#▫️Cyberpunk 2077 Ultra+ 2.13 Patch Patch Patch Patch

1 messages · Page 6 of 1

late vine
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so FOV works?

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for the burn in

subtle flame
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From what I tested yeah

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It resets something

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Man, RT+PT is such a good performance option for people that want more. Comparing screen shots, it gets really close to PT in some scenes.

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To me it's either PTNext for quality or RT+PT for perf

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Some texture detail is definitely lost when using PT from what I'm assuming is denoising or dlss 3.5

late vine
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What resolution are you running at

subtle flame
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1440p

late vine
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yeah RR works best with higher res

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I have crisp textures at 4k with rr

subtle flame
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4k?

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Ah

late vine
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The only issue is faces

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in some lighting conditions

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but it is what it is

subtle flame
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I have faith it will be improved like SS and FG were

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AI just needs more training time

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Like the new dlss preset E is pretty much perfect

late vine
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yep

gritty geode
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i just tried to do it programatically and it doesn't seem to fix things the same way 🤔

gritty geode
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i think with proper AO it will look very close to PT

gritty geode
subtle flame
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Yup I noticed that

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@gritty geode Hey btw when using RT+PT and then enabling RR it doesn't save it for the next time I boot up the game. It sets it to NRD on every start. Can this be fixed?

gritty geode
subtle flame
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I just tested without your mod and it doesn't reset to RR off

subtle flame
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Or camera or whatever

late vine
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@gritty geode is turbohack enabled by default in all modes?

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another question: what does "AmbientOcclusionRayNumber" do and why is it 0 for PTNext when in Vanilla it is 1?

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and why are some stuff that are enabled in Vanilla disabled in PTNext such as "EnableDiffuseIllumination" or EnableTransparentReflections and stuff like that

gritty geode
gritty geode
gritty geode
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well, as far as Fire and my testing goes they don't

late vine
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ah okay

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Then it wouldn’t hurt to enable them right?

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Since they are default values

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just to be safe

late vine
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the mod doesn’t work for me

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Failed to find game option “Checkerboard GI”

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and it doesn’t load the Ultra+ panel

real ravine
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delete the mod folder and extract it again, it probably tries to load an option that was saved from the previous state of the mod

late vine
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Already tried it

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Would it cause issues?

real ravine
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oh nvm, just move the CheckerboardGI line from config_common.ini under the [Rendering] section

late vine
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move to where?

real ravine
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under [Rendering]

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same file

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it's under [RayTracing] now

late vine
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ah okay got it

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Okay 2 more things

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  1. The game doesn’t detect my settings until I click on PTNext
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even if it was already automatically selected

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stuff like SunAngularSize or ShadowFadeFraction for example

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  1. this file has the Sharc Scene Scale but it doesn’t show up in U+
agile zenith
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going into a car changes the fov, might be a quick workaround if you don't want to go though the menu's

shadow heath
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I don't understand what point you're trying to make? Lumen is just Epic's native implementation for GI/Reflections, why are you surprised it looks worse than PT?

agile zenith
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also quickly tried rc1, can confirm that its the best cyberpunk has looked so far. Tested it at to my knowledge the best spot to test performance (front of heavy hearts going inside), I did ran out of vram, and my 4090 shat the bed, walked to the big barghest encampment with my gpu running at ~200 watts consitently, walked out of dogtown, to still suffer this. Went into the menus and apperently this cleared up the issue, and resumed freeing up ~3GB of vram, and springing back in action running at ~400 watts again

late vine
shadow heath
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Literally nobody says that

agile zenith
shadow heath
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It's like arguing against a straw man

real ravine
shadow heath
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Also you picked a very specific kind of scene where the difference is very obvious due to glossy reflections

agile zenith
shadow heath
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Outside of edge case scenarios like that, the difference is not going to be so big

shadow heath
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Also another thing to note is that few developers will bother adding Nvidia's PT, because that's on a separate Nvidia custom branch of the engine

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Which creates all sorts of issues

real ravine
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it should be the first, right above ReLAX direct diffuse fast, maybe u forgot to add sammi's modified options.lua after extracting the original mod files again?

late vine
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The code lines are consistent with other options too

late vine
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It is like 80% as good with much better performance

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I would rather have that in every new game instead of full Nvidia PT in a couple games

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But whenever there is the option, I would always choose Nvidia’s PT. That was my point

shadow heath
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Since it's not integrated into mainline UE5 branch and not available as a plugin, means there will be very low adoption

late vine
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Lumen or PT?

shadow heath
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PT

late vine
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Yeah I know, it is what it is

real ravine
gentle haven
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I see that i have missed a lot

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I also see that big improvements have been made

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Nice

late vine
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the GOAT

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thank you

real ravine
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when you load into a game, does the mod output in the console "PTNext detected ... separate denoiser"?

late vine
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Yes

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but

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I was going to say

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It actually disables it

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lmao

real ravine
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okay, i wanted to be sure. it might still be broken

late vine
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So i have to untick it

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and only then it acts like it has been enabled

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okay so another issue

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SHARC Scene Scale at 50 is wayyy too low

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sorry for phone pictures but I can’t be bothered to alt tab and snip every time

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1 sec

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SceneScale 50

gentle haven
late vine
gritty geode
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that may or may not have been me

late vine
gentle haven
late vine
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it is a big ass light in a pitch black cave

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even a small flashlight would be bright

gentle haven
gentle haven
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It looks very out of place

late vine
gritty geode
gentle haven
gentle haven
gentle haven
late vine
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Okay hear me out. Go to your bathroom, turn off the light, find the smallest tiniest flashlight you can find

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turn it on

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watch how the entire room illuminates

gentle haven
late vine
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it is supposed to be this bright

gentle haven
gritty geode
late vine
late vine
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once you move a few meters back

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it should be the bare minimum

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but

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it kills fps

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even 250 is around 7% slower than 50

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and it is barely an improvement

gentle haven
gentle haven
late vine
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550 is a 15% performance hog but it doesn't seem to be affected by distance at that point, at least not visible

late vine
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or 60 to 50

gentle haven
late vine
gritty geode
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v4.0-rc2

