#▫️Cyberpunk 2077 Ultra+ 2.13 Patch Patch Patch Patch

1 messages · Page 5 of 1

shadow heath
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My future kids will enjoy it maybe

agile zenith
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i only just noticed i accidentally selected 2 different meshes, so the lodbonemask and material entities might be the same

agile zenith
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thats the mod the meshes are from

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I just compared the vanilla asset from the modded version, they are identical besides the "castsRayTracedShadowsFromOriginalGeometry" checkbox

gentle haven
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You can

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even if you want to you can export the entire game as a json Edit: it creates every item as a seperate json

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@gritty geode

gritty geode
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i wouldn't say i WANT to 😂

gentle haven
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You can also import them

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So that will be easy

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just need to figure out what setting works

gritty geode
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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

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i guess my next question is with this method, what happens if we turn off RayTracing/EnableGlobalShadow

agile zenith
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"useraytracingshadowlodbias" any idea what that might mean?

gentle haven
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it seems to be turned off, so that might indeed fix it

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Glass panels also seem to be seperate meshes

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From the vending machines

gritty geode
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wow, okay

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so, lots

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why didn't they do this properly 😭

gentle haven
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welp here goes nothing

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adding all of cyberpunk into a project and seeing if i can export it

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So we can check

gritty geode
gentle haven
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Wolvenkit does not seem to like

gritty geode
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wk has a command line too

gentle haven
agile zenith
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these are some vending machines edited, burito, v's appartment, lina's appartment

gentle haven
agile zenith
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just searched for vending, arranged by meshes, looked though a few, and added those for editing, edited and packed

gentle haven
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Wk is still adding to project

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Don't think it is gonna work like this

agile zenith
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kinda hard to tell what / where these are

gentle haven
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taht is what it looks like

agile zenith
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its the front actually

gentle haven
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oh

agile zenith
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you can rotate them, they are just meshes

gentle haven
agile zenith
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yes that is what you get when using to many files at once, its a pita

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gotta just wait it out

gentle haven
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i am

agile zenith
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#1224890336833179749 message sojasil is included

gentle haven
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It just does not like what i am doing

agile zenith
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yeh but v's appartment

gentle haven
agile zenith
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why would it do it properly if the thing isnt enabled?

gentle haven
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But you kinda have to notice a difference to know if it works🤣

gritty geode
gritty geode
gentle haven
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uhm it is going over my spotify

gritty geode
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quick, release path traced burritos mod. we'll be famous on the internet 😂

gentle haven
gritty geode
gentle haven
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It did a thing

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Stuff is moving

gritty geode
gentle haven
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at light speed i must say

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The log is going beserk

gritty geode
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they have some amazing devs on wk

agile zenith
gritty geode
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street lights flicker outside

gentle haven
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the logs are stilll going

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how many files does cyberpunk consist off

gritty geode
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@minor smelt is there any way i can pin things to this thread?

gritty geode
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"what have i gotten myself into" 😂

gentle haven
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It is going through vents now

gritty geode
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are you just exporting the json?

gentle haven
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Importing to project

gritty geode
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how much drive free space do you have

gentle haven
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That has to be done befor i can export

agile zenith
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Massive gains, big improvement i rate 10/10

gentle haven
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uhm it is filling my c drive

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Uh oh

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that might be a problem

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It is starting to break

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Yep

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My drive is full

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crap

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okay

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we assign more space to c and try again

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Does it use more space than cyberpunk though

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Because it is unpacked

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sort of

agile zenith
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bump

gentle haven
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nothing is loading not even the default folders

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I borke it

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there we go again

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It died

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i have files now which i do not know the location of

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usefull

gritty geode
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if it's unpacking Oodle textures, their compression is insane

gentle haven
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I can't retrieve the space

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Its just gone

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okay so not like that

gritty geode
gentle haven
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Anyone know where wk might put files

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I would like to have that storage space back

shadow heath
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somewhere in appdata I presume

gentle haven
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here but cant find the actual files

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Who made wolvenkit?

