bit of raster. We have yet to see a Full Path Traced AAA game
Btw GITS ENV BASIC xl files say game version 2.11 only
still good to go?
Alan Wake 2 afaik (I haven't played it) was regular ray tracing with path traced bounce lighting. basically RT+PT
But advertised as full Path Tracing
which isn't a bad thing. I think this is why RT+PT has been so popular. it's a very valid solution. it blends very mature RT multilayer techniques with PT GI
yes, well.... I mean based on that, Robocop Rogue City is full PT because it uses Lumen 🙄 (not)
yay it's raining 😊
Lumen isn't nearly as advanced as full hardware Path Tracing tho right?
use the xl files from the full env. yes just ignore that, it works fine
afaik, lumen is a very clever raster approximation of PT
Alright downloading now, these xl files bring more things into PT space?
I believe so
Yeah agree
i think PTNext can be cleaned up and stabilized for release. and then I want to look into whether we can move assets into PT
I can't wait for 2027 when Path Tracing will be easily playable at 4k by xx70 cards and we can finally leave raster behind
I can't say more rn, but there are some very exciting mods in the concept phase, and it will be worth it 😊
Oh I am looking very much forward to it
oh, PT is easily playable now! try some of Nvidias samples 😊
No I meant when it is available to the masses in full AAA games
and people stop calling it a gimmick for people with 4090
I might upgrade to 5090 if I can get my hands on one to see how much further we can push the PT in this game
CDPR single handedly carrying Nvidia's sales
I upgraded from RTX 2070 to 4090 just for cyberpunk
Is she still active?
RIS needs disabling for reLIGHT?
there are still options. we can also try to modify the PT shaders directly. personally I think the next steps are a) trying to solve PTNext bounce issues, then b) bring all assets into PT ... before looking at shaders
I think sosuine is male. yes
yes sosuine is still around, in the digital dreams discord. I just messaged him
Just wanna say thanks for all the work you are doing for the game, this is my favorite game of all time and I am like 350+ hours deep and still can play for another 350. I am really excited for what else you guys will do with PT
I honestly thought you guys would be done after v4.0 release
Yep, once the bounce issues are fixed and more assets are brought into PT, it will be perfect. And only after that we can see if we wanna keep pushing]
can I disable RIS from Ultra plus without GITS ini?
aw ty. well ty also for your testing and feedback. I've made a bunch of notes from what you've said above, things to change and test. and I'm hoping it's possible to fix PTNext
yup!
yes don't use RTXDIY
I wish I could have talked more with BB about why he made the decisions in his ini. I don't agree with them, but I'm sure if we had a proper conversation about it we'd all learn somethink
yes, hopefully sosuine answers. he's not one to use many words 😂
Yeah I checked them out, seems pretty similar to yours except he went overboard with some settings
Yeah I hope so too
I will play a little bit now before sleep. Took 2 off days from work and I have played a whole total of 0 minutes 😂
just testing
At this point i have memorized where every setting is in U+
yes and speaking with him, he doesn't care about fps. quality above all else.
I feel that 😂
honestly just turn on PT20 and enjoy I think 😊
the denoiser, and a few of those settings in the last tab can disable lights, but i think i was still testing it with RTXDIY installed, so that might be a reason too. Sorry i dont remember all the things that could turn it off (lights)
there's more than just those 😂
I bet lmao
Okay so i just played normally for 2 hours, did a few missions on PTNext Insane and was constantly on the lookout for any issues but there wasn't any. I think that although PTNext does have issues, they are smaller compared to PT 2.0 and 2.1. 99% of people won't notice any issues during regular play.
The game looks insanely good
There was one issue actually and it was that the fps started slowing down after an hour of playing. Restarted the game and my fps went from 60 to 75. Didn't happen again after playing for another hour
So I guess sometimes the game slows down after playing for a bit
Didn't seem to have any compatibility issues with GITS reLIGHT either but it is pretty new so gotta do longer testing on that and be on the lookout
okay, that's good!
yes there's someone posting in Posts at the moment of issues with PTNext, but i think they've found some of the few plaaces there are actually issues
(Judy's apartment is one ... it has issues in all modes)
that's running out of vram ... the engine maybe has a garbage collection problem?
this is also why i don't go too high with the precache / draw distance values, they make it happen more quickly
I have MSI Afterburner logging my entire playtime, the highest my VRAM went was 20.1 GB so still a few GB away from full
I changed the FakeGPU VRAM in the ini to 20 GB maybe that is why it stopped at 20?
and once it hit the cap it slowed down?
or is that not what that setting does
I also have increased the Pool Budget to 8 GB
I don't know what these settings do but I paid for the whole 24 GB Vram, I will use the whole 24 GB Vram 😂
Judy's apartment and that entire building in general has issues with lighting
Also, off topic but any idea if Enhanced Weather V6.0 (https://www.nexusmods.com/cyberpunk2077/mods/3901) could have any compatibility issues? It says it is not compatible with GITS but doesn't specify if it is compatible with just ReLight.
