#▫️Cyberpunk 2077 Ultra+ 2.13 Patch Patch Patch Patch
1 messages · Page 5 of 1
i only just noticed i accidentally selected 2 different meshes, so the lodbonemask and material entities might be the same
Oh
thats the mod the meshes are from
I just compared the vanilla asset from the modded version, they are identical besides the "castsRayTracedShadowsFromOriginalGeometry" checkbox
Don't think that will fix other items though
You can
even if you want to you can export the entire game as a json Edit: it creates every item as a seperate json
@gritty geode
i wouldn't say i WANT to 😂
You can also import them
So that will be easy
just need to figure out what setting works
i suppose we could export everything, make a script that looks for anything that doesn't have castsRayTracedShadowsFromOriginalGeometry set, and deletes everything that does, so we can see what's... not... shadowing
i guess my next question is with this method, what happens if we turn off RayTracing/EnableGlobalShadow
"useraytracingshadowlodbias" any idea what that might mean?
"castsRayTracedShadowsFromOriginalGeometry": 0, Taken from serriola_dry.mesh which i believe is badlands grass
it seems to be turned off, so that might indeed fix it
Glass panels also seem to be seperate meshes
From the vending machines
welp here goes nothing
adding all of cyberpunk into a project and seeing if i can export it
So we can check
Wolvenkit does not seem to like
wk has a command line too
oh
these are some vending machines edited, burito, v's appartment, lina's appartment
damn, did you go through each one seperatly?
just searched for vending, arranged by meshes, looked though a few, and added those for editing, edited and packed
ah okay
Wk is still adding to project
Don't think it is gonna work like this
kinda hard to tell what / where these are
i think that is the back of a vending machine
taht is what it looks like
its the front actually
oh
you can rotate them, they are just meshes
UHM
yes that is what you get when using to many files at once, its a pita
gotta just wait it out
i am
#1224890336833179749 message sojasil is included
It just does not like what i am doing
sojasil?
You gonna test?
yeh but v's appartment
Was there anything there not properly casting shadows?
why would it do it properly if the thing isnt enabled?
dunno
But you kinda have to notice a difference to know if it works🤣
burritos 😂. critical improvements
i have to post this to psiberx 😂
uhm it is going over my spotify
quick, release path traced burritos mod. we'll be famous on the internet 😂
YAYA
fine by me
it could take several hours tbh
uh oh
It did a thing
Stuff is moving
idk tho. hogwarts took a few hours to unpack
they have some amazing devs on wk
difference smifference
street lights flicker outside
@minor smelt is there any way i can pin things to this thread?
hahaha
"what have i gotten myself into" 😂
that is indeed what i am asking
It is going through vents now
are you just exporting the json?
how much drive free space do you have
That has to be done befor i can export
Massive gains, big improvement i rate 10/10
uhm it is filling my c drive
Uh oh
that might be a problem
It is starting to break
Yep
My drive is full
crap
okay
we assign more space to c and try again
Does it use more space than cyberpunk though
Because it is unpacked
sort of
bump
nothing is loading not even the default folders
I borke it
there we go again
It died
i have files now which i do not know the location of
usefull
yes it will use a lot more
if it's unpacking Oodle textures, their compression is insane
what r u bumpink?
somewhere in appdata I presume
yep found it
here but cant find the actual files
Who made wolvenkit?
nvm
psiberx and several others
That is not wolvekit
you should be able to set the export path in its preferences ?
Ah, i was asking for the appdata folder
that is actualy really smart
okay not in appdata
math is not mathing
i click one folder it says 100 gigs and then i look in the following folders and its just gone
@gritty geode could you try that nicola thing again with this mod?
the Nikola vending machine?
didn't find the files just found something else big
I can't rn I'm sorry 😭 I can later
this vending machine, on that location
the only thing I did was untick force all shadows and force global shadows
okay gonna try again but only with meshes this time
where is that location?
right out front of H8
seems like switchy in ultra plus debug
Here goes nothing 2.0
log going beserk again
if you have U+ beta installed it's in the debug panel, if not you can do `GameOptions.SetBool("RayTracing","EnableGlobalShadow",false)
and maybe GameOptions.SetBool("Editor/RTXDI","ForceAllShadows",false) 🤔 ... i'm not really sure what that's doing, but surely it's "fake shadows"
it is still broken
it says they are imported but it is not responding
My drive survived this time
also just visited that location, and that is a separate mesh, not included in the file
i don't have any time now to make a new one, i gotta go sleep soon
I already thought so, it looks like the glass is seperate
if the export of the meshes works, we should be able to easily fix all of them
other solution is that we look for the broken ones and do them manually
goodnight
That is a lot of meshes
Don't think exporting everything is going to work
meshes also become huge
it is gonna have to go the manual way
Did you see that path traced pizza mod? It's glorious
we did a thing
I don't know why you thought exporting the entirety of game files on a disk as small as 240 GB was a good idea 😭
I did not expect it to go on c
I was hoping it would export on D
Btw you know where i could find ficus trees?
no clue lmao
I am gonna sleep in a minute I just dropped in to see if there are any updates
goodnight man
i wonder if it does anything
I know i adjusted this tree
actually
It seems to be casting shadows on itself
We are gonna have to null the wind like cyanide did it seems
or
I could see what happens if i delete the submesh
it works differently than clothing it seems
It seems it works
Somewhat
Don't know how to get rid of black mesh
Gonna do some testing tomorrow
I am going to sleep now
Bye bye
Nvidias approach is commercially genius, but technically dumb. the smartest way to do AI is with analog chips that store neuronal weights as voltages. trying to store and calculate weights digitally is expensive, but doing it in the analog domain is cheap (multiplying and dividing many voltages is virtually instant). groq (not grok) makes chips that are 15x faster than Nvidias newest Blackwell at large language models because they're designed for AI vs Nvidias adapted GPUs. Nvidias approach is technically dumb.