  • prevent separate denoiser turning on when using NRD
  • fix checkerboard GI
  • fixed SHaRC scale not being adjustible (it's further down now)
  • fixed something else 🤔
late vine
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okay here is the thing, PT21 does not have this issue

gritty geode
late vine
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it is always as bright as 550 in PTnext

gentle haven
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huh

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bucket looks so strange though

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my brain is just tricking me

late vine
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okay, all other settings being the same, PT21 performs same as PTNext with SceneScale 250

gritty geode
late vine
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and I think 250 should be the bare minimum

gentle haven
late vine
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PT21 and 2.0 look around equal to Scene Scale 400+

gritty geode
gentle haven
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ah, but it got removed from there

real ravine
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@late vine can you try to replace line 399 from init.lua with:
if not config.regirActive and var.settings.mode == var.mode.PTNEXT then

late vine
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I restarted game now sharc settings do nothing

real ravine
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for the latest version that sammi uploaded recently

real ravine
late vine
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wdym

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I am restarting game

real ravine
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xdd

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there's a button "Reload all mods" i think is named in the CET menu

gentle haven
late vine
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Oh shi

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Imma try that gimme a bit\

real ravine
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you can edit the mod files on the fly and reload the mods without having to restart the game

gentle haven
real ravine
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just the CET mods

gentle haven
real ravine
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if you break something the mod wont compile and wont load until you fix it, so you can hack around

gritty geode
late vine
gritty geode
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RedHotTools enables reloading archives and other things

late vine
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Failed to load config common

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bruhhhhhh

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I am going to rip my hair out

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I didn't even touch anything

gritty geode
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heheh

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welcome to modding 😂

real ravine
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ah nvm

gritty geode
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the code is loopy

real ravine
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removed game is active and game loaded check since DoFastUpdate already checks for them

gritty geode
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oh, yep, that's much better

real ravine
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regir is not being enabled tho from what it seems and i cant debug right now

real ravine
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it probably wont do a thing

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but idk

gritty geode
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oh ReGIR was working fine for me

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and the logger was saying all the right things

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idk that it's broke, WoaD

real ravine
late vine
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I replaced it with your line

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it still disables SD

gritty geode
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it doesn't enable separate denoiser if you're using NRD (but I forgot to remove the message)

late vine
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I use RR

gritty geode
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maybe go back to rc1... I think I was too tired 😭

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okay well that's weird

real ravine
late vine
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but it didn't happen at first

gritty geode
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@real ravine there's an if not GetOption("RayTracing", "EnableNRD") wrapped around the separate denoiser enablement

late vine
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only after a few reloads

gritty geode
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get rid of that and it will work

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idk how that GetOption is returning true with RR

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(or just use that section from rc1, it works fine)

real ravine
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from this

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to this

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@late vine

gritty geode
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yes. it may need a wait around it I'm not sure

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(I am kind of curious if we should be enabling SD before ReGIRDI)

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sorry for the trouble folks. don't code angry 🤪

real ravine
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😡

real ravine
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is there any reason we couldn't do the toggle when it is needed only?

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for example turning it off and then on again one time when the game loads

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in the whatever specific order it works

gritty geode
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it needs to turn off before the shaders are built (before the game starts loading)

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that's why it's set up so specifically

real ravine
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hmm, okay

gritty geode
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basically as soon as U+ sees the game unload, it disables it, and then waits til the player is in game to enable it

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the only oddity is on a small percentage of times there's a weird shadow overlay, and disabling ReGIRDI and re-enabling it again seems to fix it ... which is why I'm wondering if it should be enabled after separate denoiser

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(also changing FOV fixes it)

late vine
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Okay SHARC scene scale seems to cap around 500

gritty geode
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or we could just do

  • enable ReGIRDI
  • enable separate
  • disable and re-enable ReGIRDI
    which should always work
late vine
gritty geode
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@real ravine it's ridiculous but there's a reason CDPR didn't judge enable ReGIR I guess

late vine
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Because in PT 2.1 and 2.0 they seem equal to around 400-500 sharc scene

gritty geode
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that don't cost anything 🤔

late vine
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I don't think it is brightness

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light bounces simply don't reach a lot of places with lower sharc scale

gritty geode
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yes there's other ways to fix that

late vine
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also the difference between 250 and 500 is as big as 50 and 250

gritty geode
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the two settings under ReBLUR... 10.0 and -1.0 or something

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they have nothing to do with ReBLUR

late vine
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let me test

gritty geode
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they adjust bounce lighting

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something something roughness 🤔

late vine
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is it in U+?

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or in ini/lua files

gritty geode
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yes 😊

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um probably setmode

late vine
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hit distance roughness scale?

gritty geode
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I think in the debug menu too

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yep!

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those two

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I'd better get to sleep 😂... I really want to stay up and help but WoaD will get mad at me 😂

late vine
late vine
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I will try to figure something out

gritty geode
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hmm, maybe that's the problem then 🤔

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okay, there's also emissive distance and other such things

late vine
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I will test it all out

gritty geode
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SHaRC is just so expensive at that scale

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nn

agile zenith
agile zenith
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  • also far behind on reading but RC1, didn't save the debug settings
gritty geode
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PT20 is better than PT21

agile zenith
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i was trying to get the best tracing for character shots, since those denoisers destroy detail and such

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i do have the NRD toggle from Cyanide, so for me its fine if it gets removed

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i also think that the ini tweak to disable NRD sticks, if im not mistaken

late vine
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Oh my god let him cook

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is it

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is it working?