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nvm

gritty geode
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psiberx and several others

gentle haven
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That is not wolvekit

gritty geode
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you should be able to set the export path in its preferences ?

gentle haven
gentle haven
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okay not in appdata

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math is not mathing

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i click one folder it says 100 gigs and then i look in the following folders and its just gone

agile zenith
gritty geode
gentle haven
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didn't find the files just found something else big

gritty geode
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I can't rn I'm sorry 😭 I can later

agile zenith
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this vending machine, on that location

gritty geode
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the only thing I did was untick force all shadows and force global shadows

gentle haven
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okay gonna try again but only with meshes this time

agile zenith
gentle haven
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okay

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it broke the moment i clicked the checkmark

gritty geode
agile zenith
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i was just there 😦

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also how do you disable that global shadows?

gentle haven
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Here goes nothing 2.0

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log going beserk again

gritty geode
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and maybe GameOptions.SetBool("Editor/RTXDI","ForceAllShadows",false) 🤔 ... i'm not really sure what that's doing, but surely it's "fake shadows"

agile zenith
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i hate fake shadows

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nasty bunch those

gentle haven
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it is still broken

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it says they are imported but it is not responding

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My drive survived this time

agile zenith
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i don't have any time now to make a new one, i gotta go sleep soon

gentle haven
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if the export of the meshes works, we should be able to easily fix all of them

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other solution is that we look for the broken ones and do them manually

gentle haven
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That is a lot of meshes

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Don't think exporting everything is going to work

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meshes also become huge

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it is gonna have to go the manual way

shadow acorn
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The future is now old man

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I agree with @agile zenith . We'll see it in a few years

shadow acorn
late vine
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Oh shit seems like you guys figured something out

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Hopefully it works

gentle haven
late vine
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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 😭

gentle haven
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I was hoping it would export on D

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Btw you know where i could find ficus trees?

late vine
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no clue lmao

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I am gonna sleep in a minute I just dropped in to see if there are any updates

late vine
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good night and good luck to you guys

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Really excited if it works

gentle haven
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i wonder if it does anything

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I know i adjusted this tree

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actually

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It seems to be casting shadows on itself

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We are gonna have to null the wind like cyanide did it seems

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or

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I could see what happens if i delete the submesh

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it works differently than clothing it seems

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It seems it works

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Somewhat

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Don't know how to get rid of black mesh

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Gonna do some testing tomorrow

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I am going to sleep now

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Bye bye

gritty geode
# shadow acorn I agree with <@630867876739285007> . We'll see it in a few years

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.

gritty geode
gritty geode
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the tree looks nice though 😊

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back to work for me

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good work guys 😊

gentle haven
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But there might yet be a way to keep the wind and get rid of the black mesh

gritty geode
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how do these things not bother them?

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do they have no OCD people there

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tears clothes

gentle haven
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It's annoying

gritty geode
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yes 😭

late vine
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guys you are not gonna believe this

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I found a way to fix every single bug

gentle haven
late vine
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Just play the game and any issue you encounter, pretend it is a visual glitch in V’s cyberware due to the relic malfunction

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Works 100% of the time

gentle haven
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Not gon work

late vine
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It worked for me

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lmao

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The game is really fun once I stop focusing on the very smallest details

gentle haven
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In that case the relic would be one hell of a drug

late vine
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I mean the worst bugs I get are some black shadows on trees

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Close enough

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There was this mission though, where the entire world didn’t load

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Had to reload my save twice

gentle haven
late vine
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and this bar in dogtown, where nothing smaller than a chair casts any shadows

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In any mode

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PT 2.0/2.1/Next

gentle haven
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Gonna have to look into that

late vine
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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

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So most of my visual improvements from mods don’t apply to dogtown

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Anyways I was gonna sleep like 2 hours ago lmao

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that’s enough for today

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good night

gentle haven
gentle haven
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Welp

gentle haven
gritty geode
gritty geode
gritty geode
agile zenith
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GameOptions.SetBool("RayTracing","EnableGlobalShadow",false) im fairly sure all shadows visible with this setting are rasterised

gritty geode
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perhaps... why do vending machines mostly not appear in reflections then either (with SSR off)

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it does *look* like a shadow map

agile zenith
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idk but when you put in that console command, the shadow angles change too i think

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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

gritty geode
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fair enough! 😊

agile zenith
# gentle haven 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

gentle haven
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Because with a lot of vending machines that is a different mesh

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And the vending machine itself seems to be casting shadows correctly

agile zenith
# gentle haven Did you modify the panel?

