#▫️Cyberpunk 2077 Ultra+ 2.13 Patch Patch Patch Patch

1 messages · Page 8 of 1

gritty geode
#

NRD does work... but I haven't worked out why it's inconsistent for some people. I believe it's working really well for @cyan scarab

#

thats me I have to rework the logic

late vine
#

but I also play with a controller and with M+KB 70 fps starts to feel the input lag

#

But if you look up the comparisons between PTNext and PT21 Insane (which is already better than Vanilla PT) from FireKahuna, you will see that it is worth the performance hit

gritty geode
#

yes, sorry I'll fix this as soon as I can

#

same. PT20 or PTNext (ReGIR) all the way

#

that's just untrue

#

but the default PT in 2.0 was configured badly

#

are you using v3 or v4? in v4 it's in the debug panel

sleek quiver
gritty geode
#

sorry I haven't had a chance to document the new version. ty 😊🙏

#

that's the game enabling it constantly 😩

gritty geode
#

or if you really like high fps just use PT20, it still looks great

woven island
sleek quiver
woven island
#

How about PTnext High with the Shading Candidates from Medium plus the Sharc scene scale to 200, would that make sense to save some fps but keep the quality resonable? 🙂

late vine
#

Shading Candidates even at 16 looks better than PT21 insane

#

so yes

#

If you want more fps then do that and you won’t lose anything noticeable

late vine
late vine
#

.

woven island
#

do I need to enable RTXDI separate denosing?

late vine
#

Even 8 Shading count is better (but only slightly)

late vine
#

when you load a game

shadow acorn
late vine
# gritty geode that's just untrue

I meant at the same performance level. I don't think naive rays/bounces can look as good as ReSTIR while having the same amount of performance or without having to make sacrifices elsewhere

gritty geode
#

so I need to

  • stop separate denoiser enabling with NRD
  • stop saving/setting RR/NRD
  • lower shading candidates for PTNext High/Insane and increase SceneScale and/OR ideally find a way to increase the brightness of few/low light scenes
    (Hoonter suggests 400 Insane, 350 High, 250 Medium, 150 Low)
  • increase quality of PT20 High/InsaneDone
  • fix sparkling skin PTNext
  • fix sometimes overlayed shadow appears with PTNext
  • fix separate denoiser being disabled briefly with CCTV and other conditions that aren't a game exit
  • document v4!
  • save SSR blending (move to features)
  • maybe just save separate denoiser?
  • rework RIS into internal/lazy settings so it overrides the engine changing it
#

anythink I'm missing?

gritty geode
agile zenith
#

my main reason is mainly the ssr blend, and the seperate denoiser setting

gritty geode
#

omgosh lol

#

it's easy if CP doesn't keep changing things 😂

#

it would be much better to add those to the features tab I think

#

oh! I need to also save ris separately because the game keeps changing it

#

added to the list. if anyone sees anything I've missed please let me know 😊

late vine
gritty geode
late vine
#

It would be so amazing if there was an alternative way to bring indirect lighting to PT 2.0/2.1 level in very dark areas without having to set Sharc Scene Scale to 400+ and losing 25% performance

#

Another issue is flickering lights with PTNext if there are too many light sources

#

and some light sources being screen space when they are properly traced in PT 20 and 21

late vine
#

You can refer to these comparison images I did with SHARC

sleek quiver
late vine
#

I use it at 60 and have no issues. it seems to be problematic above 75 and 60 is a safe value from my experience

gentle haven
#

I missed a bit

late vine
#

no, precache

#

for Sharc I recommend 200 minimum

#

350-400 ideal

#

SceneScale 50

#

reposting for easier access

gritty geode
gritty geode
late vine
gritty geode
#

the 3090s are beasts 😂

gritty geode
late vine
#

It seems to be less than half the limit of 2.1 or 2.0

gritty geode
late vine
#

because there is zero flicker or screen space lights on PT20 or 21 even with over 1000 light sources on screen

gritty geode
#

there isn't a reason to have a light limit in RTXDI or ReGIRDI

shadow acorn
#

Yea it causes oversharpening of faces

late vine
#

Only tested it for a few minutes tho, didn’t have much time

gritty geode
#

k

shadow acorn
#

@pliant drum said the terrain4k mod has mesh issues?