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wait wait wait

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IT IS WORKING

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It enables SD

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Properly

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aaaaand now it doesn’t load the other parameters properly

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Fuck

agile zenith
gritty geode
gritty geode
late vine
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Okay wait wait it worked

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so it is weird

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Here is what I have to do to make everything load properly

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  1. Click on PTNext even if it is automatically set from the last time. This loads my own PTNext settings (the default ones are somehow different from ini values unless I click PTNext manually)
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  1. Tick and untick Seperate Denoiser
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  1. Load game
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Only then will SD correctly enable and also keep my own ini values

gritty geode
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I'm very curious what you modified now 😊

late vine
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the biggest one is Sharc Scene Scale

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I set it to 400

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kills my fps but I can't stand light sources casting bounce lighting that is barely any better than regular RT

gritty geode
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the .0 is important

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make sure it's "400.0"

late vine
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Yep it is

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350 is good too

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the difference between scene scale 350 and 1000 is that after around 5-6 seconds, 350 goes back to being darker (but still 10x brighter and better than 50 or 100)

gritty geode
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I'll have a look at light source scales soon

late vine
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for those first 5 seconds, there is no difference between 350 and 1000

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so 350 should be a good value unless someone is planning to stay in one place and stare at a light source for longer than a couple seconds which nobody will do

gritty geode
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there has to be another way to do this

late vine
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I sure hope so because I miss my fps

gritty geode
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but I've also A/B'd between PT20 and PTNext and haven't seen much difference

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yes there's other things that affect lights and bounces

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I'll compare when I can 😊

minor smelt
# shadow heath I don't understand what point you're trying to make? Lumen is just Epic's native...

To my knowledge the user never indicated he was surprised, just wanted to show how stark the difference was. Which is quite stark of course and good to show to people with less knowledge about this. Quite some people on YouTube seemingly don't know the difference between PT and lumen. Regarding your "It's like arguing against a straw man"-comment; please respect what others say, especially in the case they are saying someone else is saying it and that those someone elses obviously wrong about it haha

late vine
gritty geode
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🤔 anyway, nn, again 😂

late vine
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haha good night

real ravine
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@late vine can you try these and tell me how is PTNext looking? just select PTNext in game without loading another save

late vine
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Okay so I restart game and touch nothing with this file?

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just load a save?

real ravine
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you can just reload from CET

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and set PTNext, without loading a save file

late vine
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broke everything

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the image seems raw

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you know how it looks without denoisers?

real ravine
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yep

late vine
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Okay it is fixed

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done

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The solution was very simple

late vine
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So whatever you do, do NOT touch any of the modes

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Start game, choose preset medium/high/insane

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choose vram

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if PTNext is already chosen, don't touch it

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if it is not, then choose it then restart the game

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reloading mods doesn't work for this

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once you do this and load into a game

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it works and activates properly

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SUMMARY:

When you load the game, if the PTNext option is already enabled, do NOT touch it. You can change EVERYTHING else except touching PTNext or Seperate denoising

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after that it will work perfectly

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for some reason clicking on PTNext breaks the code

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@gritty geode @real ravine read this

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I tested it 6-7 times and this works

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clicking on separate denoising manually also breaks the code

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This is how it should be when game starts:

PTNext enabled
Seperate Denoising Disabled

Everything else is irrelevant. You can change them as much as you want. But don't touch PTNext and SD and if they are not enabled/disabled by default, set them correctly and restart the game

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I was about to lose my damn mind lmao. I am not touching any updated code until it is 200% fixed

gentle haven
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i seem to have missed a lot 2.0

agile zenith
# gritty geode I'm not sure what you mean?

i think you implemented the disable nrd every 30 sec because i had some issues with it 1 month ago or so. But either cyanides NRD toggle disables it permanently but the ini i used to run with ([RayTracing]
EnableNRD = false) also sticks

minor smelt
late vine
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Okay so after 6-7 hours of testing, I am done for today and I am not going to lie, PTNext is kinda unplayable because of the SHARC and bounce lighting issue. I get 20% more fps with PT21 insane than I do with PTNext High (every other setting being the same). And aside from the shadows, PTNext actually looks the same or worse in most cases. This is because anything above SHARC SceneScale 100 is unplayable even on a 4090 at 4k DLSS Balanced with Frame Gen. The fps drops below 50 fps WITH frame gen in heavy areas and it looks horrible. But even if you can stomach the fps, SHARC SceneScale 100 is nowhere near as good as the indirect lighting in PT2.1, which seems to have indirect lighting quality equal to SceneScale 500 on PT.

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So far:

PT 2.1 Pros:

  • Much higher fps
  • All lights cast direct light properly unlike PTNext where some lights don't cast anything until you are looking directly at it from 5 meters
  • Bounce indirect lighting is superb, at least twice as good as PTNext if not more

PTNext Pros:

  • Image is a bit more stable
  • Shadows are more accurate and resolve with 5 times more detail and from much further
gentle haven
late vine
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Nope, at 4k, it is only slightly more

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Which is why I said PTNext is a bit more stable

gentle haven
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it sucks

late vine
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But when your base fps without frame gen drops below 30 fps, I don't know if it is worth it

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because low fps causes just as much smearing

late vine
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No, PTNext WITH framegen drops below 50 fps

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in heavy areas

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and it is constantly below 60 fps at anywhere outside the badlands or very light areas

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unplayable

gentle haven
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you said

late vine
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yes

gentle haven
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which it is not

late vine
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but the thing is, indirect lighting looks 10 times worse with Sharc Scene Scale below 350-400

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at 100 you might as well turn off indirect lighting

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and at 50, some places genuinely look like raster

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with how badly the light bounces

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okay I over exaggerated a bit

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But still, it genuinely doesn't feel like the tradeoff is worth it

gentle haven
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i know what i am choosing

late vine
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Okay update:

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Just turn DLSS to Performance at 4k

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it looks 90% as good as DLSS Quality I can barely tell the difference

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but fps never drops below 70 even in heaviest scenes now

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and I use SceneScale 175

gentle haven
late vine
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yeah aside from the fps and bounce lighting I had no other issues

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fps can be fixed by lowering dlss

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and bounce lighting is somewhat fixed with SHARC SceneScale

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and with higher fps it is much more stable than 2.1

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plus everything else looks better

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But yeah you need a 4090 for playable fps at 4k with PTNext, even with DLSS Performance

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It is meant for 5000 series

late vine
gentle haven
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so on a lower card dlss quality 1080p should be fine

gentle haven
late vine
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yeah I know but have you ever used DLSS at 4k?

