#▫️Cyberpunk 2077 Ultra+ 2.13 Patch Patch Patch Patch

1 messages · Page 4 of 1

hybrid violet
#

like from non-PT

late vine
#

so the workaround is enabling cascades and global shadow?

#

with denoising?

hybrid violet
#

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

late vine
#

hmm

#

So just to make sure, I should enable cascades and global shadow?

#

Are they raster or PT shadows?

hybrid violet
#

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

late vine
#

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

hybrid violet
#

SER is situational

#

but it helps

late vine
#

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?

hybrid violet
#

I'd say so consistently

#

well in 95% of cases

#

this seems to cost a small bit of perf

#

weirdest effect

late vine
hybrid violet
#

when disabling or enabling?

late vine
#

enabling

hybrid violet
#

notice that specular highlight from the sun?

#

well wait

#

is that correct lol?

late vine
#

the sun reflection on the seat?

hybrid violet
#

yeah is it more accurate i guess to not have that

#

considering where the sun is

late vine
#

yeah I was gonna say

#

I will just keep it enabled

hybrid violet
#

the difference in like 99% of the image is 1:1

#

except, a small plant

#

top right corner

late vine
#

Also another plant towards middle left

#

a little to the top

#

yeah it is extremely minimal difference

hybrid violet
#

even here the highlight makes some sense

#

I think for High and below can prob be off for perf?

late vine
#

take a look at the plant right on the left from the bike

#

seems more "defined" with cascades

late vine
#

Nobody is going to be using Insane even with a 4090 tbh

#

Unless they play at 1440p

hybrid violet
#

just cant see a diff

late vine
#

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

hybrid violet
#

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

late vine
#

I am guessing Vanilla wouldn't be any better since it has even less samples

hybrid violet
#

Can help rule out a bug

late vine
#

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

hybrid violet
#

interesting here too

late vine
#

So Sammi was right, somehow PT2.0 is better than PT2.1?

hybrid violet
#

yeah 2.1 might need retuning

late vine
#

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

hybrid violet
#

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

late vine
#

lemme try

#

nope

#

nothing changes

#

It just doesn't resolve those shadows

late vine
hybrid violet
#

EnableGlobalShadow these were changed in setmode.lua?

late vine
#

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?

gritty geode
#

hey! welcome 😊

late vine
#

Hey! Thank you 🙂

late vine
# late vine

Wait let me retry this because light is completely gone on PTNext

#

Gonna restart game

gritty geode
#

I wonder if increasing TracingRadius would increase global light shadows 🤔

late vine
gritty geode
#

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

late vine
#

Have a nice meal, it is 2:20 AM for me so I think I will sleep in a minute lmao

gritty geode
#

yes imo PT21 looks good until you start really comparing things

hybrid violet
gritty geode
#

okay np! it's nice that you've joined 😊

late vine
#

Thank you!

gritty geode
#

I'm so tired we're ordering in... all the junk food lmao

late vine
#

This is the main playground we have for path tracing in games

#

I love seeing how far we can push it

gritty geode
#

I really want to get global light working too

#

and NRD

late vine
#

Would be really amazing as it seems to be a big visual upgrade

gritty geode
#

lol rebrand it as Nvidia Enhanced Raytracing Denoiser. NERD

late vine
# late vine PT 2.1 Insane

btw @hybrid violet could you confirm whether this is more accurate bounce lighting in 2.1 or rather a light leak?

gritty geode
# late vine

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

late vine
#

is ReBLUR different between 2.1 and PTNext?

#

I thought they used ReLAX

gritty geode
#
[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

gritty geode
#

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)

late vine
#

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

gritty geode
#

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 😜

gritty geode
#

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

late vine
#

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

gaunt hinge
#

does increased resolution really result in better pathtracing/

late vine
gaunt hinge
#

v fair thank you

late vine
#

np

gritty geode
late vine
#

The cave where you find the Black Caliburn

#

Murkman

gritty geode
#

@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

hybrid violet
#

PTNext btw does have ReSTIR GI

#

also can boost GI in it by raising SHARC bounces to 4 from 2

gritty geode
subtle flame
#

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?

gritty geode
#

heya 😊

subtle flame
#

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.

agile zenith
late vine
#

But we gotta wait for the 5090 for that

late vine
#

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

late vine
#

Probably a dumb question but does anyone know how to disable vignette?