@real ravine if you have a moment could you please look at my reworked regir enablement method in beta10? i've hopefully simplified it so
- it only runs when var.settings.mode == var.mode.PTNEXT and is completely skipped for all other modes
- it will definitely run as soon as Game.GetPlayer() (previously i think there is a race where it could be skipped if Game.GetPlayer() wasn't immediately true OnInitialize)
- it disables UseForDI and EnableSeparateDenoising as early as possible OnUninitialize to ensure shaders are built
https://github.com/sammilucia/cyberpunk-ultra-plus
it can possibly be a lot simpler, as we know i'm not a programmer 😜
feel free to decrappify any of the code if you feel so inclined 😂
it shouldn't 🤔. ooh they're using sky inscattering now. nice
Alright thanks
anything about this?
Would setting the Fake GPU VRAM as high as 22 GB cause any issues?
And what about PoolBudget? Or any other settings in the VRAM ini
which ones can I safely increase as long as I have enough VRAM
as far as i can tell, fakegpuvram is either completely broken, or sets the vram way higher than what it's supposed to
that's why i'm setting it to half
(simply because from feedback people seem to have a better experience with lower numbers ¯_(ツ)_/¯)
probably none of them 😂 but feel free to play
Hello guys, another question (or questions 😅 ). Since I am particularly sensitive to PT smearing, I have opted to just use RT+PT until PTNext is finalized. Any tips on the settings I should use in the Ultra+ menu or in the Cyberpunk settings? Is psycho ray-traced lighting worth it since I have extra performance on the table? Do settings like SHARC or RIS do anything for RT+PT? Right now I just have RT Reflections and Psycho RT Lighting on when using RT+PT.
i would definitely set
- RT reflections = on
- screenspace reflections = psycho
- RT lighting = psycho makes a bit of a difference but is worth it if you can afford it
i actually don't know how much sharc and RIS do with RT 🤔 ... it won't hurt to disable RIS and enable sharc i don't think
Simple comparison between path tracing and rasterization in Cyberpunk 2077. Filmed with 1440p resolution and maximum graphics settings. #cyberpunk2077
Judy is a bit different than I remember 🤨
ofc boss 🫡
its the pathtracing
something seems broken. right now regir is disabled for PTNEXT
I might have broken it in the latest commit 😏
was it supposed to be be disabled for ptnext? i understood that it should be disabled for everything else except ptnext, right?
yes correct. maybe look at the beta09 commit?
it's suppose to when the game unloads, disable Editor/ReGIR/UseForDI and disable Editor/RTXDI/EnableSeparateDenoiser
and then once the player is actually in game, it should enable DI and separate denoiser after a brief delay
it was doing that a little inconsistently so I reworked the logic, but apparently badly 😂
(I had to go do work so didn't get to test) so maybe ignore my latest commit, I'm really just trying to get those functions working only for ReGIR and reliably
Figured it out, setting Fake GPU VRAM to a certain number doesn't let the game go too much over the amount of VRAM that you have set. Persistency Cache basically collects "garbage" like you said, but setting it higher helps a bit with pop in.
I didn't test too much though, so take it with a grain of salt. Could just be placebo
But I am playing with Fake GPU VRAM 22 GB and Persistency cache pool budget at 10 000 KB
no issues so far
does Reblur disable the separate denoising?
it removes all the noise from the denoiser when enabled, but im not sure if it disables the denoiser or removes the noise
nvm, it actually removes the noise
Oh damn that sucks ig
I feel bad for them but I don't think they would care much considering the game is finished and they moved to a completely different engine
So when are we getting full path tracing
Would that be illegal though?
Yeah dunno about that
maybe
But leaking the code is definitely illegal and they could face prison sentence
Yes, even having this internal source code in itself is illegal
@real ravine I removed the video link as the video showed info on how to access it
See rule #5 in #📋welcome-rules-info
@gritty geodeRemember the weird artifacts with rain? Where background objects look all aliased and weird? It's a vanilla issue. Ray Reconstruction fixes it. NRD just can't keep up i guess. Just a downside of NRD
What's the state of the mod currently in terms of improving upon maxed vanilla PT with RR?
If you use PTNext High/Insane, it is a noticeably big improvement over Vanilla and all other modes
@real ravine DM me?
ive yet to install the beta. i assume it is just as easy an install as the others is?
it's a lot easier, you can just drag it to your cyberpunk folder 😊 (if it's the one on nexus)
ooo thanks!
i'm trying EnableGlobalLight = true and ForceAllShadows = false and it seems to be working
or enablegloballight = false, enableglobalshadow = false
global shadow enabled (left) .... global shadow and global light disabled (right)
- with both disabled, a type of global cascade shadow is used, and vegetation shadows actually move
- however, the resolution of the global cascade can't be controlled
- (cascade graphics options and LOD settings don't make any difference - i didn't try a game reload)
the other problem is with global shadow disabled (right) you have this problem where objects that aren't in the PT worldspace (vending machines is one, for some reason) don't cast shadows properly
another issue ... global shadow enabled (left) ... the colour of the glass isn't considered. it's as if it's not there. it appears to be considered with global shadow disabled (right) ... you can immediately see the lower resolution here (this may be fixable), but it's also more accurate
here enable global Light is broken ... the characters and some objects are being lit twice
enable global shadow also enables foliage self-shadowing... possibly due to a higher resolution/sharpness
global shadow off (left) vs on (right) .... also in the left, i couldn't work out what caused the weird looking shadow "pole" thing coming from the bottom left
so in summary, here's what i think...