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

gentle haven
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But you can check the asset name with redhottools

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Then see if it is ajusted

gentle haven
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sorry I didn't say this earlier

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Maybe we should compare the parameters of an already PT asset to a non-PT asset

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See what is different

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Is there an asset which we know for a fact that it is included in PT? @gritty geode

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We do know that it might decrease performance, right?

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usefull

gentle haven
late vine
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Guys does anybody know if the improved ads draw distance is still not working with Ultra+?

gentle haven
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i guess this was the issue

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combined with this not being said first

late vine
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Alright thanks

gentle haven
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unless anyone wants to correct me ofcourse

late vine
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I downloaded it, gonna test

agile zenith
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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

gentle haven
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Btw has there been any progress on the CET front?

late vine
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Btw I tested reLIGHT in combination with Ultra+

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no archives

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just the xl files

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then I checked the logs

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very few errors actually

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[error] |WorldStreaming| ##reLIGHTdeFOG.xl: Sector "base\worlds\03_night_city_compiled\default\ep1\exterior_-9_13_0_1.streamingsector" doesn't exist

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things like this

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[error] |WorldStreaming| ##reLIGHTenvCLEANER.xl: The node #417 has type worldStaticParticleNode, but the mod expects worldTriggerAreaNode.

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and this

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nothing else

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only with cleaner and fog there are a couple errors in 2 hours of normal playing

gentle haven
late vine
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but if it doesn't exist that means it just behaves like vanilla right?

gentle haven
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or

late vine
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the mod doesn't do anything to that part

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because I didn't notice any issues whatsoever

gentle haven
gentle haven
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Archivexl should skip it if it is not correct

late vine
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Yeah that is good

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It is much fewer errors than I expected

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I don't like the archive because it has shit ton of bugs

gentle haven
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i believe

late vine
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Yeah I am fine with that

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if he made a separate archive JUST for relight I would use it

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until then, I will take what I can get

gentle haven
late vine
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I mean it could be the same archive but remove the stuff about weather, rain, sun brightness etc

gentle haven
late vine
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right now, you are forced to use those tweaks if you wanna use the archive even just for relight

gentle haven
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I believe it integrates with the env

late vine
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ah okay then

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anyways my point was to confirm that reLIGHT.xl files without the archive works just fine 90% of the time

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in case anyone doesn't want the other changes that come with the whole archive

gentle haven
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there is parts missing

late vine
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well yeah but worst case it just behaves like vanilla

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and some stuff is skipped

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some fixes better than no fixes

gentle haven
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But without the archive i guess it is leaning more towards no fixes

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i wonder where BabaBooey88 went though

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he seems to still log into nexus

gentle haven
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Sorry for the amount of messages

woven island
agile zenith
late vine
gentle haven
gentle haven
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rt debris also just edits this one

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so it seems to just be that value

gentle haven
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The vending machine is one mesh called vending_machine_o_nicola_mproxy

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It was not what you did

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now to see if it fixed it

agile zenith
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its called island

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look in that last file and you'll see it

gentle haven
agile zenith
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i already removed all files from my pc

agile zenith
gentle haven
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but you did not modify the mesh

agile zenith
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if you say so

gentle haven
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gameplay folder is nowhere

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but maybe

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If both are used

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it works

agile zenith
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idk man i gave up

gentle haven
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I am just brute forcing it

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nope

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did not work

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shit

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ITS ONE SIDED

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THAT IS THE ISSUE

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It does cast shadows

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the material for the screen is just one sided

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That explains this line

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hmmmm

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How does one fix that

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God only sosuine know that as far as i know

gentle haven
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btw the hair patch does not even use that setting

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That is a lot of changes for one hair

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My guess is we can fix it by recreating this

gritty geode
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morning

gentle haven
gritty geode
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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

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sorry I'm slow, I'm the ceo and it's a really critical time right now 🤪

gritty geode
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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)

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I'm worried about what Rem said, that disabling global shadow gives raster shadows

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what I don't understand is how can they do path tracing without shadows??