subtle flame
gritty geode
#

oops I fell asleep 😊

late vine
#

@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

late vine
#

Okay found something very weird

late vine
late vine
#

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

minor smelt
late vine
#

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

late vine
#

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

agile zenith
#

i found that about 4 different things can turn the lights off 😄

late vine
#

which ones

late vine
#

@agile zenith ?

late vine
#

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

late vine
#

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

late vine
#

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

real ravine
#

if there was a solution, it would be implemented already. the mod is in a beta state for obvious reasons xd

late vine
#

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

minor smelt
gritty geode
gritty geode
# late vine So it might not be related

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)

gritty geode
#

it may also be that SHaRC needs to be disabled, at least at higher qualities

gritty geode
gritty geode
late vine
gritty geode
#

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

gritty geode
#

though it does upgrade the visuals a lot more in PT20

late vine
#

All it takes to break everything is increasing render distance by a few dozen meters lmao

gritty geode
#

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

late vine
#

I really hope with Orion and Unreal Engine we won't have these issues.

gritty geode
#

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)

late vine
#

At the very least it would be a more streamlined engine

late vine
gritty geode
#

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

late vine
gritty geode
#

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

gritty geode
#

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

late vine
gritty geode
#

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

gritty geode
#

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

late vine
#

Btw GITS ENV BASIC xl files say game version 2.11 only

#

still good to go?

gritty geode
late vine
#

But advertised as full Path Tracing

gritty geode
#

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 😊

late vine
#

Lumen isn't nearly as advanced as full hardware Path Tracing tho right?

gritty geode
#

afaik, lumen is a very clever raster approximation of PT

late vine
gritty geode
#

I believe so

gritty geode
#

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

late vine
#

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

gritty geode
#

I can't say more rn, but there are some very exciting mods in the concept phase, and it will be worth it 😊

late vine
gritty geode
late vine
#

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

gritty geode
#

oh, yes 😂

#

actually lemme ask sosuine if he knows how to move things into PT

late vine
#

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

late vine
#

RIS needs disabling for reLIGHT?

gritty geode
gritty geode
#

yes sosuine is still around, in the digital dreams discord. I just messaged him

late vine
#

I honestly thought you guys would be done after v4.0 release

late vine
late vine
gritty geode
gritty geode
#

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

gritty geode
late vine
late vine
#

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+

gritty geode
gritty geode
#

honestly just turn on PT20 and enjoy I think 😊

agile zenith
gritty geode
late vine
#

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

gritty geode
#

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)

gritty geode
#

this is also why i don't go too high with the precache / draw distance values, they make it happen more quickly

late vine
#

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 😂

late vine
#

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.

Nexus Mods :: Cyberpunk 2077

Adds more variety to weather in Cyberpunk 2077 and overhauls some of the weathers visuals.

gritty geode
#

@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 😂

gritty geode
late vine
#

Alright thanks

late vine
#

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

gritty geode
#

that's why i'm setting it to half

#

(simply because from feedback people seem to have a better experience with lower numbers ¯_(ツ)_/¯)

gritty geode
subtle flame
#

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.

gritty geode
#

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

agile zenith
late vine
#

Judy is a bit different than I remember 🤨

agile zenith
real ravine
gritty geode
real ravine
#

was it supposed to be be disabled for ptnext? i understood that it should be disabled for everything else except ptnext, right?

gritty geode
#

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

late vine
#

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

real ravine
#

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

late vine
#

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

gentle haven
#

Would that be illegal though?

late vine
#

Yeah dunno about that

#

maybe

#

But leaking the code is definitely illegal and they could face prison sentence

minor smelt
#

@real ravine I removed the video link as the video showed info on how to access it

#

See rule #5 in #📋welcome-rules-info

shadow acorn
#

@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

shadow heath
#

What's the state of the mod currently in terms of improving upon maxed vanilla PT with RR?

late vine
gritty geode
#

@real ravine DM me?

gaunt hinge
#

ive yet to install the beta. i assume it is just as easy an install as the others is?

gritty geode
gaunt hinge
#

ooo thanks!

gritty geode
#

i'm trying EnableGlobalLight = true and ForceAllShadows = false and it seems to be working

gritty geode
#

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...

  1. mesh deforms (moving foliage) aren't considered in global shadow
  2. 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)
  3. some objects aren't in the same worldspace as the global cascade shadow
  4. 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)
  5. 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
gentle haven
#

Which mod already moved some items into PT? (In case I understood wrong: I thought you said this)

late vine
#

She said Gits is the one that comes closest

#

the .xl files from reLIGHT

gentle haven
late vine
late vine
gentle haven
#

I understand, I just don't understand how that works

late vine
#

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

gritty geode
#

we need to look inside and see how its done. I would ask BB but he's MIA at the moment

late vine
gritty geode
#

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?

gritty geode
#

my workload is crazy this week, I will probably only have a few hours through the week to unwind and test 😂

late vine
gritty geode
late vine
# gritty geode my workload is crazy this week, I will probably only have a few hours through th...