gentle haven
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so i dont know how i would do that

late vine
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my point is that at 4k DLSS Performance looks 85% as good as native 4k but yeah on 1080p I wouldn't go below quality

gentle haven
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but with cp nuh uh

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They set it up wrong

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Control can go lower while still looking the same

late vine
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it doesn’t depend that much

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but Cyberpunk has one of the best implementations I have seen

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Alan Wake 2 as well

gentle haven
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But it still depends on if it is set up correctly in the engine

late vine
gentle haven
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If you use the hdr mod from one of the developers it gets even better

late vine
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Already have and did a full play through with it

gentle haven
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90fps 3x ray count

late vine
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The 3x rays option at 4k brought my 4090 to its knees

gentle haven
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dlaa

gentle haven
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4k is hard to render though

late vine
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4k DLAA 3x rays I was getting 60 fps

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with drops to 50

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So I used dlss quality

gentle haven
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those 4090 be beasts

late vine
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and that is just the rays, the image is just harder to render at 4k

gentle haven
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but damn that is a lot

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18 milion rays

late vine
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you can adjust it

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I haven't done blender in a couple years tbh

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I used to before

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Wanna have your mind blown?

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open them side by side and tell me which dlss setting is which

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4k

agile zenith
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thats not how it works 😄

late vine
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?

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before you mention "still images, not in motion", just take a look at the images first because there is a big difference even with still images

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I just want you to take a guess

agile zenith
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do it again,and dont move the camera

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and also post them at the same time so you dont have to download them

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you can view them inside discord if you paste them at the same time

late vine
agile zenith
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but i can already tell from the taillights that they are both upscaled

late vine
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okay tell me which preset

agile zenith
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the shadows hit differently

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do a 1v1 comparison

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just look at it

late vine
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okay here is a hint

agile zenith
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on the left the shadows are a blurry mess

late vine
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look at the back window

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look at the white building right in front

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it has no lines in one picture

agile zenith
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yeh dlss can add detail

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also to much detail

late vine
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okay ready to have your mind blown? The one on the left is native 4k and on the right is DLSS Performance

agile zenith
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i much rather play on native 4k then 4k quality dlss

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and i was kinda forced playing on performance and balanced because of ptnext and vram issues, but i cant stand how it looks

late vine
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How? it is quite literally better

agile zenith
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its so blurry, and things in the distant become horrid

late vine
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How exactly

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Do you play at 4k?

agile zenith
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look at npc's faces, at 4k quality they look fine

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at anything lower and they become a blurry mess

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also windowlights start flickering, which i find very annoying

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they even start rolling in a sense

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while standing still

late vine
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DLSS 3.7?

agile zenith
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yes

late vine
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I haven't experienced these issues

agile zenith
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i didnt change profile though

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i still need to look into that

late vine
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DLSS Quality NPC faces are almost just as bad as DLSS Performance

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it is not the dlss but rather Ray Reconstruction

agile zenith
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im talking about their level 1 lod

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on anything less than quality they become nightmare fuel 😄

late vine
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bruh

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I have played on Quality and they are nightmare fuel either way

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looks like they have no face

agile zenith
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likely depends on lod mods

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idk

late vine
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I didn't even bother with LOD mods for pedestrians and I am using like 10 different other LOD mods

agile zenith
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there might be some logic in the engine

late vine
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but pedestrians are so unnecessary I never look at them

agile zenith
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i was amazed by your high praise of dlss

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completely different experience here

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anything other than quality is very meh to me

late vine
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I would rather fly by them at max speed in my car playing at 90 fps than play at 60 fps and stare at far away NPCs

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Maybe we have different tolerances. Anything less than 80 fps is too low for me

agile zenith
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yeh i dont mind the fps that much 55 to 90 is fine

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i play on a controller so that changes things too

late vine
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yeah me too lmao

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but even with a controller, it was unplayable for me getting 50-60 fps

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especially with FG

agile zenith
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o for sure, like some people are really sensitive to blurr and stairstep aliassed images

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i just prefer good lighting above all

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and lod range

late vine
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I can tell from how you are running out of vram at 24GB

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mine never goes past 20 gb and I have shit ton of LOD mods

agile zenith
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lol i had it as low as 80MB left this morning lol

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that was on native dlaa, while infront of heavy hearts

#

but when i disable the world, and load it back in, i got like 1300 mb again

late vine
#

my list

#

wait

#

unedited

#

imma edit it

#

Improved Veg. LODs next-gen
Cyberpunk 2077 HD Reworked
Next-Gen Environment LODs
RT Debris
Not so good Draw Distance
Improved Rain
Improved Environment Textures
4k Trees and Vegetation
High-Res Vending Machines
High-Res Stickers
High-Res Posters
Better Surface Textures
Highest Quality ads + draw dis.
Advert. Animations

#

Environment Texture Overhaul

#

And in Ultra+ settings I have VRAM.ini file settings increased 3x higher than insane

#

2000 Nodes per frame
60 Precache Distance
80 Minstreaming Distance
etc

#

with this combination I get basically no pop in at all during regular gameplay

#

ONLY if I drive at max speed in a straight line and look far away can I see some smaller stuff popping in

agile zenith
late vine
#

no I understand what you are saying

#

but

#

the image on the left is running at 32 fps

#

the one on the right is 76 fps

agile zenith
#

yeh pathtracing is a pita

late vine
#

be so for real right now and tell me you would choose 32 fps

agile zenith
#

i wouldnt chose either

late vine
#

NO frame generation btw

#

Base fps

#

with frame gen one is 60 fps other is 144

agile zenith
#

i wasnt lying when i said i dislike anything but dlss quality 😄

#

we all value differnt things

late vine
#

damn

#

I respect it tho

#

I have played competitive fps games for years at 200+ fps for thousands of hours, even 80-90 fps is like meh

agile zenith
#

i just mod things until they break, even accepting 30 fps if the visuals make up for it

late vine
#

my fiancee plays on consoles mainly and when I showed her how 144 fps looks like

#

she deadass looked me in the eye and said it is barely any better

agile zenith
#

most people are still used to 24 fps movies

#

lol

late vine
#

So some people are just not sensitive to it ig

#

I have bought some playstation exclusives in the past and couldn't finish them because I realized I can't have fun at 30 fps

agile zenith
#

i remember going to the theaters where they ran a 48 fps movie, people got sick

agile zenith
late vine
#

I have played Bloodborne on base PS4 at 25-30 fps and it is still my favorite game of all time