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that goes against everything I've read

gentle haven
gritty geode
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no not necessarily

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they usually look pixelated depending on the resolution

gentle haven
gritty geode
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which is how they look on trees when we turn off global shadow

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I think maybe as you say because it's not considering 1-sided materials?

gritty geode
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which brings me back to the first question ... how tf can you even disable only shadows in a path traced scene?

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wtf have they done

gentle haven
gritty geode
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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

minor smelt
gritty geode
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now i just have more questions

gritty geode
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so if they're doing path tracing AND multilayer, it has to cost more

gentle haven
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Does raster normally decrease quality after 1 meter?

gritty geode
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the most performant is doing just a single path tracing

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or, in the case of separate DI and GI, doing 2 stages of path tracing

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but doing 2 stages of path tracing ... and fake lighting, and fake shadows ... is insane

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and fake reflections

gritty geode
minor smelt
gentle haven
gritty geode
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it depends a lot on the engine

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deferred raster shadows can look almost identical to ray traced shadows

gritty geode
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and it's different outdoors vs indoors, too

minor smelt
gritty geode
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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

gritty geode
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and i can't see how it's not less performant to do path tracing AND stuff

gritty geode
gentle haven
gritty geode
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it doesn't mean it is

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but i just don't see how it can be path traced

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you can't do path tracing without shadows

gentle haven
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so disabling global shadows disables rt shadows

gritty geode
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i think so

gentle haven
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Maybe else it uses just rt shadows, so it kind of just switches between the two

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that sucks

gritty geode
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if it has no shadows without adding RT multilayer shadows, that means it has no PT light either

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which means the sun isn't path traced

gritty geode
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yes basically RT with PT bounce lighting from emissives and specific objects

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when you're indoors, local lights are used, which are path traced

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but not outdoors

gentle haven
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welp, then i don't know how to fix it

gritty geode
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what it means is there is actually not very much difference between RT+PT and PT

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the difference is ambient occlusion... because AO is broken in RT on CP

gentle haven
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cdpr just lazy

gritty geode
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rrrhh

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i wonder what RT+PT looks like with AO working

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i'm guessing basically indistinguisable from PT

gentle haven
gritty geode
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just 20 fps faster

gentle haven
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You could try with ssao reshade.

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dunno

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annoying, it should be so easily fixable

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But if it were to be something like rtpt then why would it be ghosting

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it makes no sense

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cubies are supposed to be decalled wall

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ah

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The cubies are the reflective parts

gentle haven
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so that also happens cheaty

gentle haven
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ah

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the reflective parts are the actual wall showing

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the rest is an overlay

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the actual wall

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The overlay becomes dark

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When not in screen space

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Dont think it is fixable

late vine
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I think Cyberpunk is still doing PT, just not fully and uses some tricks

late vine
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I still think it is simply some objects not being in the PT space

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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

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The light is path traced and the non-shadow-casting object is not interacting with the PT space

late vine
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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.

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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.

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Especially considering how they were not afraid to use tricks to save on performance as we can see.

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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.

gritty geode
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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

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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)

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but i think the highest probability is it can't be changed or fixed without changing their internal PT / RT shaders

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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
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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

late vine
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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

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I didn’t know we were planning to turn the game into full no-compromises PT

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but yes obviously it would be faster if everything was 100% in PT space and no raster was involved

shadow heath
gritty geode
shadow heath
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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

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But ReSTIR is an algorithm for diffuse lighting only

agile zenith
late vine
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It doesn’t have to be separate

late vine
agile zenith
gentle haven
shadow heath
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Diffuse lighting is everything that's not reflections

late vine
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oh my bad I thought you meant global illumination

shadow heath
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ReSTIR is not used for specular lighting

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Don't even know what they use for it

agile zenith
late vine
agile zenith
gentle haven
shadow heath
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Aren't those transparent geometry?

gentle haven
agile zenith
agile zenith
# gentle haven What, decals?