#

Also the game seems surprisingly stable even when you go a little above the vram budget

late vine
# gritty geode k

Also, SHARC SceneScale performance impact seems to change depending on the scene. On some scenes, 400 Scene Scale is 10% slower than 200. But on other scenes it is only 2% slower

gritty geode
gritty geode
sleek quiver
gritty geode
#

basically sosuine's environment LODs, vegetation LODs, and NSGDD are where it's at

#

and probably Ads Draw Distance from what I hear

cyan scarab
late vine
#

I can afford to lose another 2 fps

gritty geode
#

I didn't realise you were on 2.11 😂

#

maybe they broke it in 2.12a

cyan scarab
#

Wanted to see what all the fuss was about XD

#

All I've noticed so far is poor performance

gritty geode
#

I kinda wanna play Jedi fallen order 🤔

sleek quiver
gritty geode
cyan scarab
#

5-7% by estimation. Should have taken some benchmarks before I updated

gritty geode
#

I am on a lowly 3070 Ti in a laptop lol

gritty geode
sleek quiver
#

Btw, what are you guys opinion on RR vs NRD? I keep seeing people really liking RR but I find the shimmering it produces so distracting, especially moving shadows. Even with DLSS quality. Feel like im missing out on something almost

cyan scarab
#

Less frames in general but it feels smoother in the menus I suppose. More testing needed

#

2.12a has already made me notice the issues with textures while using NRD. Other than that, I much prefer NRD since I run native res. RR with a custom DLSStweaks res set to 99% still looks far worse due to the way RR handles contours. Just have to live with worse reflections sometimes

#

RR also makes NPCs look horrid, even with perfect hi-res LODs

gritty geode
#

also I get 50-60 fps running NRD PTNext, vs. 40-50 with RR

#

truthfully I don't like the AI training of RR, I think it makes things (eyes especially) look crazy, but this is also highly dependent on resolution and upscaling. I don't think there is a right choice,well, whatever you enjoy is the right choice.

#

Samantha wants pizza

sleek quiver
#

Thats good to hear. Makes me feel less like im taking crazy pills

agile zenith
#

that is pretty crazy i get way better perfromance with just RR

late vine
#

@gritty geode our convo pushed me to do further testing with SHARC and it seems there is this weird curve to it

#

200 to 400 loses 4% performance on average

#

400 looks so much better

#

but 400 to 500 looks pretty much identical, however, there is a 12% fps drop from 400 to 500 which is crazy

#

and the cap seems to be somewhere around 500-550 because there is no performance or visual difference after that

#

I think it should be:

400 for Insane, 350 for High, 250 for Medium, 150 for Low

gritty geode
gritty geode
#

I'm imagining it's getting rendered to a separate... thingy. what's it called. g buffer... frame buffer

gritty geode
late vine
#

Yep, was testing both at the same time. That one is so extremely weird

#

Downscale factor 2 gives 30 fps less than downscale factor 5

#

but looks so much worse

#

how does that make sense

#

lower downscale factor seems to have higher quality indirect lighting

gritty geode
#

yeah

late vine
#

by “lower” I mean 5 has higher quality than 2

#

but setting it too low like 8 or 9 also kills fps

#

So just keep it between 4-6

#

it changes lighting less than scene scale

#

I don’t understand how it works so I just kept it at 5 and used scene scale

agile zenith
late vine
#

The thing is, PT 2.1 and 2.0 have similar performance to PTNext with SceneScale 200-300

#

it makes no sense to put it any lower than 200

#

when all other settings are the same, Scene Scale should be 200 minimum for PTNext

late vine
# agile zenith

nah, I don’t hate it. I mean even vanilla NRD without any fixes or tweaks still looks better or at least matches RR ~40% of the time

gritty geode
late vine
#

😭😭😭

#

damn

agile zenith
#

thats me without coffee

gritty geode
#

lmao that sounded far more brutal than I meant it 😂 I'm only teasing

late vine
#

well it says downscale and downscaling by 5 is smaller than downscaling by 2

gritty geode
#

seriously I'm such a troll please don't take me seriously

late vine
#

I really wonder why Sharc settings don’t change anything with PT 2.1 or 2.0 though