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:

  1. Bounce lighting in darker areas seems to be slightly less than PT 2.0 and 2.1.

  2. 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.

  3. 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.

late vine
gritty geode
#

they will conflict with weather and enb mods so just rename them to zz_ and it should work fine

late vine
#

Yeah I will use conflict checker to let the other archives win

real ravine
gritty geode
real ravine
#

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
gritty geode
#

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

late vine
#

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

gentle haven
late vine
#

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

gentle haven
late vine
#

For me it usually happens when I restart my pc

#

but sometimes it stays even after a PC restart

#

so idk

gentle haven
late vine
#

oh okay

gentle haven
#

That might explain why it always resets

#

ah

gritty geode
#

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

  1. disable separate
  2. script a quick save
  3. script a quick load
  4. re-enable
#

it would take longer of course

late vine
#

I think reLIGHT.xl files are what changes the path tracing stuff

gentle haven
#

That is how i modify clothing items to look different

gentle haven
late vine
gentle haven
#

it doesn't seem to do anything with path tracing

gentle haven
late vine
gentle haven
#

this one, image yoinked from the wolvenkit wiki

late vine
#

Yeah the rest of the stuff is either LUT or just rain and weather related

#

and car glass reflections

gentle haven
late vine
gritty geode
gritty geode
#

idk,I'm not an asset modder... engines come easily to me but not assets 😂

gentle haven
#

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

late vine
#

This shit way too complicated for me lmao

gritty geode
#

you can do 3 back ticks

#

and then another 3 at the bottom

gentle haven
gritty geode
#

or you can do e.g.
```ini
to identify stuff in here is an ini, or lua, or js, etc.
```

gentle haven
gritty geode
#
StacysDadIsActuallyPrettyRad = true
gentle haven
#
        - index: 410
          type: worldTriggerAreaNode ```
#

yaya

gentle haven
#

This is what the envcleaner file does

gritty geode
#

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 😊)

gentle haven
gentle haven
late vine
#

But from the mod page all relight seems to do is ADD lights

#

I mean that is literally what it is advertised as

gentle haven
late vine
#

But in all the comparison pictures, reLIGHT has more lights casting light

#

Ohhhhhhh I think I know what those might be

gentle haven
late vine
#

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

gentle haven
#

probably

#

it also removes a bunch of particles, i am going to test it myself

late vine
#

Please let us know what you find

gentle haven
#

I don't understand however how he does this

agile zenith
gentle haven
gentle haven
#

which is not important for what we want to do

#

i just wanted to know how

late vine
#

I don’t use the archive since it has glitchy rain

late vine
#

Only reLIGHT

late vine
subtle flame
#

So he uses the archives to bring in stuff into PT but uses xl files to delete the fake lights right?

gentle haven
#

can't check the archive right now though

#

I am not on an device which supports wolvenkit right now

late vine
#

it is glitchy with rain

gentle haven
subtle flame
#

yeah its just the rain file though

gentle haven
#

elaborate

late vine
#

he probably means everything else is probably fine

subtle flame
#

His rain is based of Sousine's rain mod which has the same problem

gentle haven
#

i don't know never tried it

late vine
agile zenith
subtle flame
late vine
late vine
#

he based it on sousine’s old version

gentle haven
#

Do you have more knowledge of .ent's? @agile zenith

subtle flame
#

Sousine had a bunch of people testing on GudMods discord to diagnose the problem

agile zenith
late vine
#

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

subtle flame
gentle haven
late vine
agile zenith
agile zenith
#

but i spend quite a few hours analysing gits weather, streaming sectors etc

gentle haven
#
      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)
gentle haven
agile zenith
#

nothing besides looking into them and realising they use the added streaming sector files within the gits archive

subtle flame
agile zenith
#

that is what i did 😄

#

and weather probability rebalance

#

o and nova lut

late vine
late vine
#

what happens if you use just the xl files?