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

shadow heath
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Aren't glass materials not using PT either

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All transparency basically, no?

late vine
shadow heath
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The reason is just performance

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Alan Wake 2 also blends with SSR

late vine
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and baked shadows/lighting in some places

shadow heath
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that was annoying

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you can see it break in many places

agile zenith
late vine
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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 😂

agile zenith
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first to figure out how it works, then realise why they used these "hacks" and then doing it the proper way 😄

late vine
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Hell, I would even pay money if someone actually managed to convert the game into full PT without any tricks or flaws

late vine
agile zenith
late vine
late vine
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I like how it is more immersive but I ended up not using it because I drive fully in first person

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I couldn’t see shit

agile zenith
late vine
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Yeah but 2 rays per pixel is insanely low

gentle haven
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Okay, but no crying over things we can't do

agile zenith
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so in theory the pathtracer already does 100% effort

late vine
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In 2.0, you can configure bounces and rays

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4090 shits the bed with anything more than 3 bounces 3 rays at 4k DLSS Performance

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You would need way more than that but the current hardware isn’t enough

gentle haven
agile zenith
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not in cpk no, but i think with a proper tracer, more is better

late vine
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Maybe not in cyberpunk yeah sure

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But still 3 rays per pixel is very low at an internal resolution of 1080p

agile zenith
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like my main issue is illumination, sunlight bounces 200X in real life, if not more

gentle haven
gentle haven
agile zenith
late vine
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I think with a proper path tracer, for example for rendering, 3-4 bounces is the bare minimum and optimally you want 6-7

gentle haven
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You do not need mirrors for bounces

late vine
agile zenith
gentle haven
agile zenith
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at one point all the photons are simply gone

late vine
gentle haven
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An actual void

late vine
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Yes

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Create a box that has no way for light to pass

agile zenith
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it will click in a minute i think

shadow heath
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light loses energy from interactions

agile zenith
#

is it a ray or particle 😄

gentle haven
agile zenith
late vine
gentle haven
late vine
#

Depends on the observer

agile zenith
gentle haven
late vine
#

lmao

gentle haven
#

welp

late vine
#

Well, path tracers count light as a particle

#

since it would be easier to calculate than waves

#

and more precise

agile zenith
late vine
#

lmao

gentle haven
#

oh

#

i was wrong

late vine
#

anyways I was in the middle of a story mission let me get back to it guys

gentle haven
#

the max bounces for a mirror is 135

#

apparently

shadow heath
#

That would make no sense

gritty geode
agile zenith
#

yeh idk why it would be anything other than a ray

shadow heath
gritty geode
#

Alan Wake 2 never attempted to do DI with PT

gentle haven
#

Light = radiation

shadow heath
#

Diffuse lighting is the technical term for everything that isn't glossy/specular reflections

gentle haven
#

OH NO

shadow heath
#

direct and indirect lighting are part of diffuse lighting

gentle haven
#

light is @minor smelt

#

OOOOOHH

agile zenith
#

photons act like particles AND waves 😄

gentle haven
#

Look it up on google

#

and you will see

agile zenith
#

i had physics in school about 20 years ago 😄

shadow heath
#

PT algorithms don't physically simulate light, they simulate paths which are a good estimation

agile zenith
#

all the "jokes" i made before that you said made no sense where phicics related joke

gentle haven
shadow heath
gritty geode
late vine
#

anyone knows why the gpu usage so low?

gentle haven
late vine
gritty geode
gentle haven
#

And past it

late vine
#

how to check?

gentle haven
#

performance

#

gpu

#

if it is using shared memory it is using your normal ram

late vine
#

It shows the same thing as MSI afterburner

#

18 GB used

#

no shared

gentle haven
#

then vram usage should be fine

#

Vram speed or ram speed might also bottleneck

agile zenith
gritty geode
late vine
#

hmm

gentle haven
late vine
#

reloading the save fixed it

#

glitch i guess

agile zenith
gentle haven
gritty geode
gentle haven
#

I was about to go into cas and that sort of shit

late vine
shadow heath
gritty geode
#

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

gritty geode
#

we're on the same page

shadow heath
#

They could hypothetically update it to use that

gritty geode
#

restirPT has been discussed in here before

shadow heath
#

But they won't

gritty geode
agile zenith
#

this is how they "pathtrace" mirrors

shadow heath
#

At this point it's more about Nvidia pushing it as the de-facto in their path tracing SDK for developers

gritty geode
#

if they'd fully implemented PT to start with, updating methods would be a lot easier

#

yes

shadow heath
#

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?