#

Although I haven't touched it in years because I know 100% I will hate the game if I force myself to replay at 30 fps

#

sounds elitist I know

agile zenith
#

nah i know, i cannot play some games unless they run at 90+ fps

late vine
#

But 80-90 fps is the lowest I am willing to go for any game

#

Cyberpunk only exception

#

where I can "tolerate" 60-70

agile zenith
#

it helps a lot when its locked at 30 45 or 60

#

but when it rotates in between those its horrid

late vine
#

yeah but you don't lock fps with frame gen

#

otherwise I would agree

late vine
agile zenith
#

i dont really care much for motion smoothness (framegen) more input sensite myself

late vine
#

I am both, which is why I play with controller

agile zenith
#

i play my RTS games with controller 😄

late vine
#

at 80+ fps with frame gen I can use mouse

#

but 60 fps with FG? no way

#

anyways enough talking imma play a bit

#

talk later

agile zenith
#

same

gritty geode
# late vine But yeah you need a 4090 for playable fps at 4k with PTNext, even with DLSS Perf...

as I've said, SHaRC scale is not the right setting to fix it. you need to just wait for me to sort it out.

and I would appreciate you not turning others off of PTNext, because while at 4k there are very few problems with PT21, many people don't play at 4k and both PTNext and PT20 are far superior.

PTNext runs at Insane 1440p at 120fps on a 4090, it is not targeted at a 5090.

I appreciate your feedback and testing, and it will go into the next changes, but there are a dozen levers that can be pulled to address this without touching fps.

late vine
#

I apologize, I didn't mean to come off that way

#

In the following comments I gave an update that it is very good if you just lower the dlss setting, which was already written in Ultra+ actually, I missed it

#

I am currently averaging 4k 85 fps with DLSS Framegen AND Sharc SceneScale 200

#

But DLSS Performance instead of Balanced which looks indistinguishable 95% of the time

gritty geode
#

I think it's really useful feedback, I hadn't noticed less bounce lighting in PTNext in the lowest light situations and I can address that

#

you're good. yes it's more resilient to upscaling. the other thing is most people won't notice the low light situations so much because there are only 4ish areas in the game like that. anyway I'll sort it when I can 😊

late vine
#

By the way, increasing SHARC Downscale factor (log) actually reduces performance and gives back some of the missing bounce light.

gritty geode
#

yes I know 😊

late vine
#

Downscale factor 20 SceneScale 100 has the same fps as factor 5 scale 400 and they look identical

gritty geode
#

it's increased a lot in PT21... that's how I got so much detail in it 😊

#

that's also what you're comparing to... vanilla doesn't do that and doesn't have that detail

late vine
#

Oh absolutely, vanilla is not even an option for me at this point

#

PT2.1 Vanilla isn't good even at 4k

gritty geode
#

it's also an auto exposure issue I would guess. PTNext might need the auto exposure of dark areas lifted.

late vine
#

could be yeah

gritty geode
#

I'll ask Cye about that

late vine
#

I think I will stick to DLSS Performance because better bounce lighting + extra 10 fps is more noticeable to me than 5% sharper image

#

I can increase SHARC Scene Scale to maximum (500) and still average 70 fps but I think 200 is good enough without killing all the performance

jade ridge
late vine
#

@gritty geode Since I have been playing at DLSS Balanced the entire time, and this was my first time trying DLSS Performance, I would like to give further feedback about this. With PTNext, resolution barelly affects the path tarcing quality, if it even does. Especially if it is a small bump from each other (e.g. 1 DLSS level). And the image looks 95% as good when still. However, i discovered that higher fps actually makes the game look better in motion (which people will be experiencing way more than standing still) than higher DLSS level. For comparison, in a certain scene I get 90 fps with DLSS Performance and FG, but 70 fps with DLSS Balanced + FG. as soon as you start moving DLSS Balanced falls apart because it only has 35 real frames instead of 45 with DLSS Performance. Even a low res "real" frame is going to look better than an AI generated "in-between" frame so the image holds up better in motion. And obviously motion clarity is much better with 90 fps compared to 70.

#

Another thing I found was that the smearing on the faces with RR actually are just as dependent on fps as they are on resolution.

#

90 fps has much less ghosting and smearing and the faces look noticeably more detailed in motion

#

Despite the fact that DLSS Balanced has 35% higher internal resolution, but DLSS Performance has 30-35% higher fps, so it balances out and because of the higher motion clarity, I would say it actually looks better

#

I don't know how much this would apply below 4k, considering 4k DLSS Performance still has higher internal res than 1440p DLSS Quality, but it could maybe worth dropping to 1440p DLSS Balanced from Quality for the extra fps

#

Oh, and this is an issue when you take control of cameras

#

Whenever you switch to a camera it temporarily detects the game session as “ended”

#

but it always successfully reactivates after 1-2 seconds. So technically not an issue but the lighting takes a couple seconds to “get fixed” when you go into a camera and then also when you leave

gritty geode
jade ridge
#

Through the env, yes. You can set min max points, compensation, and increase dynamic range.