- mesh deforms (moving foliage) aren't considered in global shadow
- they are considered with global shadow disabled, which seems to be like a global cascade shadow, but probably only 4096 res (?)... or it could actually be a proper path traced shadow (i'm leaning towards this)
- some objects aren't in the same worldspace as the global cascade shadow
- global light seems to be an additional light source, which doubles light on objects, probably objects that aren't fully in the PT worldspace (vegetation, vending machines)
- ideally, both global shadow and global light should be disabled, and then any assets/meshes not in the PT worldspace should be identified and moved into PT
Which mod already moved some items into PT? (In case I understood wrong: I thought you said this)
But those just seem to delete a bunch of light.ent's and particles
As always, a lot of issues would be solved and Path Tracing improved if we could bring all the assets into PT
I am only saying what she said lmao
I understand, I just don't understand how that works
I have only the .xl files downloaded and haven’t had any issues in the past 5-6 hours of regular play
I go out of my way to look for issues too
Everything looks how it should
yes I think you do actually need the gits env
we need to look inside and see how its done. I would ask BB but he's MIA at the moment
as in, xl files aren’t enough or they make things worse?
and you were right @real ravine, it looks like my new code is correctly disabling separate denoiser and ReGIRDI, and it's detecting when the game is loading, but I think the command to detect when the player is in game is wrong. I also think it's a duplicates effort, since there is already the Detector function. so probably DI and separate can be enabled as soon as detector becomes active after OnInitialize?
I think they delete light blockers but they only do some of the work
my workload is crazy this week, I will probably only have a few hours through the week to unwind and test 😂
Still better than not having those files right?
yeah, I suspect the answer is inside BBs archive and xl files
Nah same here, I think right now the beta is stable enough for regular play. There are 3 main issues with PTNext but they are not major:
-
Bounce lighting in darker areas seems to be slightly less than PT 2.0 and 2.1.
-
Some objects aren’t in the PT space so somehow they don’t cast light with PTNext but work fine with PT 2.0 and 2.1.
-
The shadow burn in issue that can be fixed by disabling Separate Denoising, reloading save and re-enabling SD.
Everything else is a big improvement
1 and 2 are rare occurrences, and could definitely be fixed for the most part by just bringing more assets to PT space and 3 has a workaround that takes 1 minute to solve.
Do you recommend the archive files as well or could they conflict with some stuff? If I don’t care about anything else within GITS except having more assets in PT space, just xl files are enough?
they will conflict with weather and enb mods so just rename them to zz_ and it should work fine
Yeah I will use conflict checker to let the other archives win
there's also the UseForDI being enabled in setmode, disabled again at init, re-enabled on game load. maybe you've tried it already, but doesn't toggling between raster and rt/pt trigger a full redraw from the game engine? maybe we can stop relying on this workaround. it's pretty hard to follow when things happen in multiple places and under specific conditions
it may, yes... that's a really good idea. IF CP doesn't crash by programmatically toggling raster / PT
... also I'm guessing the ReGIR code checks if the game is loading and builds the ReGIR grid... but it may not check in other circumstances like PT being enabled from raster. we can only try though
maybe we can have everything ( including pt ) enabled before toggling rt on. something like:
- set rt off ( raster )
- enable regir + everything else
- pathtracing on ( before rt )
- set rt on
yes, that would be the way to do it. it would be amazing if it works
in theory even toggling just PT off and on may build the grid
Here is an issue I have noticed regarding the grid
Sometimes reloading a save will not correctly build the ReGIR grid
it is rare but happens sometimes
You have to go back to main menu, click on PTNext again (even if it is already set to PTNext)
and then load the save
what happens then?
Some lights don’t cast light properly
and ReGIR grid is very important for PTNext
But I have this happen maybe 2 out of 15 reloads
it is a rare bug
But just to be safe, whenever I want to load a save I always go back to main menu, re-enable PTNext and then load the save
takes a little longer but never had issues this way
and also sometimes Ultra+ will reset its settings
idk what is causing it
the settings on the “Rendering Options” (2nd) page
I have to re-enter those every time i boot up cyberpunk
For me it usually happens when I restart my pc
but sometimes it stays even after a PC restart
so idk
I always turn off my pc
oh okay
yes, that's what we're trying to fix
I think it needs to disable separate denoising as early as possible, then enable it only once you're in game. there might be a timing problem
another way we could do it @real ravine if switching PT off doesn't work, is we can script
- disable separate
- script a quick save
- script a quick load
- re-enable
it would take longer of course
by the way you probably knew this but red conflict checker can show you what is inside archive files. I used it to check inside the GITS archive but it only seems to change the rain/weather and car glass reflections
I think reLIGHT.xl files are what changes the path tracing stuff
You can open them with wolvenkit
That is how i modify clothing items to look different
the xl files delete nodes
Oh I didn't know
it doesn't seem to do anything with path tracing
if you have them installed there is a switchy in the asset browser
Sammi said it seems to remove light blockers so maybe those are the deleted nodes
this one, image yoinked from the wolvenkit wiki
oh, that might be possible
Yeah the rest of the stuff is either LUT or just rain and weather related
and car glass reflections
i do like those
alright
same
I hope so... if the assets can be identified with AMM and added to an xl file this would be amazing
You don't need RedHotTools?