BUT, their technology is ready now, and can be scaled now, and your stuff will run on it without having to make changes. this gives them a huge commercial advantage.
nn 😊
yes that's the mesh deform bug. it happens on cloth as well I think. I wonder if it happens with global shadows disabled
the tree looks nice though 😊
back to work for me
good work guys 😊
Can't sleep, but that screenshot was with global shadow disabled
But there might yet be a way to keep the wind and get rid of the black mesh
true. rrgghh why don't they fix it
how do these things not bother them?
do they have no OCD people there
tears clothes
yes 😭
?
Just play the game and any issue you encounter, pretend it is a visual glitch in V’s cyberware due to the relic malfunction
Works 100% of the time
It worked for me
lmao
The game is really fun once I stop focusing on the very smallest details
In that case the relic would be one hell of a drug
I mean the worst bugs I get are some black shadows on trees
Close enough
There was this mission though, where the entire world didn’t load
Had to reload my save twice
That's what i mean
and this bar in dogtown, where nothing smaller than a chair casts any shadows
In any mode
PT 2.0/2.1/Next
Hmmm, are those other meshes?
Gonna have to look into that
Dogtown has way more of the same issues that the vanilla has probably because most of my mods were made before Phantom Liberty was even announced
So most of my visual improvements from mods don’t apply to dogtown
Anyways I was gonna sleep like 2 hours ago lmao
that’s enough for today
good night
Good night
It is strange though they look like the default debris that rt debris should fix
Welp
I should go too
oh I think I know the one
yes that's a vanilla bug too
yes, and yet I've seen the lack of shadows reported from before U+ 
yeh so i made 2 different mods, one with cast rays, and one with cast rays + the lodbias switch, both had no effect, im kinda done shooting a shotgun at a thing and hoping it works, because i lack the required knowledge to actually fix it. So this is kind of fruitless. Would be nice if it where this easy though.
just in case anyone else wants to try their luck, im fairly sure this is the mesh
GameOptions.SetBool("RayTracing","EnableGlobalShadow",false) im fairly sure all shadows visible with this setting are rasterised
perhaps... why do vending machines mostly not appear in reflections then either (with SSR off)
it does *look* like a shadow map
idk but when you put in that console command, the shadow angles change too i think
honestly i don't mind putting in some work trial and erroring, but this already took me 2 hours or so, just shooting stuff at the wall hoping something sticks, not really knowing what to do. So that is a rabbithole i rather not venture with this little background knowledge
fair enough! 😊
That sucks
this doesnt mean that the method doesnt work btw, like i said not really knowing how this all works/lacking info to even be able to judge it
Did you modify the panel?
Because with a lot of vending machines that is a different mesh
And the vending machine itself seems to be casting shadows correctly
there are 12 vending machines that look like it, many panels that look like it, there is an island mesh individual meshes etc, i think i edited ~50 or so that looked like candidates that might work, but in between restarting crashing, and not even knowing if this is the right aproach im kinda done trying tbh, there are like a quintillion different parameters that can/need to be triggered, or setting them might break things, i am way out of my depths here
I understand your frustration
But you can check the asset name with redhottools
Then see if it is ajusted
sorry I didn't say this earlier
Maybe we should compare the parameters of an already PT asset to a non-PT asset
See what is different
Is there an asset which we know for a fact that it is included in PT? @gritty geode
We do know that it might decrease performance, right?
usefull
wait, rasterized, so not rt?
Vending machines are magical beings which only exist within the screen space realm
Guys does anybody know if the improved ads draw distance is still not working with Ultra+?
I don't think it was neceserally not working with ultra+ i believe it was just not working properly in general
i guess this was the issue
combined with this not being said first
Alright thanks
unless anyone wants to correct me ofcourse
I downloaded it, gonna test
worked for me last time i tried it
where on earlier versions it broke it, where if you where in normal lod 0 range the object would not be there, but it would still render in full lod 0 while being further away
hiya
Btw has there been any progress on the CET front?
same it worked for me too
Btw I tested reLIGHT in combination with Ultra+
no archives
just the xl files
then I checked the logs
very few errors actually
[error] |WorldStreaming| ##reLIGHTdeFOG.xl: Sector "base\worlds\03_night_city_compiled\default\ep1\exterior_-9_13_0_1.streamingsector" doesn't exist
things like this
[error] |WorldStreaming| ##reLIGHTenvCLEANER.xl: The node #417 has type worldStaticParticleNode, but the mod expects worldTriggerAreaNode.
and this
nothing else
only with cleaner and fog there are a couple errors in 2 hours of normal playing
that is indeed a part which is only included in the archive which the xl file is requesting
but if it doesn't exist that means it just behaves like vanilla right?
or
the mod doesn't do anything to that part
because I didn't notice any issues whatsoever
for this one he might just have gotten the node number wrong
it should
Archivexl should skip it if it is not correct
Yeah that is good
It is much fewer errors than I expected
I don't like the archive because it has shit ton of bugs
it was only like 6 streamingsectors that were replaced
i believe
Yeah I am fine with that
if he made a separate archive JUST for relight I would use it
until then, I will take what I can get
i don't think it is that easy
I mean it could be the same archive but remove the stuff about weather, rain, sun brightness etc
Yeah, but i don't think env's would work anymore then
right now, you are forced to use those tweaks if you wanna use the archive even just for relight
I believe it integrates with the env
ah okay then
anyways my point was to confirm that reLIGHT.xl files without the archive works just fine 90% of the time
in case anyone doesn't want the other changes that come with the whole archive
no errors does not mean relight is working fully
there is parts missing
well yeah but worst case it just behaves like vanilla
and some stuff is skipped
some fixes better than no fixes
true
But without the archive i guess it is leaning more towards no fixes
i wonder where BabaBooey88 went though
he seems to still log into nexus
I think there is just a base archive for relight, there is no need for the full GITS archive, unless you were already talking about that light version one
its not neceseraly going to crash the game, its just that parts of what he did don't work or dont work as intended
Yeah I was already talking about the most basic one. I am not interested in anything except reLight from his mod. I don’t like LUTs or anything that changes default weather or anything changing the colors etc. I am only interested in more accurate path tracing
@agile zenith Could you explain?