#

It's not something that can be done through console commands or INI tweaks, though. Perhaps through RenoDX?

gritty geode
#

I might have to debounce that

gritty geode
# late vine I don't know how much this would apply below 4k, considering 4k DLSS Performance...

yes fps is really important for path tracing, as is primary resolution... ReGIR is less reliant on primary resolution as you've found out.

to put it another way, path tracing problems are much more likely to get exaggerated by a temporal upscaler (DLSS) ... ReGIR has fewer problems, so this happens a lot less. primary resolution is still important, but it's the only one that looks "good" for me on 1440p balanced.

fps is important because PT is collecting rays over real frames, so it takes a few frames to fully resolve the image

late vine
#

it works perfectly

#

doesn’t affect gameplay

#

you just have to wait 1-2 seconds when entering or leaving camera control

#

I much prefer this latest method of enabling it because it works consistently

#

the previous one activated separate denoising when it felt like it lmao

#

sometimes it would work sometimes not

#

also haven’t had any of the shadow burn in issues with this version yet. If it is there, it is definitely more rare

gentle haven
#

Is nrd supported now?

gritty geode
gritty geode
#

I think it should and sixty9 thinks it shouldn't 😜

gritty geode
gritty geode
#

I feel like I have so many random reports over rc1, from "it works great" to "everything on my PC blew up"

gentle haven
#

grass looks fine

#

with it enabled

#

btw what lut do you use? @gritty geode

late vine
#

@gritty geode when the 4.0 releases fully, is it possible to keep the debug menu? I rather liked it

gritty geode
gritty geode
#

ummm it may be a beta version 🙄

#

but the screenshots I posted a while ago were my own modification of gits 2.8

#

I agree, the debug menu is awesome

#

except for this. I don't understand this at all lol

late vine
#

Just remove Global Light option or label it as “Broken” so people don’t touch it

#

also for some reason my DLSS Tweaks stopped working. Anyone knows why it may be? Log says something like nvngx_dlss failed to hook DLSS3.1.11 Preset Selection Code

#

And the in game hud no longer shows which preset is selected for DLSS

gentle haven
gentle haven
#

Especially nvngx

gritty geode
#

ohhhh, i have an idea

gritty geode
#

run DLSSTweaksConfig.exe as admin, it will tell you if there's a problem

late vine
#

ran it as admin, showed no problems

#

but I did update drivers and didn't run the reg file

#

this is what the log says

#

[warning] nvngx_dlss: failed to hook DLSS3.1.11+ preset selection code

#

but exactly 2 seconds later it says:

#

DLSS functions found & parameter hooks applied!

#

-DLSSPresets:

  • DLAA: E
    -Quality: E
    -Balanced: E
#

etc

#

so is it working?

#

I just wanna know if DLSS is set to Preset E

#

It shows the HUD for RR and FG but not for DLSS

#

only when I disable RR it shows hud for DLSS

#

does this mean it can only display 2 HUDs at a time, or does it mean the preset stops applying with Ray Reconstruction?

subtle flame
# late vine does this mean it can only display 2 HUDs at a time, or does it mean the preset ...

It stays, its just that RR and DLSS HUDS overlap each other. I use Nvidia Profile Inspector and the xml file from here https://www.nexusmods.com/site/mods/781?tab=files. I use it to globally enable preset E. Whenever a game doesn't have the updated 3.7.0 DLSS file (like multiplayer games where you can't update the DLL) it falls back to the game's default preset. Even then, you can set the preset on a per-game basis. For example, I prefer preset C on DLLs older than 3.7.0. DLSSTweaks is too much of a headache for me to setup because its compatibility is hit or miss.

Nexus Mods :: Modding Tools

Nvidia's AI-powered HDR converter, now for games too. (alternative for Windows AutoHDR)

#

Actually, you need at least 3.6.0 to set the preset per-game through NPI. At least according to Emoose's comments in the mods comment section. For older DLLs it still falls back to the games default preset when E is unavailable but set globally.

#

You wouldn't be able to use DLSSTweaks in multiplayer games anyway.

gritty geode
late vine
#

I use both

#

I used the DLSS Tweaks to set the preset globally and then use Nvidia profile inspector to check whether it is setup properly

#

So I guess it works, RR HUD is just overlapping with it

#

thanks

#

Btw is Nova Rain good without Nova LUT?

gentle haven
late vine
#

Oh wait you can use separately?

#

I mainly wanted it for the ripples

#

Compatible with Sousine’s mod?

gentle haven
gentle haven
late vine
#

Improved rain

#

or is it

#

that one

gentle haven
#

It shouldn't conflict

late vine
#

Just as I found a mod I wanted to install, Nexus goes on maintenance

#

man

late vine
#

5 mins ago

#

ye

gentle haven
#

shit

late vine
#

No rain for me

gentle haven
#

hope it doesn't stay down for long

late vine
#

Can you send me the ripples file

#

Nova Rain

#

dm

gentle haven
#

i am not home currently

late vine
#

ah okay no worries

#

by the way I found the reason why my GPU usage would sometimes drop to ~80%

#

It was not VRAM

#

I found out that it only happens when you drive as fast as you can, without stopping, for a couple minutes

#

I am guessing it is related to loading assets with all the million LOD mods I have installed

late vine
#

The CPU usage goes past 60% when it is usually around 40% on a 5800x3D

#

so no

gentle haven
#

but that asks the question

late vine
#

It is actually the CPU issue

#

it can't keep up

gentle haven
#

@gritty geode are those mods on the ultra plus page on the 8gb?

gentle haven
#

SMT?

late vine
#

It is auto

#

I have never had the CPU be used this much in any non-simulator game, especially in a GPU bound scenario like 4k Path Tracing lmao

gentle haven
#

But try testing fps with smt off vs on

#

Auto does not always work correctly

late vine
#

No it is actually the opposite, it uses the CPU properly instead of most other games which are single thread limited

gentle haven
#

Smt is broken on most cpu below the ryzen 7000 series

late vine
#

So I was right that it was the CPU but apparently after some googling, I found that it could be the SMT actually

#

thanks for letting me know, I will do extensive testing

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

how does it not stutter like hell with those texture mods

gritty geode
#

I only use 2k textures and run at Medium texture quality

gritty geode
#

that's the only way I can run. since 2.0 (or something) I can't run vanilla at high texture quality any more