#

does it have fixes on its own or ?

agile zenith
#

i doubt everything will light up

late vine
#

yeah because it can’t access the archive, but does it do anything just on its own?

agile zenith
subtle flame
late vine
#

I deleted them

subtle flame
#

Got it thanks

agile zenith
gentle haven
subtle flame
subtle flame
#

I'll probably look into it later but I just want to play the game for once instead of testing mods lol

gentle haven
#

I like diagnosing things more than playing the game

subtle flame
#

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

late vine
#

I am on my 4th playthrough

gentle haven
late vine
#

Some weeks I end up testing the whole time, the other times I just can’t be bothered

subtle flame
#

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

late vine
#

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 😭😭

gentle haven
late vine
#

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

late vine
subtle flame
#

SHARC PT RIS brainrot lmao

late vine
gentle haven
agile zenith
gentle haven
late vine
#

This game got me reading Nvidia research papers 😭

gentle haven
subtle flame
#

Getting distracted for 2 hours halfway during a mission to make sure the PT scene lighting is okay

late vine
#

ReGIR, ReSTIR, SHARC like bro

gentle haven
late vine
#

Sometimes I literally stop in the middle of a story missing and I am like “hold up, is that light casting properly?”

gaunt hinge
#

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

late vine
subtle flame
#

Takes 50 comparison screenshots with different PT settings and mod combinations

gentle haven
late vine
late vine
#

We all are the same

late vine
#

I am looking at reflections and shit

#

To see if cyberpunk did it right

#

could this be autism? 😭

agile zenith
agile zenith
#

just a matter of how many boxes you tick

#

could be obsessive compulsive behaviour too

#

which kinda overlaps with autism

late vine
#

every time I play I do this

agile zenith
#

haha

late vine
#

Even if I changed nothing from last time

#

I blame bugs like Ultra+ resetting my settings on its own

agile zenith
#

touching grass is a meme, but it does help to avoid these things 😉

late vine
agile zenith
#

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

gentle haven
gentle haven
late vine
#

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

agile zenith
gentle haven
#

I have been informed expansively

#

But i do not believe that is autism

#

atleast not only that

gaunt hinge
subtle flame
#

BTW is there any issue using GITS with 2.12? It says 2.11 only on the mod page

gentle haven
#

if there are more symptoms it may be righ

agile zenith
gaunt hinge
late vine
#

Why are you not casting shadows

gaunt hinge
#

lmao

gentle haven
#

Mo2 causing issues?

gentle haven
#

is that dogtown?

late vine
#

ye

subtle flame
gentle haven
late vine
#

I am curious what you guy’s average VRAM Usage is during play

gaunt hinge
#

is it a VRAM issue? i have a 4090

agile zenith
gentle haven
#

on an 12gig card

subtle flame
#

Use all of my 12 gigs on my 4070 ti 😦

#

Thankfully no stutters

late vine
subtle flame
#

When using PT

agile zenith
# gaunt hinge

yeh don't use this one, unless you like massive stutters

#

or maybe use it on a completely new save with no other mods

gaunt hinge
#

i dont min the stutters. i think the tradeoff is worth it since i only use the texture mod, really

agile zenith
gaunt hinge
#

but yeah you're right it was mod organizer making it not work

#

which is weird

late vine
#

I am already cpu limited lmao

subtle flame
agile zenith
late vine
#

My 4090 never goes past 94-95% usage with a 5800x3D

#

I need a better CPU

agile zenith
late vine
#

On youtube I saw that 7800x3D is almost a 10 fps improvement over 5800x3D even at 4k

#

for cyberpunk PT

late vine
agile zenith
gaunt hinge
#

okay now im getting

subtle flame
#

I have a 7800X3D but I am usually VRAM bottlenecked when playing heavily modded games because of my 12GB 4070 Ti 😭

late vine
#

Yeah modding is the real VRAM killer

gentle haven
subtle flame
#

Nothing matters more than VRAM on modded Bethesda games

gentle haven
agile zenith
late vine
gentle haven
#

i know that issue

#

@gaunt hinge do you have renodx installed

gaunt hinge
#

hmmm

#

yes

#

its when i hava gamma correction set to alwyas im noticing

gentle haven
#

Yeah that one breaks

#

I have noticed that too

gaunt hinge
#

it wasnt breaking before, that's so strange

late vine
#

I also don’t use RenoDX, I prefer the ACES Tonemapper with some tweaks

agile zenith
subtle flame
#

Yeah use menu only and LUT correction to fix some some of the raised blacks instead

gentle haven
late vine
gentle haven
late vine
#

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

gaunt hinge
#

we're using PTNext and Insane, yeah?

late vine
#

ye

#

I found it to be the best looking one

gaunt hinge
#

also performs really well

subtle flame
#

Are you using the latest Ultra+ from github?

late vine
subtle flame
#

Or beta 9 from Nexus

late vine
gaunt hinge
#

im personally using the one from the nexus, should check out the github

late vine
#

nexus beta is the stable version

#

github is more experimental

subtle flame
#

I think GitHub has some issues for now

gentle haven
#

There were some issues with beta10

subtle flame
#

Read a little up from earlier

gaunt hinge
#

word

subtle flame
#

yeah

gaunt hinge
#

thank you!

late vine
#

Guys you think 5800x3D would bottleneck a 5090?