The vending machine is one mesh called vending_machine_o_nicola_mproxy
It was not what you did
now to see if it fixed it
nope
i did that one too
its called island
look in that last file and you'll see it
last file?
this one?
i already removed all files from my pc
yes
but you did not modify the mesh
if you say so
idk man i gave up
I am just brute forcing it
nope
did not work
shit
ITS ONE SIDED
THAT IS THE ISSUE
It does cast shadows
the material for the screen is just one sided
That explains this line
hmmmm
How does one fix that
God only sosuine know that as far as i know
might not only be the screen
btw the hair patch does not even use that setting
uhm
That is a lot of changes for one hair
The one from sosuines mod + vanilla for those who want to reverse engineer it
My guess is we can fix it by recreating this
good morning
the only thing I can think of is the walls in the afterlife, by turning off SSR blending and seeing what's still reflected
I haven't had a chance to work on the U+ CET yet. I think the main thing that needs to happen is to use Detector() to check when the player is in game. I might be able to take a break off work today for an hour and do it
sorry I'm slow, I'm the ceo and it's a really critical time right now 🤪
don't worry about it
hmm. well given what we know what would bringing these assets into PT achieve... proper reflections... the few meshes that don't have shadows (the bar in Dogtown)
I'm worried about what Rem said, that disabling global shadow gives raster shadows
what I don't understand is how can they do path tracing without shadows??
that goes against everything I've read
Raster shadows are known for being sharp right?
Then why would the raster shadows cause the vending machine shadows to be incomplete
which is how they look on trees when we turn off global shadow
I think maybe as you say because it's not considering 1-sided materials?
hmm
which brings me back to the first question ... how tf can you even disable only shadows in a path traced scene?
wtf have they done
Break quite literally every law of physics
my original thought in doing this was ... well if some stuff isn't in the PT scene and causing inconsistencies, let's see if we can bring it into the PT scene
optimizations likely to make it actually performant?
now i just have more questions
but this is the thing... the whole point of path tracing is everything can be done at once, instead of as multilayer raytracing
so if they're doing path tracing AND multilayer, it has to cost more
Does raster normally decrease quality after 1 meter?
the most performant is doing just a single path tracing
or, in the case of separate DI and GI, doing 2 stages of path tracing
but doing 2 stages of path tracing ... and fake lighting, and fake shadows ... is insane
and fake reflections
no... it depends on the resolution
Maybe it isn't true full PT, so actually more of a hybrid approach like in AW2
That is what it is doing with global shadows off currently
it depends a lot on the engine
deferred raster shadows can look almost identical to ray traced shadows
it seems to be
and it's different outdoors vs indoors, too
Yes, then it is wise to not trace that aspect at all right and just use the rasterized version. That's at least how some aspects of AW2 work to keep performance up
i just don't know how you can trace a scenes bounces but not the shadows... since a shadow is just a lack of bounces
currently what it is doing with global shadows disabled
and i can't see how it's not less performant to do path tracing AND stuff
yes. that does look like raster
well shit
it doesn't mean it is
but i just don't see how it can be path traced
you can't do path tracing without shadows
so disabling global shadows disables rt shadows
i think so
Maybe else it uses just rt shadows, so it kind of just switches between the two
that sucks
if it has no shadows without adding RT multilayer shadows, that means it has no PT light either
which means the sun isn't path traced
It's more full RT then PT
yes basically RT with PT bounce lighting from emissives and specific objects
when you're indoors, local lights are used, which are path traced
but not outdoors
welp, then i don't know how to fix it
what it means is there is actually not very much difference between RT+PT and PT
the difference is ambient occlusion... because AO is broken in RT on CP
Krush added Complete RT to RT+PT, and guess what, it looks like full PT https://imgsli.com/MjU3NzY1
cdpr just lazy
rrrhh
i wonder what RT+PT looks like with AO working
i'm guessing basically indistinguisable from PT
probably like PT
yeah
just 20 fps faster
big upgrade
You could try with ssao reshade.
dunno
annoying, it should be so easily fixable
But if it were to be something like rtpt then why would it be ghosting
it makes no sense
hmmm
cubies are supposed to be decalled wall
ah
The cubies are the reflective parts
so that also happens cheaty
ah
the reflective parts are the actual wall showing
the rest is an overlay
the actual wall
The overlay becomes dark
When not in screen space
Dont think it is fixable
I tried RT+PT and I am sorry but it is nowhere close to actual PT in scenes where differences are more easily visible than the example you gave
I think Cyberpunk is still doing PT, just not fully and uses some tricks
The sun is also path traced, do we even need proof of it? There is a massive difference between PT and RT or RT+PT
I still think it is simply some objects not being in the PT space
If it was raster shadows, then there is no explanation for one object casting shadows from the light source, but the EXACT same object 2 meters to the left casts no shadows from the same light source
The light is path traced and the non-shadow-casting object is not interacting with the PT space
but idk, maybe I am wrong. I mean I would love to gain an extra 20 fps while the game looks the same
But the fps cost is there for a reason. I can million percent guarantee if we managed to create a mixed RT+PT mode or whatever that fully or at least 98% matches the Path Tracing with ReSTIR and ReGIR and all that stuff, then the fps cost would probably end up similar.