#

why only with ReGIR

gritty geode
#

they do

#

idk what CDPR has done, there's so many workarounds in there

late vine
#

From my testing in the same areas it doesn’t seem to have even half as much of an effect

#

With PT 20/21 Sharc Scene scale 500 looks the same as 200

#

in PTNext with ReGIR the difference is night and day

gritty geode
#

200 was what I originally set 20 and 21 to

#

but people complained

late vine
#

yeah I remember

#

I complained too 😂😂

gritty geode
#

😂

#

ultimately it's what people want I think

late vine
#

Because its effects aren’t immediately visible and even less so with PT 20/21

#

And it makes you lose quite a bit of fps

gritty geode
#

yes, but then you go under a bridge or something and the light keeps changing all around you at 50

#

and I'm like how can you stand this lol

late vine
#

it is so bad at 50 I genuinely can’t believe I played like that for weeks

gritty geode
#

no same. I didn't realise what was causing the crazy lighting changes

late vine
#

wait wait wait

#

hold on

#

lighting CHANGES?

#

you mean dimming?

gritty geode
#

yes as you turn around

late vine
#

then brightening?

#

Oh my god that was THIS?

#

It was driving me so crazy

gritty geode
#

yes 😊

#

that's why I set it to 200

late vine
#

Now that I think about it, it was indeed less at 200

#

but still there

gritty geode
#

correct

late vine
#

I think for insane preset it should definitely be 400

#

only 3-4% less fps than 200 but looks much better

#

haven’t tested everywhere but I really doubt it would be more than a couple fps lost

gritty geode
#

otay 😊

#

I look forward to testing this at 8 fps 😊

late vine
#

Did further testing, the cap seems to be higher than 500

#

In a different new scene that I found, the image quality improved and fps was affected all the way up to Scene Scale 1000

#

But 400 seems to be the highest we should reasonably go

#

Past 400 I had to squint, go back and forth, take screenshots etc to be able to see the difference. It is definitely there but seems to be a much more subtle improvement. I feel like going from 50 too 200 is comparable to going from 1 to 2 bounces, 200 to 400 is like going from 2 to 4 bounces and past 400 (or 4 bounces) there can still be improvements but it will be much more subtle and not noticeable unless you directly compare side by side

#

Scene scale 200 vs 400. Apologize for the the photo quality, screenshots look really bad with hdr

gritty geode
late vine
#

Not only is the bottom of the bridge better and more accurately illuminated, but also take a look at the textures on the curb and its reflection on the ground. Higher SceneScale restores some texture detail that is lost

whole nova
#

Disabling SHARC bounce cache looks identical to having the bounce cache disabled and setting the scenescale to 1000. Gives me a bit under 10% extra FPS too... this is with PTNext as well

late vine
#

sure, it does. But disabling the cache gives me less 4% less fps than Scene Scale 400

gritty geode
# late vine

Logarithm base [Downscale Factor, in CP, I think] controls levels of detail distribution and voxel size ratio change between neighboring levels, it doesn’t make voxel sizes bigger or smaller on average.
To control voxel size use sceneScale parameter instead.

gritty geode
#

SHaRC is within the Nvidia RTXDI git... afaik PTNext isn't using RTXDI at all ... it's using ReGIRDI 🤔

#

i kinda wanna go back to CP 2.11 now 😂

late vine
#

And ReSTIR DI and RTXDI is the same thing

late vine
#

so just leave at default

#

And I am guessing bigger voxel size = better?