maybe... AMM doesn't identify everything
idk,I'm not an asset modder... engines come easily to me but not assets 😂
streaming:
sectors:
- path: your\path\from\red_hot_tools\ex_in_terior_99_99_0_0-streamingsector
expectedNodes: 999
nodeDeletions:
# this is a comment
- index: 0
type: worldNodeType
this is the code for xl files
don't know how to post it fancy like you do
This is an example
This shit way too complicated for me lmao
ah
or you can do e.g.
```ini
to identify stuff in here is an ini, or lua, or js, etc.
```
i am not really an asset modder either, i just like doing research
StacysDadIsActuallyPrettyRad = true
this seems to be one of the things that gits deletes a lot
This is what the envcleaner file does
hmmm
right I know nothing about the node data structures 😭
but a good place to start I guess is bringing a vending machine into PT
also if everything was actually in PT, we can disable screenspace reflections blending
(id better get to sleep, I'll bbl 😊)
- index: 250
type: worldStaticLightNode ``` one of the other things it seems to do a lot
good night
I really hope this is not deleting actual lights from the world 😭
But from the mod page all relight seems to do is ADD lights
I mean that is literally what it is advertised as
that is what it seems to be doing,
But in all the comparison pictures, reLIGHT has more lights casting light
Ohhhhhhh I think I know what those might be
what?
Go check the mod description page, it removes some lights that makes stuff glow for no reason
such as the light passing through a door frame and illuminating the ground (the glow effect)
but there is no light on the other side of the door
So it is probably removing those glowing lights that come from no actual light source
yeah
probably
it also removes a bunch of particles, i am going to test it myself
Please let us know what you find
I don't understand however how he does this
https://www.nexusmods.com/cyberpunk2077/mods/10903 this one does it too i think
hmm, that one uses an archive again
So my guess is that the gits archive is what causes this
which is not important for what we want to do
i just wanted to know how
I don’t use the archive since it has glitchy rain
gits?
Only reLIGHT
yep
So he uses the archives to bring in stuff into PT but uses xl files to delete the fake lights right?
something like that it seems
can't check the archive right now though
I am not on an device which supports wolvenkit right now
I don’t recommend the archive
it is glitchy with rain
i can probably just break that part out
yeah its just the rain file though
he probably means everything else is probably fine
it can be overwritten with something like this https://www.nexusmods.com/cyberpunk2077/mods/13477
His rain is based of Sousine's rain mod which has the same problem
That one might also have issues
i don't know never tried it
I use sousine’s rain mod but have had no issues?
he removed a lot of raster lighting, which maybe in the streaming sector or env files
Yes his most current but the one BB forked from is f*cked from what I remember
It costs more fps than GITS Rain but it doesn’t have the same bugs that I encountered with GITS
yup
alright.
he based it on sousine’s old version
Do you have more knowledge of .ent's? @agile zenith
Sousine had a bunch of people testing on GudMods discord to diagnose the problem
i think xl is used for world edits too, like make that prostitute light up, and the fast travel points light up
I think if you can take the fps hit (solid 5-10 fps loss though), sousine’s most recent version for rain fix is the best we have. Everything else seems to have too many bugs
The one on Nexus or GudMods discord?
Maybe, but you can't really add things via xl I believe (just based on reading, so correct me if i am wrong)
I use the updated version from Nexus
i merged several mods, and kept the gits rain, i have no issues with the rain btw
none, i am very much clueless about most things
but i spend quite a few hours analysing gits weather, streaming sectors etc
expectedNodes: 147
nodeDeletions:
# light.ent
- index: 21
type: worldStaticLightNode
# light.ent
- index: 26
type: worldStaticLightNode
# light.ent
- index: 27
type: worldStaticLightNode ``` a portion of what it does, but it seems like it can just delete things (might just be understanding it wrong)
so you know more about .xl files?
nothing besides looking into them and realising they use the added streaming sector files within the gits archive
I need to get around merging AWV, Sammi's smoke mod, and GITS. They all edit the same things 😭
wait so the archive is necessary for reLIGHT.xl files to work?
most likely
i doubt everything will light up
yeah because it can’t access the archive, but does it do anything just on its own?
What about the GITS ini files? Did you delete those since Ultra+ is touching many of the same things?
those ini files are unnecessary with U+
I deleted them
Got it thanks
im currently not using ultra+ because of the quirks, but yeh i did both run them and not
I think it should fix some things just not all
Ok thanks. Might just drop AWV and Sammi smoke mod and just run GITS so I don't have to merge them lmao
How does it add things then?