I mean the devs worked with Nvidia engineers themselves for at least a year or more on Path Tracing and it had been in constant development since before Patch 1.62 all the way till a month or so ago. If there was really a way to gain free 20 fps while keeping visuals the same, I am sure they would have implemented it by now.
Especially considering how they were not afraid to use tricks to save on performance as we can see.
To be honest even if we did somehow manage to make this game into pure Path Tracing with no tricks, I doubt it would be even remotely playable on a 4090 if you want to play at the same resolution. We will probably have to wait minimum another 4-5 years before pure blender levels of Path Tracing is playable in real time on consumer PCs.
no that's not how it works... if we can switch shadows between RT and raster while it's doing "path tracing", then it's not true path tracing
of course i don't know what they've done, though. but the fastest way to do path tracing with ReSTIR or ReGIR is to only do those methods, and not have to compute other things (shadows reflections)
but i think the highest probability is it can't be changed or fixed without changing their internal PT / RT shaders
the fact that tree shadows don't move with global shadow is a big problem... it tells us there is definitely a separate scene constructed for the shadows
- in one scene, the mesh deform (trees moving due to wind) is traced for lighting on the tree itself
- in another scene, the mesh (without deform / wind) is traced for the shadow
this is the whole problem PT is trying to avoid
in full PT you don't have separate deferred rendering or scenes. it's just one scene that's traced. cyberpunk is tracing multiple times... granted it seems to be doing it "fairly efficiently" due to some trickery, but in theory pure path tracing will be faster
Yeah I understand that. I thought it was obvious from the very beginning that it was not completely pure Path Tracing. You could see some reflections or reflection details disappearing outside screen space all the way back when they first introduced PT more than a year ago
I didn’t know we were planning to turn the game into full no-compromises PT
but yes obviously it would be faster if everything was 100% in PT space and no raster was involved
The tracing is done against the simplified BVH representation, they can just toggle the animation for certain effects to save performance
yes but this is my point, in full PT I don't believe there is a separate BVH. not that I've seen in any papers, or Zyanide' site anyway
You could still use a BVH to save performance because it's not like full triangle accuracy is needed for most things.
Full "proper" PT just would be computing all the effects in one go
But ReSTIR is an algorithm for diffuse lighting only
i think the "global" part is refering purely to sun/moon light in CPK , also there is raytraced ssao shadows somehow to.
But if I remember correctly, it is possible to use a simpler BVH
It doesn’t have to be separate
ReSTIR is not just GI. ReSTIR DI also exists
i think these tricks are used because the pathtraced lighting just doesn't deliver enough luminance. So they make the eye's "glow" in some situations, because other wise they are insanely under exposed. I also think that just relying on pathtraced lighting in a lot of situation where there isn't enough light just leaves your character like a sparkly mess.
yes, but lights aside they also did not integrate the decals properly
Diffuse lighting is everything that's not reflections
oh my bad I thought you meant global illumination
i don't think its about the performance persee, just artistic design. If they build the game up using path tracing only they likely didn't have to use this many hacks. Or tweak the roughness factor of bounces in such a way that it actually properly exposes scenes
I was literally JUST about to type this lmao. It could also be simply that they just designed the game almost half a decade before PT was implemented
i think ssr carries color better than the pathtracer used, they likely wanted those panels to "pop" more
But the pathtracer is completely ignoring any decal which causes very strange reflections
Aren't those transparent geometry?
What, decals?
i know, but they likely had a good reason for it, just like they use level 1 lod for reflections instead of level 0
Goddamnit they do that too??
they use the same hack on a lot of transparent objects, ssr only on those glowing fishes for instant or some of the floating ads etc
I agree with you. I don’t mean to sound condescending or anything and the devs did cut unnecessary corners here and there, but the chances are, they cut most of these corners for a reason. I mean surely we aren’t going to be sitting here pretending we know better than Nvidia engineers and game’s own developers.
yeah, also has rasterization mixed in
and baked shadows/lighting in some places
player characters have a baked in shadow, that just rotates with your character, and can lag behind it for a sec on so lol
I think we can start complaining about it once we have hardware that doesn’t struggle to run it at Native 4k 30 fps even with all the tricks 😂
yeh that was my first thought too, i mean i like the ambition modders have, but you will have to do 2x the amount of work that a full team did for a year or 2
first to figure out how it works, then realise why they used these "hacks" and then doing it the proper way 😄
Hell, I would even pay money if someone actually managed to convert the game into full PT without any tricks or flaws
and then probably realising not even the 4090 can run it properly now
they dont use PT, inside the cars they are disabled, likely for playability reasons. but most glass reflects the surrounding perfectly fine
Yup, and there is a reason it is disabled inside cars. If you use the GITS mod and enable reflections inside, the game becomes unplayable if you drive in first person
OI
I do that
I like how it is more immersive but I ended up not using it because I drive fully in first person
I couldn’t see shit
I also do
the thing is, this is not realy how ray tracing works i think. You just have 2 rays per pixel that is shot though the viewport, and if it hits something it takes on a bit of that color, and the second hit too, that just gets shown as path traced image
Yeah but 2 rays per pixel is insanely low
Okay, but no crying over things we can't do
so in theory the pathtracer already does 100% effort
In 2.0, you can configure bounces and rays
4090 shits the bed with anything more than 3 bounces 3 rays at 4k DLSS Performance
You would need way more than that but the current hardware isn’t enough
3 bounces is not needed for most things
not in cpk no, but i think with a proper tracer, more is better
I would say 3-4 bounces is minimum lmao
Maybe not in cyberpunk yeah sure
But still 3 rays per pixel is very low at an internal resolution of 1080p
like my main issue is illumination, sunlight bounces 200X in real life, if not more
IT is really amazing what they can do
good luck with that
lights irl bounce an infinite number of times
lol with mirrors that still need to be invented sure 😄
I think with a proper path tracer, for example for rendering, 3-4 bounces is the bare minimum and optimally you want 6-7
no actual light rays keep bouncing
You do not need mirrors for bounces
more than that barely makes a visible difference
every material absorbs light though
Correct
at one point all the photons are simply gone
no they don’t otherwise there wouldn’t be any darkness?