#

I think they internally bumped up the lod by 1

gentle haven
gentle haven
#

so my gpu is always begging for mercy

agile zenith
#

they kinda messed up the lod, it starts transitioning to the wrong lod and then to the right one when you aproach certain things, idk if that is part of the heavier resource usage, think sousine described it too, but nexus is down so i cant look for it

agile zenith
#

idk

#

i know you can remove certain lods, to only display higher ones

gentle haven
#

i think it should be possible

late vine
agile zenith
#

interesting, but that might also be run varience

late vine
#

Auto seems to set it to On

late vine
agile zenith
#

also i do get about 60% usage on 5800x3d with nova traffic installed, as compared to off being ~40%

late vine
#

Do you also sometimes get lower gpu usage?

agile zenith
#

maybe some mods are to script heavy, or something

late vine
#

Mine is rarely above 95%

#

sometimes drops as low as 80-85 but on average it is always 90-95% usage. Feels like leaving fps on the tabl;e

agile zenith
gentle haven
#

but that might be related to the 13 out of 12 problem

agile zenith
#

i have found a cool way to unload vram though, there is a mod that allows you to unstream the whole world

late vine
gentle haven
agile zenith
#

special K hooks into the right dll's i have been told

gentle haven
agile zenith
#

no i use hwinfo

gentle haven
late vine
#

5800x3D might be too weak for the GPU to shine

agile zenith
#

they didnt bench cyberpunk though

#

but like 15 other games

late vine
#

Yeah I know, which is why I didn't go from 5800x3D to 7800x3D, at 4k, the difference is simply way too small to justify that purchase. It is only in simulators where the difference is really big

#

and Cyberpunk too I guess

agile zenith
late vine
#

At 4k Ultra settings, 7800x3D is only around 5-10% faster on average

gentle haven
late vine
#

I am maxing everything out no compromises

gentle haven
late vine
#

Heavy ray tracing hits the cpu hard so Cyberpunk is an exception where it is more like 15%

#

plus all these LOD and texture mods also hit the CPU

agile zenith
#

you sure raytracing hits the cpu hard?

late vine
#

Absolutely

agile zenith
#

kk

late vine
#

Googled to double check and yeah, the whole BVH structure is built on the CPU

gentle haven
agile zenith
#

idk what bvh is but ill take your word for it

late vine
#

processing objects and geometry in the reflections and stuff like that also done in the CPU from what I know

#

shadows and lighting quality also hits the cpu

late vine
late vine
#

nexus is back

gentle haven
gritty geode
late vine
#

@gritty geode What does ForceAutoHideDistanceMax do? I set it back to the vanilla 16384.0 value but nothing changed?

gritty geode
#

the vram streamer memory is also where transforms happen... textures and meshes get resized... it's possible textures aren't being compressed properly, or something else is going on. either way, it should never go over its vram allocation

gritty geode
gentle haven
agile zenith
#

hwinfo reported 80MB ram free yesterday lol

gritty geode
agile zenith
#

i think he is confused with pagefile

late vine
#

Nexus servers are COOKED

agile zenith
#

o wait integrated gpu's have shared vram 😄

late vine
#

takes a year to load a page

gentle haven
#

shared gpu memory

agile zenith
#

go home windows you are drunk

gentle haven
agile zenith
#

idk what that is supposed to mean honestly, maybe bios related

late vine
#

Just to confirm, do rain mods not interact with wind like vanilla?

gentle haven
#

But it is a bunch slower

#

this is possible due to having an igpu

#

aswell as a dgpu

agile zenith
#

i remember the days of modding skyrim to breaking point

gritty geode
agile zenith
#

using ddr memory as an extention of vram lol

gentle haven
gritty geode
#

the problem with anything in shared vram is it competes with everything the game knows it's streaming across PCIe

agile zenith
#

ill check it out see what mine does

gritty geode
#

it will, it will just be very slow and create a constant overhead

#

it's not vram

#

as far as the streamer memory... it has to be physically GPU memory, because everything prepared in the streamer is then uploaded to the GPU scene. it doesn't work well if some is in CPU memory and some is in GPU memory

#

(it doesn't matter what you call shared GPU vram, it's still CPU memory)

gentle haven
#

i will see what happens if i turn off the igpu

#

nope nvm

#

i will disable just the sysmem

#

because i force all other programs onto the igpu so i can have them open without affecting performance

gritty geode
#

I haven't been able to find another solution

late vine
#

Damn the central park is so GORGEOUS with PTNext

#

at night with light rain

#

Absolute resource hog though, GPU power consumption never dropped below 420 watts

#

self shadowing is crazyyy

gritty geode
#

wow haha

#

I can't wait for that to kill my PC 😂

late vine
#

The fps right outside the park, looking at the city center instead of the park, I get 80 fps

#

as soon as you enter the park it is 60

#

If you add Sousine rain mod with heavy rain it drops to 55 haha

#

but it looks so good

agile zenith
#

i have 40GB of vram

#

the park isnt even the hardest hitting spot for me anymore, infront of heavy hearts kills my setup more

#

this is at wonk resolution with dlss quality, 3840x1391 (and then dlss quality)

#

still strugling lol

late vine
#

Wait that is not 4k

#

It has around the same amount of pixels as 1440p ultrawide

gritty geode
late vine
late vine
#

I basically used your recommended mods list on nexus as a checklist rather than a recommendation

gritty geode
#

haha same

agile zenith
#

but still nightmare fueled people at 15 meter distance, i wish i could run nvlods, but half of the map just disapears when i run that

late vine
#

oh okay

#

But at that custom res, DLSS Quality has around the same internal resolution as 4k DLSS Performance

#

well, 4% higher than 4k DLSS Perf but pretty much the same

agile zenith
#

4k dlss = 1440p

#

i already cut it down and then put dlss on top

minor smelt
agile zenith
#

its like 75 % or so idk

agile zenith
#

or nova

late vine
#

And use dlss on top

#

right?

late vine
#

using DLSS Quality, will give you an internal resolution of 2560x940

agile zenith
#

right thats what i did

late vine
#

which has around 4% higher “real” pixel amount than DLSS Performance at full 4k (3840x2160). In this case, I agree with you that DLSS Quality would be the minimum I would go