I'll probably look into it later but I just want to play the game for once instead of testing mods lol
I am quite the opposite
I like diagnosing things more than playing the game
Usually I am too but I have never finished Cyberpunk in all this time playing. So I want at least finish the main quest and PL haha
Oh damn
Go get playing then
Oh damn rookie numbers
I am on my 4th playthrough
I am on my 2nd
Some weeks I end up testing the whole time, the other times I just can’t be bothered
I played a lot during release and then dropped it waiting for the game to be polished. Then finally got back on when 2.0 came out
I wish I had no knowledge of all these mods so I could just play the game and enjoy it without worrying about some random street light not casting proper indirect lighting 😭😭
I did buy it twice
Yes same
I am lowkey jealous of people who just download the game and finish it, never touching mods
they are missing out but also ignorance is bliss
Me in my 1st playtrough
same
SHARC PT RIS brainrot lmao
Back in 1.63 I only had one visual mod installed, Ray Tracing extra bounces and rays
PT is so amazing though
these road streamingsectors are found in relightthepave.xl so i think you need archive xl to edit the worldspace
I didn't even have ray tracing in my 1st
This game got me reading Nvidia research papers 😭
Oh yeah, that one works differently
Same
Getting distracted for 2 hours halfway during a mission to make sure the PT scene lighting is okay
ReGIR, ReSTIR, SHARC like bro
I mostly get distracted by weird RR shenanigans
FELT
Sometimes I literally stop in the middle of a story missing and I am like “hold up, is that light casting properly?”
iii am getting,
do i have to delete the graphic settings ini to get it to work or. ive tried reinstalling cyberengine already
and ultra+ obvs
4 reloads and different settings later I realize it was indeed correct the first time and I just need to go outside more to see how light behaves
Takes 50 comparison screenshots with different PT settings and mod combinations
When i am outisde i constantly looks at how reflections Bounce and light bounces
and the final image is maaaybe 4% better looking after 7 hours of testing
Constantly calculating how
We all are the same
Yes very sad
I am looking at reflections and shit
To see if cyberpunk did it right
could this be autism? 😭
is this a MO specific failior ?
literally everyone is on the spectrum
just a matter of how many boxes you tick
could be obsessive compulsive behaviour too
which kinda overlaps with autism
I am 99% sure I have this because I have like 50+ mods installed and I kid you not I have to go through a 20-30 minutes long checklist before I play to make sure everything is working right
every time I play I do this
haha
Even if I changed nothing from last time
I blame bugs like Ultra+ resetting my settings on its own
touching grass is a meme, but it does help to avoid these things 😉
It made me paranoid
honestly if its not getting in the way of your personal life, i would classify it as passionate about a thing
the japanese have a word for this kaizen
yes
Don't think so (I have autism)
Nah it doesn’t, I just have to assign 20-30 minutes extra to my play time every day just to check everything beforehand
even if I wouldn’t notice the difference probably, just the fact that something could be not working properly doesn’t let me enjoy the game
there are like 4 different types of autism
i know
I have been informed expansively
But i do not believe that is autism
atleast not only that
shouldn't be launching with mod organizer at all, actually
BTW is there any issue using GITS with 2.12? It says 2.11 only on the mod page
if there are more symptoms it may be righ
wut
likely not compatible with 2.0 or 1.6
Why are you not casting shadows
lmao
Mo2 causing issues?
ye
Ok thanks. BB disappeared and hasn't updated in a while
Big vram usage
i have not seen any
I am curious what you guy’s average VRAM Usage is during play
is it a VRAM issue? i have a 4090
13 gigs
over 24 GB -.-
on an 12gig card
How? I have every single texture and LOD mod on their highest extreme 4k preset and I average 19-20 GB
When using PT
yeh don't use this one, unless you like massive stutters
or maybe use it on a completely new save with no other mods
i dont min the stutters. i think the tradeoff is worth it since i only use the texture mod, really
lod mods, traffic/pedestrian increase 4k resolution
Ahh okay I don’t use traffic or pedestrian mods
I am already cpu limited lmao
This is why I use Vortex for non-Bethesda games
its multiplicative, so it adds up fast
i run the same setup and i am 99% of the time gpu limited
On youtube I saw that 7800x3D is almost a 10 fps improvement over 5800x3D even at 4k
for cyberpunk PT
Only in dogtown or the heaviest parts of city center, the rest it sits at 95%
that might be on a vanilla game 10 fps is a useless metric though, but 15% would be worth an upgrade imo
okay now im getting
I have a 7800X3D but I am usually VRAM bottlenecked when playing heavily modded games because of my 12GB 4070 Ti 😭
Yeah modding is the real VRAM killer
Sammi noted something about this earlier
Nothing matters more than VRAM on modded Bethesda games
try reloading
different thing i think, this looks UI related
yeah it was like 10-15% difference on vanilla Path Tracing
oh wait
i know that issue
@gaunt hinge do you have renodx installed
use menu only
it wasnt breaking before, that's so strange
I also don’t use RenoDX, I prefer the ACES Tonemapper with some tweaks
where on the map is this btw?
Yeah use menu only and LUT correction to fix some some of the raised blacks instead
it looks like dogtown
dogtown, somewhere on the ground next to the pyramid
YES, i knew it
it is weird because the others are casting shadows
just not this one
So it is not the asset itself but rather this specific one
we're using PTNext and Insane, yeah?
also performs really well
Are you using the latest Ultra+ from github?