Do you know of somewhere with absolute darkness?
An actual void
if you close the door, the lights keeps bouncing so it never turns dark after you turn of the light 😄
it will click in a minute i think
light loses energy from interactions
the ray still bounces
is it a ray or particle 😄
both
sorry is it a wave or particle
Both
idfk
Depends on the observer
is it space or time?
that question makes no sense
lmao
welp
Well, path tracers count light as a particle
since it would be easier to calculate than waves
and more precise
they are so biggoted, really
lmao
anyways I was in the middle of a story mission let me get back to it guys
ok
No they don't
That would make no sense
restir can do DI as well, in fact ReGIR (PTNext) is likely using ReSTIRDI + ReSTIRGI
yeh idk why it would be anything other than a ray
I think terms are being confused here
Alan Wake 2 never attempted to do DI with PT
because it is radiation
Light = radiation
Diffuse lighting is the technical term for everything that isn't glossy/specular reflections
OH NO
direct and indirect lighting are part of diffuse lighting
lights are photons, pathtracing = RAYtracing
photons act like particles AND waves 😄
Light is a sort of electromagnetic radiation
Look it up on google
and you will see
i had physics in school about 20 years ago 😄
PT algorithms don't physically simulate light, they simulate paths which are a good estimation
all the "jokes" i made before that you said made no sense where phicics related joke
We know
We're not just fission for laughs here.
I was mainly replying to the person who thought that PT simulates light as particles
oh, ok
in what way?
anyone knows why the gpu usage so low?
Maybe bottlenecked by vram
I have 24gb?
yes i know... my point is that ReSTIR can do all of it
how to check?
task manager
performance
gpu
if it is using shared memory it is using your normal ram
or hwinfo, and add it to riva tuner
light is exactly EMR ... but Olek is correct inside a computer we simulate it using only the Raytracing Equation
clocks are fine, ram is DDR4-3600 with a 5800x3D
hmm
Yeah, doing it as particles might be a little bit too difficult
for future reference:
ah
@shadow heath (restir doing specular http://www.zyanidelab.com/restir-gi-for-specular-bounces/)
I was about to go into cas and that sort of shit
thank you
The more recent ReSTIR PT which uses generalized resampled importance sampling (GRIS) can. But that is not what Cyberpunk got
anyway, i still don't know what cdpr have implemented... and many of the reflections are still there when blended SSR is turned off.. it's mostly that many meshes aren't actually in that frustum
no i know
we're on the same page
They could hypothetically update it to use that
restirPT has been discussed in here before
But they won't
yes but i think technical debt of their early hacks means it will cost too much
At this point it's more about Nvidia pushing it as the de-facto in their path tracing SDK for developers
if they'd fully implemented PT to start with, updating methods would be a lot easier
yes
I'm not sure whether they do
it was probably too late to implement for Cyberpunk since the paper was only published in July 2022
also idk if Remix uses Restir PT, I assume it does?
i just mean if they had initially implemented PT in v1.6x without hacking multilayer ... if they'd actually moved all assets into the PT frustum ... they would be able to upgrade as nvidia upgraded
for example nvidia released sharc and regir as fairly easy low-cost upgrades, but CDPR hasn't been able to implement them fully
this whole effort was pushed by Nvidia so you probably have to ask them more than CDPR
they announced they were ditching the engine for future projects even before the PT update was shown
so you have to presume the whole thing was pushed by Nvidia
yes.. that's what i assumed too
so they weren't doing this thing with longevity in mind
hopefully the next big PT game uses the latest stuff
so it's properly unified
i hope so too
no.. i also think it's pretty obvious nvidia helped them with 1.6x ... but not so much with later updates
idk i think we're going to see a lot of UE nanite + lumen for a while
UE5 can also use full path tracing, so maybe a pt mode?
hardware lumen is basically a raytracer that is usable by gpu's to do the pathtracing already, pretty stunning results too
oh can it?
i didn't think UE 5.3 did realtime PT
UE has been able to do non-realtime PT for a while
WAIT 5.4 IS OUT
we turned it on for hogwarts
https://dev.epicgames.com/documentation/en-us/unreal-engine/path-tracer-in-unreal-engine?application_version=5.3 yes its PT is not realtime
oh
Unreal Engine 5.3 vs 5.4 Lumen
Unreal Engine 5 JSFILMZ Mega Bundle Sale
Link: https://www.artstation.com/a/36209881
Leartes Entire Store link and use coupon code for discount JS30:
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@UnrealEngine #unrealengine5 #unrealengine #ue5 #lumen
EXCITING
i don't like this channel all that much, but he is always on top of things
nice
yay ue5
the difference between lumen + nanite isn't that much from real time path tracing tbh
interessting
i have noticed some issues
with lumen
even in unreal 4.27 in Hogwarts ... once we turned on RT skylight + RTGI, it looks very similar to full path traced
i wish we'd saved some comparison shots... i could do it again
of what?