#

Names “quality” and “performance” mean nothing, it is all about internal resolution

agile zenith
#

i want dlss quality at 2160 too

#

i dont notice the faces going wonk, there is no rolling window lights etc

late vine
#

maybe slightly worse even because it is upscaling to a lower resolution

agile zenith
#

its basically the same

late vine
#

Yeah

#

Pretty much

agile zenith
#

no i meant 4k quality or that anamorphic + quality

#

😄

late vine
#

And you get same fps with both?

agile zenith
#

all i did was cut parts of my screen off

#

idk about fps tbh, but lower internal rendering saves some vram

#

its just that about 40% of my screen is just not rendered, and the edges get stretched a bit

late vine
#

at 3840x2160

agile zenith
#

i looked at all the things i need to do to run a different profile, but 2 much work for me 😄

late vine
#

No no it is easy

#

Preset D is shit

#

do this:

#

Download dlss tweaks

#

open it

#

set global preset to E

agile zenith
#

can you just post your file here?

late vine
#

Save

agile zenith
#

so i can use it?

late vine
#

I don’t set it from profile

#

Just download it and set global preset

#

that is it

#

it will apply it to every game

#

It is 4 clicks

agile zenith
#

so it doesnt need hacked verification files, and hook into your exe or something?

#

i mean that is kinda what is putting me off

#

and all the post of people who fail to do it

late vine
#

only if you want to customize it more in deprh

#

but if you just wanna set a preset

#

you can do it globally

agile zenith
#

tnx but i forsee to many issues with it for my setup (photomode reshade etc)

#

its already hard enough as is to trouble shoot certian things 🙂

#

gonna try playing with resizable bar disabled, see if that somehow makes things a bit smoother

agile zenith
# late vine only if you want to customize it more in deprh

do you happen to know what to remove from which file (lua /json/ ini) to stop U+ applying Ray Reconstruction when selecting a different pathtracing method? I kinda want to test some things while running DLAA, but the game crashes to desktop when i swap with DLAA enabled

late vine
#

No clue but it should be in the init.lua

gentle haven
#

Hoonter said that going in and out of cameras disables SD

#

It does

#

But i doesn't seem to turn on again

late vine
#

Does it say it enables then doesn’t?

#

or just doesn’t say or do anything

#

for me it says “PTNext detected. Enabling SD”

#

and from my experience it seems to correctly enable it

gentle haven
gentle haven
late vine
#

Hmm

#

no idea tbh

gritty geode
#

I'm just adding CCTV detection so it can ignore that

gentle haven
#

Cctv

gentle haven
#

how's it going ya'll?

late vine
#

been busy with work

#

it kinda went silent in here lmao

gentle haven
gentle haven
#

btw i am currently using medium textures + all ultra plus mods with 4k versions + unchained main + chained characters and it looks and runs better then vanilla high

late vine
#

Vanilla textures are pretty bad tbh

#

so any good texture mod on medium texture quality is going to look better

#

I browse the game’s subreddit quite often and almost every screenshot gives me a jumpscare and I realize 99% of people play without Path Tracing

#

It lowkey looks like a 10 year old game without RT

#

Low quality textures, insanely annoying and distracting pop in, and the rasterized graphics look almost a decade old

#

Once you experience Path Tracing, it is so hard to go back. You are constantly distracted by inconsistent raster graphics

gentle haven
#

I can't believe i played without pt once

shadow acorn
#

How stable is version 4.x these days? I've been on 3.5.3

#

Sorry i have not read all the history here. Too much to go through 😛

late vine
#

PTNext playing on High/Insane

#

I would switch

late vine
#

Going from Psycho RT to Path Tracing made it feel like a whole different experience.

#

1440p to 4k was another big jump

#

SDR on a $200 monitor to HDR on $1200 monitor was another massive jump

#

40 fps to 90 fps was another one

#

All of them combined felt insane at the time lmao

shadow acorn
gritty geode
gritty geode
gritty geode
gentle haven
#

Mine was xbox

late vine
gentle haven
#

I think photomode work fine too

late vine
#

so

#

by the way I just realized, why is GI Boiling filter disabled for PTNext but not for others?

#

if it is to save some fps but enabling it will provide better quality (it mentions something about reducing bias), should I enable it?

gentle haven
#

I have to ask, what work do you do sammi?

gritty geode
#

are you seeing boiling?

gritty geode
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what about you guys?

late vine
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is there a benefit to disabling it?

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if it doesn’t bother me

late vine
gritty geode
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only that if there is no boiling and it's enabled, it will create boiling 😊

late vine
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oh that is weird lmao

gentle haven
gentle haven
gritty geode
late vine
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@gritty geode what do ShadowOptimizations do?

gentle haven
late vine
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@gritty geode I think I jinxed it by saying I didn’t see any issues

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The shadow burn in bug is back

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And there is this issue with PTNext where the lights start aggressively flickering when there are too many light sources

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The setting for Lightslotcount doesn’t seem to go past 512 which I think is the issue

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this is a ReGIR issue only it seems

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oh and a lot of lights stop casting proper light when out of screen space, also PTNext only

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It was so obvious in Heavy Hearts club when you meet a certain fixer

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unless you placed yourself in the room in a way that both his face and the lights are on the screen, his face becomes barely illuminated

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and there is very heavy boiling/flickering effect on his face

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kinda kills the purpose of Path Tracing if lights are going to stop casting light once off-screen or if there are too many lights at once

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Heavy Hearts seems to suffer the most because of how many lights there are. I haven’t tested other bars/clubs but it could also be an issue in there

broken hornet
gentle haven
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Chained is the 2x version

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Unchained is 4x res

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The different packs contain different textures

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So i use 2x res for characters and 4x for all other textures

broken hornet
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heard, is this not on the nexus? it’s not coming up in search

gentle haven
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This one

broken hornet
gritty geode
gritty geode
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this is my company btw https://licorice.ai

licorice.ai

AI Business Coordination Advanced operational automation, with error-prevention and skills-based task routing, integrating with existing business

gentle haven
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That i atleast know

gritty geode
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same! 😊

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something something nerd all day, and work with nerds 😊❤️

gentle haven
gritty geode
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you're hired 😂