#

I wanna upgrade but I don't have money to build an entirely new pc

subtle flame
#

Honestly maybe with how much simulation games are getting in next gen games

late vine
#

I am thinking of selling the 4090 and upgrading to 5090 if it is like 50% faster

gaunt hinge
#

if the rumors are true that its 2.5x stronger in RT, ill honestly

#

probably just upgrade to a 5080

subtle flame
#

Especially huge modlists and upcoming PC-centric games

late vine
#

only cyberpunk mainly

gaunt hinge
#

yeeeah. that's true

late vine
#

We are sooo held back by consoles and AMD

subtle flame
#

Like the Star Citizen campaign that is coming out is probably gonna hammer the CPU wayyy more the the GPU

gaunt hinge
#

in warcraft, im hesitant to kick it on but like. warcraft is CPU primarily

subtle flame
gaunt hinge
#

and its only shadow anyway

late vine
#

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

gentle haven
#

How do you have so much money

gaunt hinge
#

lmao

late vine
subtle flame
late vine
#

I am an engineer

subtle flame
#

I'll probably pick up a 5080 later this year for better PT and more VRAM

late vine
#

If 5080 is even 20% faster than a 4090

#

would be huge

gaunt hinge
#

i mean. im going for a 9800X3D, tbh

#

im hoping they don't wat to drop them this time

late vine
subtle flame
#

I am fully expecting that SC campaign to be CPU perf nightmare at release

gaunt hinge
#

i thinkkkk the next desktop line is the 9000 series?

#

yeah it will be

late vine
agile zenith
#

i am waiting on the AI Tensor powered 6969, so i can pair it with the intel 4.20 Thz flux capacitor

subtle flame
#

Well with the single player campaign you won't have to mess with multiplayer stuff hogging the CPU

late vine
gentle haven
late vine
#

literally the only reason I changed to AMD for CPU

subtle flame
late vine
#

oh for sure

#

never goes above 80 watts during gaming

subtle flame
#

Running it in my tiny ITX case

#

yeah

late vine
#

But I wish AMD got its shit together with GPUs man

#

their strongest $1000 GPU trading blows with a 4060Ti in Path Tracing

subtle flame
#

Intel will before AMD does, trust. Just look at their AI and RT performance already

late vine
#

I think so too

gentle haven
#

Before all of this happens we are first gonna need more pt games

late vine
#

We need the competition because 5090 is for sure gonna be $1800-2000 at this rate

subtle flame
#

XESS > FSR any day + better RT

#

Intel is gonna release their new gen of cards soon too

late vine
subtle flame
#

Its just gonna take a while before they compete at the high-end

late vine
subtle flame
#

They have $ to dump for "Next Gen" PC features like PT

late vine
#

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

subtle flame
#

When AMD sponsors a title it means mediocre RT or no RT at all in 2024 💀

late vine
#

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"

late vine
#

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

subtle flame
#

Yeah with tons of baked lighting too

late vine
#

with static environments and lighting since there is no day/night cycle

#

And you will see people saying it is more impressive than cyberpunk

subtle flame
#

Honestly RTX Remix is gonna be huge for the classics when more of those mods start to release

late vine
#

yeahh

#

anyways i am gonna play the game a little now, nice chat

gaunt hinge
#

the half life 2 RTX remaster im excited for

subtle flame
#

Portal has better PT than Alan Wake 💀

subtle flame
gaunt hinge
#

something about this looks

late vine
gaunt hinge
#

off

#

lmao

subtle flame
late vine
#

I had this with Alt sex scene

#

she was black

#

I thought I was tripping

gentle haven
late vine
#

I had to look up on youtube to see whether she was white or black

late vine
#

I forgot lmao

#

I didn't know if it was the PT acting up

gaunt hinge
#

somethikng was off with the settings, there we go

#

LMAO

#

i had to hit PTnexdt again

late vine
gaunt hinge
#

hes no longer plastic its okay

late vine
gaunt hinge
#

god please

#

i do love that man

late vine
#

Replaying PL right now

#

gonna get back to it

#

see ya guys

gaunt hinge
#

have funnnnn

gentle haven
agile zenith
# gaunt hinge god please

you can use AMM to swap the models from one character to another, so romance river and swap his apearance to reed's

gentle haven
minor smelt
# subtle flame Portal has better PT than Alan Wake 💀

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.

hybrid violet
#

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

gentle haven
hybrid violet
#

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

late vine
minor smelt
late vine
# minor smelt Doesn't Alan Wake actually feature more complex geometry? And doesn't Cyberpunk ...