Hogwarts Legacy with full path tracing vs raytraced skylight + GI + water etc.
Ultra+ for hogwarts comes very close to full path tracing
i have not played hogwarts legacy yet
also a recent UE5 commit made Nanite fully support skinned geometry
the base game doesn't look like this
i have noticed that
DAMn
that looks good
that was my first mod https://www.nexusmods.com/hogwartslegacy/mods/660
My whole family has played hogwarts just not me
but you can turn on full path tracing with a showflag command
And i was getting annoyed by ssr the whole time
it just takes like 2 minutes per frame 😂
damn
yes this turns on full RT reflections including RT water
raytraced water
it's all already in the engine idk why they didn't turn it on 😜
it is indeed very noticable
Most anoying part of ssr for me is the sides
yes, you can still see it even in this screenshot because i'm using blended SSR / RT
There's worse things, like UE5 developers shipping without Hardware Lumen because they forgot to check the box in the editor
In which case you cannot add it in any way
Happened with many games now
*cough* robocop
palworld did that i believe
Lords of the Fallen
sigh
ah, so almost all games do that
a big problem with UE is a lot of the default settings are just wrong
like stalling the CPU every 130MB, for example
how does that make sense when PCIe is GB/s
they have leftover defaults like that i don't think even Epic remember
it creates an artificial hammering effect in the streamer pipeline
BVH problems
To my knowledge not as simple as just a toggle if you also want it to be performant. And maybe they don't want to spend precious QA time on it
it is though
Just suport for software go poof
ah
that might be the issue
Wdym exactly?
Also, users tend to max out settings and then complain when they get bad performance. Maybe that's why they didn't implement it
Software Lumen is what requires lots of hacks to be performant, design considerations
I am talking about developers compiling the game with no support for it, so you can't even force it
SETTINGS GO BRRRRRRRT
I think it is done in that case for this reason
software lumen no longer works
but
Lumen does work with vr somehow
Without becoming unplayable
Main reason is that the games are developed with consoles in mind which are limited to Software if you want to get decent performance, they don't even take into consideration PC users who could benefit from the quality and performance of HW Lumen. At least on Nvidia GPUs HW Lumen can have slightly worse performance but with huge quality gains
idk with Robocop Rogue City hardware lumen was disabled in the shipped game but can be enabled with a command
That means they still compiled the game with HW Lumen
in the demo it didn't make any difference to performance, but in the shipped game it does apparently
right
If you can force it and it actually works then they merely didn't expose it to the user
There's a bunch of games that simply compiled with support for it disabled, so the shaders won't be there and you can't force it
yes people were saying it's slow and stuttery ... but if you disable the CPU stalling, configure the streamer properly, and enable hardware lumen, it play extremely well
Cuz aside from the general lower precision and artifacts, so much stuff is missing with SW Lumen like skinned geometry and so forth
It would be appropriate for a game with very naturalistic environments like RDR2
or the upcoming Kingdom Come 2
can get away with it in those environments
mm, idk the details about that stuff... in robocop it didn't make a visual difference
but when it comes down to it it's Epic's fault for not making it default
yes i agree
i didn't even know about those defaults
welp
that gon make shit run smoother
that reminds me yet again i'm supposed to provide feedback to them
i have too much on my plate lol
Am I the only one not excited by lumen? 😭
I am a path tracing purist and I think lumen looks very bad compared to PT
Hardware Lumen is a big improvement over Software lumen but still not even close to actual PT
It does
I mean look at this
Then look at THIS
and that is just reflections which is easy to do
What game is that?
Current full list of games supporting PT according to Nvidia
The game I showed is Desordre
Imma go check that out
Okay
Cheap it is
Gon buy that tomorrow
I desperately need more PT games
Desodre is 6 bucks
I played Alan Wake 2, 3 times not just because it was a great game but also because it looked good
Good graphics can make me replay a game lmao
Only game i replayed 3 times is prey
I am begging Rockstar to have PT for GTA 6 PC
banger
It is kinda crazy to think even PS6 version of GTA 6 won't even look as good as Cyberpunk with Path Tracing from today
Nvidia is widening the gap immensely between itself and any PC/console with an AMD GPU
Yeah, kinda sucks though
Had to switch to nvidia just because of that
I was always Nvidia but only 60/70 series
Switched to my first high end GPU just for Path Tracing
and from now on I think I will keep buying the 90 series
I had a 6750 and went to the 4070 super
They expensive as hell though
Yeah but my plan is, I secure a 5090, sell the 4090 right after for like 800-900 and it basically pays for half of the 5090
I would sell before the 5000 series release but you never know what kinda crazy stuff will happen and you might end up without a gpu
Yes, that is the exact problem
Also every 2 generations or so I can ask my work to pay me for the PC
because I use it for "work"
(it is extremely overpowered for what I do)
Me too
My pc cost me like 900 bucks because of that
Mine was like 1200 for a $3000 build
Damn
Idk where the industry is going tho
Nvidia is so far ahead
and I don't see the gap closing
The prices gonna skyrocket
Probably. which sucks
As soon as AMD starts catching up, they are gonna introduce Path Tracing 2.0 TM which looks 2x better and can only run on Nvidia while AMD gpus get 7 fps
Just like how they did with DLSS 3 then DLSS Ray Reconstruction
Yep
Nvidia gon go monopoly mode
I mean, monopoly is only bad if they get stagnant
but they are not like intel
they constantly are improving and pushing the industry forward
so aside from higher prices, it won't be that bad if they go full monopoly
It's only bad when monopoly
Because prices go vroooooom
Yes but people will have no other choice if they want gpu
Ah
Wait
Only ones that will be screwed are bitcoin farmers
Ha
The only ones that need gpus
Are people even using these gpus for bitcoin anymore
welp
Anyone knows the status of this mod currently?