After 20+ hours of testing with PTNext this week, these are the main 3 issues with it
Or beta 9 from Nexus
Beta 9 but I have customized it to my liking
im personally using the one from the nexus, should check out the github
Keep using beta9
I think GitHub has some issues for now
There were some issues with beta10
Read a little up from earlier
word
yeah
thank you!
Guys you think 5800x3D would bottleneck a 5090?
I wanna upgrade but I don't have money to build an entirely new pc
Honestly maybe with how much simulation games are getting in next gen games
I am thinking of selling the 4090 and upgrading to 5090 if it is like 50% faster
if the rumors are true that its 2.5x stronger in RT, ill honestly
probably just upgrade to a 5080
Especially huge modlists and upcoming PC-centric games
The sad part is even if it is 10x stronger, nothing takes advantage of it
only cyberpunk mainly
yeeeah. that's true
We are sooo held back by consoles and AMD
Like the Star Citizen campaign that is coming out is probably gonna hammer the CPU wayyy more the the GPU
in warcraft, im hesitant to kick it on but like. warcraft is CPU primarily
100%
and its only shadow anyway
I am actually excited for that
I spent like 80 bucks on it years ago
waiting for it to release in my lifetime hopefully
perhaps I am a bit too optimistic
How do you have so much money
lmao
job
Me too haha. That's why I invested in a full AM5 7800X3D platform upgrade instead of going for a 4090
I am an engineer
I'll probably pick up a 5080 later this year for better PT and more VRAM
I wanna go 8800x3D with 5090
I am fully expecting that SC campaign to be CPU perf nightmare at release
i am already getting 30 fps in that game, there is no way they are going to optimize it that much
i am waiting on the AI Tensor powered 6969, so i can pair it with the intel 4.20 Thz flux capacitor
Well with the single player campaign you won't have to mess with multiplayer stuff hogging the CPU
Nah the nvidia DLSS 5.0 where the game is not actually running, the AI fantasizes it and connects directly to your brain
Ah
can't wait for Intel's next gen CPU that uses 650 watts
literally the only reason I changed to AMD for CPU
That's why you go with AMD X3D chips sipping 50 watts during gaming loads
But I wish AMD got its shit together with GPUs man
their strongest $1000 GPU trading blows with a 4060Ti in Path Tracing
Intel will before AMD does, trust. Just look at their AI and RT performance already
I think so too
Before all of this happens we are first gonna need more pt games
We need the competition because 5090 is for sure gonna be $1800-2000 at this rate
XESS > FSR any day + better RT
Intel is gonna release their new gen of cards soon too
For sure. I wish but obviously devs don't wanna waste resources catering to the Top 5% of the PC player base
Its just gonna take a while before they compete at the high-end
vast majority of PCs have never even experienced PT
Which is why Nvidia sponsoring as many PC games as possible is so important lmao
They have $ to dump for "Next Gen" PC features like PT
Currently from Steam Hardware survey, 4090 + 4080 + 4070 Ti users make up less than 3% of players all together
So yeah 97% of people have no clue how good games can even look
When AMD sponsors a title it means mediocre RT or no RT at all in 2024 💀
They watch a 1080p low bitrate youtube video with cherry picked examples to make raster look better and they go "yup, this is nvidia scam gimmick"
No no wdym, it has ray traced shadows and reflections. Except the reflections are 480p, and shadows are only ray traced within 5 meter radius of the player character and only limited to 5 objects
meh, it is what it is. I bought the 4090 for cyberpunk only and I don't regret it because I am on my 4th playthrough and genuinely feel like I can do at least 2 more. I got my money's worth
Would be nice if there were more games like it
Alan Wake 2 uses RT + PT (as SammiLucia also confirmed) so that doesn't even count
Yeah with tons of baked lighting too
with static environments and lighting since there is no day/night cycle
And you will see people saying it is more impressive than cyberpunk
Honestly RTX Remix is gonna be huge for the classics when more of those mods start to release
the half life 2 RTX remaster im excited for
Portal has better PT than Alan Wake 💀
yesss
something about this looks
sameeee
Anyway same see ya guys later
What the hell lmao
I had this with Alt sex scene
she was black
I thought I was tripping
Damn, racist😂
I had to look up on youtube to see whether she was white or black
What the hell
I recommend you do it everytime
Idris Elba romance when
have funnnnn
Bya
you can use AMM to swap the models from one character to another, so romance river and swap his apearance to reed's
Or you can use lizzies braindances mod for more immersive way
Quite logical honestly: Alan Wake is a much more complex game with larger worlds and much more complex geometry. To have path tracing, you have to cut more corners with Alan Wake 2 to get something remote to good performance than for example Portal.
The next set of technologies for ReSTIR + new hardware is going to be a whole new PT experience, the big question is what will be the showcase title
I do hope its gonna be available to 40 series
It’ll have to be, but where I think the 5000 series will improve is what can be done on the first resolve, reducing the need for accumulation and as such improving it’s temporal properties
Cyberpunk is much more complex but they didn't cut as many corners as Alan Wake though.
Doesn't Alan Wake actually feature more complex geometry? And doesn't Cyberpunk also cut major corners, like only really using PT short-distance from the player?