gritty geode
#

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

shadow heath
#

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

gritty geode
#

yes.. that's what i assumed too

shadow heath
#

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

gentle haven
gritty geode
gritty geode
gentle haven
agile zenith
gritty geode
#

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

gentle haven
gritty geode
#

we turned it on for hogwarts

gentle haven
#

AYAYAYYAYAYA

#

sorry about that

gritty geode
agile zenith
gentle haven
agile zenith
#

i don't like this channel all that much, but he is always on top of things

gritty geode
#

nice

gentle haven
#

yay ue5

gritty geode
#

the difference between lumen + nanite isn't that much from real time path tracing tbh

gentle haven
#

interessting

gentle haven
#

with lumen

gritty geode
#

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

gritty geode
#

Ultra+ for hogwarts comes very close to full path tracing

minor smelt
gentle haven
shadow heath
#

also a recent UE5 commit made Nanite fully support skinned geometry

gritty geode
#

the base game doesn't look like this

gentle haven
#

DAMn

#

that looks good

gritty geode
gentle haven
#

My whole family has played hogwarts just not me

gritty geode
#

but you can turn on full path tracing with a showflag command

gentle haven
#

And i was getting annoyed by ssr the whole time

gritty geode
#

it just takes like 2 minutes per frame 😂

gentle haven
gritty geode
#

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 😜

gentle haven
#

Most anoying part of ssr for me is the sides

gritty geode
#

yes, you can still see it even in this screenshot because i'm using blended SSR / RT

shadow heath
#

In which case you cannot add it in any way

#

Happened with many games now

shadow heath
gritty geode
#

sigh

gentle haven
gritty geode
#

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

minor smelt
gentle haven
#

Just suport for software go poof

#

ah

#

that might be the issue

minor smelt
#

Also, users tend to max out settings and then complain when they get bad performance. Maybe that's why they didn't implement it

shadow heath
#

I am talking about developers compiling the game with no support for it, so you can't even force it

minor smelt
gentle haven
#

but

#

Lumen does work with vr somehow

#

Without becoming unplayable

shadow heath
# minor smelt I think it is done in that case for this reason

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

gritty geode
#

idk with Robocop Rogue City hardware lumen was disabled in the shipped game but can be enabled with a command

shadow heath
#

That means they still compiled the game with HW Lumen

gritty geode
#

in the demo it didn't make any difference to performance, but in the shipped game it does apparently

#

right

shadow heath
#

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

gritty geode
#

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

shadow heath
#

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

gritty geode
#

mm, idk the details about that stuff... in robocop it didn't make a visual difference

shadow heath
#

but when it comes down to it it's Epic's fault for not making it default

gritty geode
#

yes i agree

gentle haven
#

welp

#

that gon make shit run smoother

gritty geode
#

that reminds me yet again i'm supposed to provide feedback to them

#

i have too much on my plate lol

late vine
#

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

late vine
#

I mean look at this

#

Then look at THIS

#

and that is just reflections which is easy to do

gentle haven
#

What game is that?

late vine
#

it is a youtube comparison

#

I think it is some puzzle game

gentle haven
#

Can it use both

#

I would play that

#

Looks really good with pt

late vine
#

Current full list of games supporting PT according to Nvidia

#

The game I showed is Desordre

gentle haven
#

Okay

#

Cheap it is

#

Gon buy that tomorrow

late vine
#

I desperately need more PT games

gentle haven
late vine
#

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

gentle haven
late vine
#

I am begging Rockstar to have PT for GTA 6 PC

late vine
gentle haven
#

It is a really good game

late vine
#

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

gentle haven
#

Had to switch to nvidia just because of that

late vine
#

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

gentle haven
gentle haven
late vine
#

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

gentle haven
late vine
#

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)

gentle haven
#

My pc cost me like 900 bucks because of that

late vine
#

Mine was like 1200 for a $3000 build

gentle haven
late vine
#

Idk where the industry is going tho

#

Nvidia is so far ahead

#

and I don't see the gap closing

#

The prices gonna skyrocket

gentle haven
late vine
#

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

gentle haven
#

Nvidia gon go monopoly mode

late vine
#

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

gentle haven
#

Because prices go vroooooom

late vine
#

well if they raise the prices too high, people will stop buying

#

supply and demand

gentle haven
#

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

late vine
#

Are people even using these gpus for bitcoin anymore

gentle haven
#

They are

late vine
#

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)