Is there work being done behind the scenes?
I am curious about what is going to be the next improvement for PTNext (aside from bug fixes maybe)
I think only bugfixes can be done at this point
yeah I am fine with that
Aside from the bugs, PTNext is the best Cyberpunk has ever looked
Add some LOD and texture mods and it is gonna be the best looking game we will have until probably GTA 6
I don't even thing gta 6, would be able to top cp
Oh I know, the initial console versions will not even come close
The PC version could top it if it had PT
But the question remains if pc is gonna exist
but that is at least 2-3 years away
100% there is no way it won't
since there are no big AAA games with Path Tracing announced in the foreseeable future, I think Cyberpunk is all we got for the next few years
Probably
Which is not too bad because by then, RTX 6060 Ti will be probably be able to do 4k 60 fps Path Tracing for $500-600
beep boop
v4.0-beta11 (hopefully the last beta)
- This should fix the PTNext enabling / disabling. I haven't had a lot of time to test but it's been stable for me
- Disables global shadow in favour of global light for ALL PT modes (which also casts sun shadowss)... at the moment I believe "global light" is path traced global sun (or closer to) than global shadow, however this is highly experimental (hopefully the last experiment of the beta. Please let me know how it goes for you
- (Note, vegetation and cloth deforms still aren't tracked in the global light/shadow frustum, and some coloured translucent materials don't throw coloured light, which I completely don't understand how CDPR have managed this in what should be a single PT worldspace)
- Reduced sun shadow sharpness accordingly
- Added logging for entering/exiting game and disabling/enabling PTNext denoiser
- Separated modes into their own (internal) ini files for convenience
- Reduced intra-vehicle distance from 3.0 to 2.0 metres
- (Hopefully) fixed vegetation when using NRD
- Reduced rainmap batch size back to 1024 since apparently CDPR have fixed this issue in 2.12+
- Re-enabled shader execution reordering
- Reduced light grid size from 32 back to default (16)
- Increased local light batch size from 64 to 128 to prevent LL flickering
- Minor refactors and quality improvements
Amazing, thank you. Will do more testing tomorrow
Sure about the global shadow thing though? Last time I tested, Global Light with or without global shadow had a lot of issues with missing shadows
nope! completely unsure! 😂
and why light grid size reduced? did it have issues?
I had the grid size set to 64 and batch size 128 for experimenting and just left it there since I didn’t encounter issues
it's working great for me if it starts in that mode, and all shadows appear to be there, but i figure it's easy to revert, and if everyone says "this is amazing!" then we'll know, and if they say "this is terrible!" then we'll know! 😂
i have had some weird flickering issues, yes. but i think that's mostly due to the batch size being too low by default
i agree with 128 for that one. i don't think there's any advantage to splitting the light grid into 32 vs. 16... in which case i tend to stay with default values to avoid weird behaviours further down the pipeline
i think it's worthwhile actually benchmarking 16 vs 32 vs 64 on low and high end cards but i doubt it makes much difference
Wait does higher grid size mean… less grids?
I set it to 64 because I thought bigger number = must be better 😂
i believe it's just how many chunks the lighting is broken up in the deferred frustum view
haha, not always 😂
but i don't really know... that's what it is in UE from memory
alright I should have 3-4 hours to test this tomorrow. Will update
Mainly the global light
I have 3-4 save files at certain times of day in different locations that I had issues with
I will load them and see if it is better now
for future reference, I should disable global shadow, enable global light
and load the game with them setup like that
correct?
Also is there a fix for the Ultra+ CET panel not showing more than the first digit of the values?
you can also use AMM to change the time of day (under Tools) ... or weather etc
that's what i just tried loading in with, and it's what beta11 will do... tbh i didn't expect it to work but it seemed to work perfectly
oh can you give me a screenshot?
mine shows the whole values, how weird
it's these two values in ui.lua
Shizerek on nexus has done a big analysis of global light on vs off https://imgsli.com/MjU3MzA5/10/9
i don't think it's correctly enabling global light lol (beta11)
It seems that with Global Light ON foliage doesn't seem to be shadowed properly? Or is it technically more "correct" but I subjectively like foliage more with it off?
Gonna start testing the new beta in hopes of leaving RT+PT behind
it's looking way too bright for me... i'm wondering if foliage is rendered (and lit) separately, and global light is lighting it "again" ?
the brightness of foliage can be modified with these, but it's not doing anything live in-game (maybe it will if modified before loading)
Editor/Characters/RimEnhancement/Foliage/Foliage_SpecularCoefficient = 2.200000
Editor/Characters/RimEnhancement/Foliage/Foliage_FresnelCoefficient = 4.000000
Editor/Characters/RimEnhancement/Foliage/Foliage_ConstOffsetCoefficient = 0.000000
Editor/Characters/RimEnhancement_RayTracing/Foliage/Foliage_SpecularCoefficient = 2.200000
Editor/Characters/RimEnhancement_RayTracing/Foliage/Foliage_FresnelCoefficient = 2.500000
Editor/Characters/RimEnhancement_RayTracing/Foliage/Foliage_ConstOffsetCoefficient = 0.000000
Hmm maybe fixable with a change to the assets with an archive mod? I need to learn how to mod Cyberpunk so I can help haha. Maybe a good place to start is with Sosuine's Improved Vegetation LOD mod since he already has all the assets picked out and you would probably want to make a compatibility patch with it anyway since it is so popular.