#

but wouldn't bigger voxel size mean less voxels overall? And doesn't this mean that we should be going for smaller voxels? Or am I wrong\

late vine
#

It looks the same as Scene Scale 1000

gentle haven
late vine
#

but has the performance impact as scene scale 200

gentle haven
#

ah

late vine
#

Seems like it should be disabled with ReGIR

#

anything less than 400-500 Scene Scale on ReGIR looks worse than PT 20/21

#

But if you disable sharc completely, it looks the same as Scene Scale 1000

#

but has same performance as 200

#

If you were to enable Sharc, anything below 400 wouldn’t look too good anyways and below 200 looks horrendous

#

so you have to take the performance hit anyways

shut kernel
late vine
#

according to my and @whole nova ‘s testing, yes

gentle haven
#

lua edits i mean

late vine
#

no clue tbh

#

I just disable through the debug menu

#

will let you know in a sec if it saves or you have to do it every time

#

Since default U+ scene scale value is 50, you will lose performance in comparison

#

but if you already had SceneScale set to 200 or above, then you will have same or even better performance

late vine
gentle haven
#

aight

#

and then disable sharc?

late vine
#

ye

#

enable sharc

#

false

#

Although I will say Scene Scale 400 and 1000 basically look the same so 400 and SHARC disabled looks the same

#

if we find out that enabling SHARC is necessary for some other stuff, then Scene Scale 400 is a good value

#

but you will lose 10% fps

agile zenith
#

Popquiz which one has NRD enabled?

gentle haven
agile zenith
gentle haven
#

its not that hard

agile zenith
gentle haven
#

the black trailing is immense

shadow heath
#

humongous

agile zenith
shadow heath
#

hugh

shadow heath
#

mungus

agile zenith
#

perfect

late vine
#

Jesus I didn’t know it was that bad

#

RR ghosting was bothering the hell out of me and wanted to switch to NRD

#

but it is even worse

#

I think when I have more time I will test default Ray Reconstruction settings vs Ultra+

#

I think Ultra+ has more ghosting than Vanilla

agile zenith
#

those pics are with vanilla 2.12 path tracing though, when you enable both RR + NRD (which is the default behavior) its not that bad

#

if you just enable RR, you still get trailing, but its not a black trail, more like the edges of the (car) trails

#

kinda like when you run no denoiser

late vine
#

oh damn okay

shadow acorn
agile zenith
shadow acorn
agile zenith
shadow acorn
#

Ohh right. Sorry it's been a while

#

Yea that woman was fucking nuts

cyan scarab
# gentle haven the black trailing is immense

Yeah, PTnext does have some wild black smog trails with NRD. When you get the contrast just right during lut creation those trails almost go away but its fine line between breaking the overall look of the city.

gritty geode
gritty geode
gritty geode
#

or... at all 🤔

gentle haven
cyan scarab
agile zenith
gentle haven
#

doesn't matter how long i stand there

agile zenith
#

than its likely not using the cache properly (dumb guess) im fairly uneducated on the subject

#

ask princess sammi 😄

gritty geode
#

ooo princess 😊

gritty geode
gentle haven
gritty geode
#

what mode are you in?

#

haha noo I've always been a princess lmao

gentle haven
#

ptnext 21 shadingcount disabled sharc insane RR

#

changed it to 23 now

#

they are still shifty

#

it seems to only be a problem in the dark

gritty geode
#

yes that's why it was set to 26 😊

#

but that's also what sharc caches

gentle haven
gentle haven
gritty geode
#

mm yes it's a balance

gentle haven
#

yep with sharc cache on it still shifty

#

my cp just crashed

#

uhm

#

just to test i set shadingcount to 100

#

and still shifty

#

sharc cache at 1000 also does not fix

#

hmmmmmm

#

it does not like darkness

#

just like my pc is not liking what i am doing

#

it does become less

#

it is only a ptnext issue

#

sorry, i am sending to many messages again

#

i think i am gonna stick with pt21 for now

#

NVM

#

i just ran the benchmark with pt21 and i saw the strangest things happen

agile zenith
gentle haven
agile zenith
#

oof

gritty geode
#

it's probably important to understand a lot of the decisions in the mod aren't perfect, but they are a balance... balancing between

  • light and dark scenes
  • performance/fps and visual quality (remembering that higher real fps also often means higher quality)
  • artifacts vs weirdness

...I don't think there is a "perfect". it's a worthwhile pursuit just realize that it also doesn't exist 😊

#

and often I'll make decisions that are like "well, this has less brightness in 4 areas but it looks better everywhere else"

agile zenith
#

@gritty geode sorry for late reaction, but i just remembered 1 thing, not really mentioned the other day when you asked for chances improvements. IDK if its possible for DLSS not to default to "auto" but to respect the users input

late vine
#

With or without sharc

#

and it doesn't matter how high you set SHARC quality

#

Since the main difference from other modes is ReGIR, I am guessing it is another ReGIR limitation

#

@gritty geode could it be the fact that all DI samples are set to 0 on PTNext?