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

minor smelt
#

No, I meant the complexity of objects themselves.

minor smelt
#

In Cyberpunk I meant

late vine
#

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

minor smelt
minor smelt
late vine
#

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

minor smelt
#

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

late vine
#

I agree

minor smelt
late vine
#

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

minor smelt
minor smelt
late vine
#

Frame Gen on

#

Outside of Dogtown and city center it is basically 70-80+ fps

gentle haven
minor smelt
#

so, are your FPS-numbers then with or without FG?

late vine
minor smelt
late vine
#

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

late vine
#

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

minor smelt
minor smelt
#

But very good that for beast-hardware like yours and mine, mods are available to unlock its full potential

minor smelt
#

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

late vine
late vine
# minor smelt Both AMD and Nvidia themselves have stated that FG works best at 60+ FPS; then i...

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

minor smelt
#

If it is in practice for users depends on opinions

agile zenith
#

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

IGN

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...

▶ Play video
agile zenith
#

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

minor smelt
#

But what you describe is more of a Instagram filter...

#

And do you know how heavy it is too run an AI locally?

agile zenith
#

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

gentle haven
agile zenith
#

compared to a 400+ watts gpu they sip power

minor smelt
#

AI currently makes many assumptions and errors and cannot really interpret things. So, probably will be unusable for your named purpose for many years

agile zenith
minor smelt
agile zenith
minor smelt
agile zenith
#

their main business is AI now

minor smelt
agile zenith
#

even china is trying to gobble up every consumer 4090 they can get their hands on for ai

minor smelt
#

I meant AI -dedicated hardware, not the specific accelerators in their GPUs

minor smelt
agile zenith
#

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

minor smelt
minor smelt
#

In my opinion at least

agile zenith
#

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

minor smelt
agile zenith
# minor smelt Hope it will be within a few GPU generations, but could also be more, who knows ...

❤️ 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...

▶ Play video
#

like these things already run on current gpu's

#

stamped

gentle haven
#

For the holograms he just added a light

#

I don't understand where the streaming sectors are being loaded

agile zenith
#

that would be your best bet, if you can find some helpful people that is

#

though sammi said she might look into it too

gentle haven
#

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

agile zenith
#

ignore the windshields those are for different things

gentle haven
#

What do you mean

agile zenith
#

they are for actual 3d glass + some reflections

gentle haven
agile zenith
#

you where looking to make things be affected by pathtracing

gentle haven
#

I was just seeing if that trick can be used to do that

late vine
#

You will be the GOAT if you manage to start moving assets into the PT space.

gentle haven
#

"useInGI": 0, there is also this toggle in the assets

#

don't know what it does

late vine
#

use in global illumination

#

probably moves them into PT if enabled

gentle haven
#

imma see with folliage

agile zenith
#

i think analysing this mod will be better

gentle haven
#

But i will check

late vine
#

check if it works

#

dunno tho, I couldn't do it

gentle haven
late vine
#

But should be simple enough for someone more knowledgable

gentle haven
#

I don't even know where folliage is located

#

I am just comparing things and looking in the archives

gritty geode
gritty geode
gritty geode
gritty geode
gritty geode
gritty geode
# agile zenith I think the future of gaming, both "pathtracing" and a lot of physics will be do...

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.

agile zenith
gentle haven
gritty geode
#

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

gentle haven
gritty geode
#

(maybe GI?)

agile zenith
#

these things get altered too

gentle haven
agile zenith
#

souisines work

gritty geode
gentle haven
#

You can just use a tool to see the changes

agile zenith
#

dont ask me man, i am a complete novice

gentle haven
agile zenith
#

i knokw manualenhancer is pretty knowledable in jsons

gritty geode
#

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

gentle haven
gritty geode
#

hmm

gentle haven
#

And also don't know if you can export entire assets

gritty geode
gentle haven
#

I just exported the components

gritty geode
#

@jade ridge do you know this stuff? wtf are we doing?