Unless by complex geometry you mean texture quality, then no. Cyberpunk has wayyy more objects for light to interact with in any given scene than Alan Wake 2 does. I have played it twice myself. And Alan Wake 2's PT is limited to like 20 meters away from the player. It is a common complaint that you can see the RT Shadows popping in right in front of your eyes. Cyberpunk's Path Traced reflections, even in Vanilla, trace 2000 meters
and so do the shadows
And leave all this aside, Cyberpunk uses ReSTIR, while AW2 uses naive bounces/rays
and it has 3 bounces
No, I meant the complexity of objects themselves.
You're sure of that latter statement? Because in PT-footage, I can still see the GI stream in clearly when you drive around like how it does with RT disabled
In Cyberpunk I meant
Okay I might be misremembering how it is in Vanilla, I haven't played Path Tracing without enhancements in months
I have the tracing radius set 5x higher than vanilla
Then the comparison might be a bit unfair
Well, was honestly talking about vanilla AW2 vs. vanilla CP2077
true, but in the end, a path traced game where you can customise the PT with mods, is going to age far better than the game where it is only what the devs have set up
Both games still cut major corners, because full path tracing is simply not achievable if you want a framerate even remotely playable
On hardware of this time I meant
I agree
But that is not the dev's fault. Just that CP has a larger mod community and modding tools compared to AW2.
For example, when AW2 released, Nvidia didn't have ReSTIR implementation in any game, so it is basically still using Path Tracing that is equal to Vanilla PT 2.0, except with 3 bounces instead of 2
Now we have ReSTIR in cyberpunk and have even modded in ReGIR
what is the average performance you get now on what upscaler and resolution settings with this increased PT-ratio, and on what hardware?
AW2 is still receiving updates and DLC, so who knows. Maybe Remedy will update the path-tracing aspects over time.
RTX 4090, 4k DLSS Balanced, PTNext (my own custom mix of High and Insane preset). Built in benchmark averages 80 fps, heaviest areas in city center and dogtown 60-65 fps. Not-so-heavy parts of the city center 70 fps. Badlands 90-100 fps
Frame Gen on
Outside of Dogtown and city center it is basically 70-80+ fps
How did you increase it?
so, are your FPS-numbers then with or without FG?
With ofc, without FG I get 45 fps
That sounds much more like a number I would expect.
Tracing radius in one of the ini files. I also have the Reflection Tracing set to 8 km instead of 2 km vanilla
And shit ton of LOD and draw distance mods to the point I basically have zero pop in unless I drive at max speed and focus very far ahead
Vanilla Cyberpunk is borderline unplayable with all the pop in
Pretty impressive considering how much better it looks compared to vanilla
Without any mods I get 60 fps with same settings but without FG
90-100 with FG
but I would rather play at lower fps and my game look so much better
I also play with a controller so there is basically no noticeable input lag with FG even when my fps drop to 60-70
Imo people who say you need minimum 60 fps base fps to turn on FG are either delusional or have never used FG themselves. It is very playable even when base fps is as low as 35-40
Yeah, so much is possible with mods, but also understand CDPR; many people just crank up the settings always to max. So, if they would include the options you mention in mods by default, they would get nagged on by many users for the game being "unoptimized"
True that
But very good that for beast-hardware like yours and mine, mods are available to unlock its full potential
You likely don't mean it this way, but still; respect other people's views.
Both AMD and Nvidia themselves have stated that FG works best at 60+ FPS; then it has the best information to create new frames in a very smooth manner
Under that can result in stuttering and more artifacts
Yeah I definitely get that. People like their egos stroked so if the Ultra settings actually unlocked the games full potential and you could only run it on 4080/4090, and the previous ultra settings were labeled as "High", people would scream unoptimized.
there is a difference between saying it works best at 60+ fps vs saying it is unusable below 60 fps. It is very much usable even at 30-40 base fps, the tradeoffs just become more apparent at lower fps. It is the same with DLSS upscaling, technically, it is best used at 4k and I can't stand how it looks at 1440p or below. But nobody says DLSS is useless outside of 4k. You know what i mean?
I wish all games had "Insane" graphics preset like the Avatar game with its hidden "unobtanium" settings that brought even 4090s to its knees.
Would help games age better. Basically futureproofing it with graphics settings only meant for the future hardware
Yes, but nobody official said it was unusable below 60
If it is in practice for users depends on opinions
I think the future of gaming, both "pathtracing" and a lot of physics will be done by AI filters, which enhance the visuals on the fly. I think this is way less compute intensive and will give the best results. Comparable to real time instagram filters in a sense. Where you can play old games, and have them be enhanced on the fly with AI. It won't even take all that long anymore. One maybe two years. I honestly think that the hardware that runs gpu's now is going to chance significantly. A bit like this: https://www.youtube.com/watch?v=50zDDW-sXmM
Grand Theft Auto 5 is no stranger to photorealism mods, but an AI research group from Intel has taken it to the next level with their AI machine learning tool. The results are amazing and offer up a hint as to what a Grand Theft Auto 5 Remastered could look like.
Intel ISL research group's Photorealism Enhancement Project works by the AI anal...