Need to get his permission though
I'm gonna see what I can do
yes it's possible. i looked inside his vegetation LOD mod and can't even work out how it works 😂
oh it's okay to look and learn from existing mods... just not to publish anything
i've asked him a few questions in the digital dreams discord but i haven't seen him around the last weke
*week
Yeah of course. He is in the GudMods 5.0 discord mostly in the Cyberpunk section
It is basically HIS channel like this one is yours lmao
He spams out experimental mods and updates for people to test like a mad scientist 😂
yes, i don't go into gudmods
or rather, i left after getting tired of their childish crap
Yeah I'm just a lurker there mostly
v4.0-rc1
- Disabled global light (i can't fix it)
- Enabled global shadow
- Extended RT reflections to 8km for 'High'
- Minor performance and consistency fixes
that seems wise 😂
Just there for the mods since there are a lot of Witcher 3 exclusives there not on Nexus
yes that's what i went there for... for the witcher 1.32 RT shader mod (that i can never remember the name of 😭) lol
Lemme try out this new rc 😏
@gritty geode PTNext is so good now that it is a smooth experience to use 😩
Finally off of RT+PT since the other modes had too much ghosting for my liking
oh yay!
so rc1 is working okay?
Yeah so far. Unfortunate that global light didn't work out
Is RC1 replacing beta 11?
i knowww 😭
yes ... rc stands for release candidate
Yes it's already on Nexus too
i think it's basically 100% working (but tell me if it's not 😂 😭)
I'm just gonna "play the game" for once and lyk if I find anything 😅
I still get the shadow bug at the top of the screen like 1/4 of the times loading or reloading a save
I think I figured out what causes this
it is bright highlights in the scene when you load in
if you wanna avoid it, go to a nearby wall and stick your face to it
and save the game facing the wall
so that when it loads there are no unusually bright spots
Wtf lmao
works 95% of the time for me
no kidding
whenever I loaded a save facing any source or bright light source, the bug happened
9/10 times
so I am pretty sure it is caused by that
Weird bug
Yup just worked for me. So do you think it is always there just not appearant when saving against a dark background? AHHHHH that's going to bug me 😭
No idea lmao
it is so weird too
it “burns in” into your save
how is that even possible
Damn CDPR just needs to implement this fully themselves so Sammi is just responsible for tweaking and optimizations smh
Yup
they already have ReSTIR DI and GI
the only part of the Nvidia RTXDI pipeline that they haven’t implemented is ReGIR
ReSTIR (PT2.1) should be better than PT 2.0 with its naive bounces/rays most of the time
but their implementation is bad
so PT 2.0 with some tweaking looks just as good if not better
and PTNext is basically a tuned PT2.1 with ReGIR added on top, so it is by far the most superior
really 🤔
i dont' even know how you could make a bug like that if you were trying 😂
if anyone gets the shadow bug on loading a save could you please try something for me
- go into graphics menu, change your FOV > apply
- see if it's fixed?
someone in posts discovered this can fix some problems. i can easily change the fov for a split second to force this fix
just fly me to Poland, give me 3 devs for 4 weeks, i'll get everything sorted
fuck, i'll pay for the tickets!
Do you think Nvidia will get them to add Neural Radiance Cache that was just released? Since they want Cyberpunk 2077 to be a showcase game for PT
Let me try that fix real quick
The guy from CDPR seemed to hint at it in that DF interview for DLSS 3.5 with Nvidia.
Considering their SHARC Cache is barely working and actually causing just as many problems as it fixes… (at least with PTNext)
I wouldn’t hold my breath
Do you disable SHARC?
I won’t tell you what problems it causes, just enable it and enjoy because I can guarantee you won’t notice the difference 95% of the time. I didn’t even know until I stumbled upon it
maybe ... unlike ReGIR and SHaRC i can't see a "quick and easy" implementation guide from nvidia yet
... will they implement FSR3.1 ?
no because it kills your fps if you do that
imo sharc looks better running at SceneScale of 100 or 200
it may even fix that problem you're not talking about 😂
Is there a line about scene scale in the files
it costs though. which kind of negates part of the benefit 😂
I wanna test it
lemme see
how much does it cost from 50 to 100
So I tried to load the save with the burned in highlights and its now gone.....
yes it's in setquality.lua but hang on
I'll test the fov fix next time it happens
Change time of day to afternoon
look directly at the sun
and save
try it a couple times with different angles if it doesn’t appear
not a huge amount. to 200 is more expensive
here, use this
it'll be the first adjustible integer
changing works in real time?
yep!
lmao
I'm about to be pegged
Alright I am on 4 hours of sleep since I woke up in the middle of the night so imma see if I can fall back asleep and if not imma test a little before work
Gn
I know I need to touch grass asap when I wake up at 4 am and first thing i do is check the discord for updates
feelings
Alright well I'm unable to replicate the burn-in so I'll test the fov thing next time it happens
Wait just tested and the fov thing worked lmaooo
You could just ++ and -- the fov on every load to fix for now
No wayyyyy
HEY this wasn't meant for you. Go to sleep lol
Nah it is already ruined
Gonna have to slog through the day now
I hate when you make plans for the whole day and boom, wake up 4 hours earlier than your alarm and now you can’t fall back asleep
But hey, I got a few extra hours of free time now
Booting the game up in a sec
but first imma go through the files and edit them to my liking a bit 😂
Can you post your changes here? I'm curious since I don't know too much about all the PT settings Ultra+ touches
Also do you guys use RIS? Should I disable since I have reLight xl files installed or is that tooltip outdated?
I keep it disabled
I also use reLIGHT
Sure, I will
Thanks