gentle haven
late vine
#

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

gentle haven
late vine
#

Oh I know, the initial console versions will not even come close

#

The PC version could top it if it had PT

gentle haven
late vine
#

but that is at least 2-3 years away

late vine
#

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

gentle haven
#

Probably

late vine
#

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

gentle haven
#

But

#

Still indie games are amazing too

late vine
#

Yeah I got a few on my wishlist rn

#

Anyways imma go to sleep

#

good night man

gentle haven
#

Me too

#

Good night

gritty geode
#

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
late vine
#

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

gritty geode
late vine
#

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

gritty geode
#

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! 😂

gritty geode
#

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

late vine
#

Wait does higher grid size mean… less grids?

#

I set it to 64 because I thought bigger number = must be better 😂

gritty geode
#

i believe it's just how many chunks the lighting is broken up in the deferred frustum view

#

haha, not always 😂

gritty geode
late vine
#

alright I should have 3-4 hours to test this tomorrow. Will update

#

Mainly the global light

gritty geode
#

tyyyy ❤️

#

tell me if it's shit 😂

late vine
#

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?

gritty geode
gritty geode
gritty geode
#

mine shows the whole values, how weird

#

it's these two values in ui.lua

gritty geode
gritty geode
#

i don't think it's correctly enabling global light lol (beta11)

subtle flame
#

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

gritty geode
#

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
subtle flame
#

Need to get his permission though

#

I'm gonna see what I can do

gritty geode
gritty geode
#

i've asked him a few questions in the digital dreams discord but i haven't seen him around the last weke

#

*week

subtle flame
#

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 😂

gritty geode
#

or rather, i left after getting tired of their childish crap

subtle flame
gritty geode
gritty geode
subtle flame
#

Just there for the mods since there are a lot of Witcher 3 exclusives there not on Nexus

gritty geode
subtle flame
#

Lemme try out this new rc 😏

subtle flame
#

@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

gritty geode
#

so rc1 is working okay?

subtle flame
#

Yeah so far. Unfortunate that global light didn't work out

late vine
#

Is RC1 replacing beta 11?

gritty geode
gritty geode
subtle flame
#

Yes it's already on Nexus too

gritty geode
#

i think it's basically 100% working (but tell me if it's not 😂 😭)

subtle flame
#

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

late vine
#

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

subtle flame
#

Wtf lmao

late vine
#

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

subtle flame
#

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 😭

late vine
#

No idea lmao

#

it is so weird too

#

it “burns in” into your save

#

how is that even possible

subtle flame
#

Damn CDPR just needs to implement this fully themselves so Sammi is just responsible for tweaking and optimizations smh

late vine
#

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

gritty geode
#

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

gritty geode
#

fuck, i'll pay for the tickets!

subtle flame
#

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.

late vine
#

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

subtle flame
#

Do you disable SHARC?

late vine
#

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

gritty geode
late vine
gritty geode
#

imo sharc looks better running at SceneScale of 100 or 200

#

it may even fix that problem you're not talking about 😂

late vine
#

Is there a line about scene scale in the files

gritty geode
#

it costs though. which kind of negates part of the benefit 😂

late vine
#

I wanna test it

gritty geode
#

lemme see

late vine
subtle flame
#

So I tried to load the save with the burned in highlights and its now gone.....

gritty geode
#

yes it's in setquality.lua but hang on

subtle flame
#

I'll test the fov fix next time it happens

late vine
#

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

gritty geode
#

it'll be the first adjustible integer

late vine
#

changing works in real time?

gritty geode
#

yep!

subtle flame
#

Skipped time to test and then got that Meridith Stout booty call text 😭

#

Lmao

late vine
#

lmao

subtle flame
#

I'm about to be pegged

late vine
#

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

subtle flame
#

Gn

late vine
#

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

gritty geode
#

gotta get the Dong of Whallopping 😂

#

night 😊

subtle flame
#

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

late vine
#

No wayyyyy

subtle flame
late vine
#

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 😂

subtle flame
#

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?

late vine
#

I also use reLIGHT

subtle flame
#

Thanks