Oh god, I hope not
why not?
i mean the base game is there, gameplay doesn't change, just make visuals, physics, animations smoother/better with the help of ai
But what you describe is more of a Instagram filter...
And do you know how heavy it is too run an AI locally?
i mean i can search all the other ai generated techniques, but its going to take me 30 min or so lol
there are specific chips that do AI work for almost no power
Can anyone point me towards this vending machine?
compared to a 400+ watts gpu they sip power
AI currently makes many assumptions and errors and cannot really interpret things. So, probably will be unusable for your named purpose for many years
well i would love to make a bet with you
But purchasable for the average consumer in the next decade for a reasonable price?
nvidia isn't really a GPU company anymore, they go heavy into AI processing, and their chips are designed for this purpose. Same already with the 4000 series
Nah 😂
their main business is AI now
Doesn't mean it will be remotely ready for customers in the next 5 years or so
i think you know very little about this subject 😉
even china is trying to gobble up every consumer 4090 they can get their hands on for ai
I meant AI -dedicated hardware, not the specific accelerators in their GPUs
Nah, just have a different opinion on this
well the facts don't really care about your opinions 😄
no offense meant btw
but current gpu's already have way more horsepower than is needed while not even being purpousfully build for these tasks
the training of AI models is the hard part
they use server parks for this, same as DLSS, but the model runs perfectly fine on consumer level gpu's
You're also just presenting your view/opinion of what the future will hold for consumers ..
While still being very limited in what it can do in the end...
In my opinion at least
its an objective fact that current gpu's can do a lot of what is needed for this already
and yes i am of the opinion that it wont take long for us to be able to play these type of games
anyways im not here to have an argument
Hope it will be within a few GPU generations, but could also be more, who knows how steady it will advance.
❤️ Check out Lambda here and sign up for their GPU Cloud: https://lambdalabs.com/papers
📝 My paper on simulations that look almost like reality is available for free here:
https://rdcu.be/cWPfD
Or this is the orig. Nature Physics link with clickable citations:
https://www.nature.com/articles/s41567-022-01788-5
🙏 We would like to thank our ge...
like these things already run on current gpu's
stamped
Or could someone explain how i would see if something is porperly in pt
For the holograms he just added a light
I don't understand where the streaming sectors are being loaded
i don't think anyone in this thread actually knows
that would be your best bet, if you can find some helpful people that is
though sammi said she might look into it too
The doors seem to include a light for some reason
which gits relight deletes
imma see how he does the windshield
alright
so basicly for the windows he toggles useinfog and usintransparent a bunch
ignore the windshields those are for different things
eh?
What do you mean
they are for actual 3d glass + some reflections
i know, i was checking if the same things can be used for other objects
you where looking to make things be affected by pathtracing
indeed
I was just seeing if that trick can be used to do that
You will be the GOAT if you manage to start moving assets into the PT space.
yes but how does it work and does it work
imma see with folliage
I believe it just makes hair 2 sided
But i will check
should be pretty simple to test. find a random object not in PT space (missing shadows or lighting), try that line on that asset
check if it works
dunno tho, I couldn't do it
Yeah, gonna disable global shadows and check folliage
But should be simple enough for someone more knowledgable
I am not though
I don't even know where folliage is located
I am just comparing things and looking in the archives
I don't think the rain batch size should be increased so much in PT. these things just cause fps problems with PT
yes I need to make a fog/particle mod without the envs for Cyanide too. sorry I'm super slow atm
lmao my husband plays completely oblivious to how the game looks. sometimes I find him playing a game at 15 fps 😂
mmm yes, frames 🤤
do we... do we all have ADHD 😂
yeah I'm like darling do you want me to fix that for you and he's like mm? fix what? .... oh to be so blissfully unaware 😂
yes I agree. I keep thinking a neural network is actually much better suited to path tracing because it is essentially basic a holographic network. if a scene can be held inside a 3D neural network, it can be "traced" with reflections, shadows, lights, etc. effectively immediately... "path tracing" is very wasteful because you don't know which rays will return to the camera until you trace them. in a purpose built neural network, all neurons are indirectly connected to all others, so they can focus on the paths that are meaningful without wastage.
this setting get enabled on another mod that puts back ray traced shadows for clothing
okay so there is a RT flag!!
Hmmm, interesting
There is also a useingi flag
brilliant!
hmm okay. can you see what flags are set on some vending machines?
I'm wondering if CDPR repurposed one or more of these flags for whether something is in PT worldspace
Btw guessing by the shadows in the picture you made, it seems just the screen is not included
(maybe GI?)
these things get altered too
That might be the 2 sided part
this is actually one of the smartest AI implementations I've seen, because it's not monolithic. most of the problems with neural networks stem from the fact they are one big neural network, instead of several smaller task-specific networks
Btw it is easier to compare 2 exported Json's
You can just use a tool to see the changes
dont ask me man, i am a complete novice
Just figured it out myself
i knokw manualenhancer is pretty knowledable in jsons
if we work this out it will probably be easiest to just export all the assets to json, modify them with a script and reimport, too
Don't know if you can import json's though
hmm
And also don't know if you can export entire assets
we could invite him to the party 😂
I just exported the components
@jade ridge do you know this stuff? wtf are we doing?