#

SpatialNumSamples and all that stuff

late vine
# gritty geode I don't think it used to ghost that badly 🤔

yep, you are not alone. I know 100% that it used to ghost much less in v3.5.3. I am convinced it is the changes made to RR that probably made things look better in your testing but there wasn't enough testing done in all the different scenarios to determine whether it was actually better

late vine
#

So technically the shadows are not popping in, but rather resolving very fast as you get close

#

at least from my testing that is what seems to be happening

#

with PTNext, shadows are fullly defined from much further away

late vine
#

So it is just a ReGIR limitation I am pretty sure

#

Plus, enabling LLIS is problematic as you noted, because it seems to brighten some lights while dimming others. Seems to lead to inconsistent indirect lighting quality

sleek quiver
#

Using PTNext some vegetation goes white (look around the tank in the parking lot). I noticed there was also a post by Shizerek on nexusmods that mention this: https://imgsli.com/MjU3MzA5/7/6. Is this just a bug in current version of PTNext? Any way to resolve it?

#

However if I use RR instead of NRD it goes away 🤔 how come

agile zenith
#

if you click on separate denoiser again, you might get more pleasing results

sleek quiver
#

Thats good to know 🙂 ty

sleek quiver
#

Wait. Now the grass is like that also in PT20 and PT21. Did I mess something up

I did just install DLSStweaks to change my dlss preset to E. Could that affect it?

agile zenith
#

not that i know, but try disabling pathtracing in the game settings and enable it again, or switch quality profiles in game settings

sleek quiver
agile zenith
sleek quiver
#

Maybe I should just remove and re-install the mod

agile zenith
gritty geode
gritty geode
#

basically because vegetation is hacked in there, so relies on the separate denoiser to work properly

sleek quiver
#

Interestingly it seems to have the same effect on PTNext. When I tried it out the first time vegetation was not affected by the light sources at all, but after restarting the game (with PTNext) suddenly it was, pretty much identical to the screenshot above.

cyan scarab
gritty geode
gritty geode
cyan scarab
gritty geode
#

?

#

the only one that's stable for me is the one on nexus

cyan scarab
#

6.0.1? Can't remember

#

Should probably look over the log to be sure

#

6.1.0.1834

gentle haven
#

uhm

#

something broke

#

mine is blinking constantly now

#

all i did was update archivexl

agile zenith
agile zenith
gentle haven
#

?

sleek quiver
sleek quiver
#

Just discovered another fun quirk. So while toggling Material Test (Indirect S) does fix most grass like in the screenshot I posted, it does not work when I bring out my weapon (any weapon). 🥲 However if I start moving it looks OK, but once I stop the white bushes come back in. If my weapon is holstered it always looks OK, even if im standing still.

Still goes for both PT20 and PTNext

gritty geode
shadow acorn
#

DId someone say there was a vanilla bug where NRD and RR get stuck on at the same time?

#

if you're using RR

#

is there a situation where you can reproduce this? So I can avoid those conditions?

gritty geode
shadow acorn
#

oh nice

#

good to know, thanks

#

I think I may try playing with RR on

#

NRD is annoying me with rain

#

it can't keep up

#

causes a ton of jitter

#

easy to reproduce. Just be inside a car when it's raining and look out. Or look outside the H10 window

#

shit is jiggling all over

gritty geode
#

right, I'm going to compare NRD to an older version, I think it was working a lot better before (but can't think of anything that's changed. we'll see)

shadow acorn
#

also it's not an ultra+ problem, the rain jitter. It's vanilla problem

#

just to be clear

gritty geode
#

yes all good 😊

shadow acorn
#

Ugh so RR makes the environment look better and things are way more stable....but it makes all NPCs look...."weird"

#

So really both RR and NRD are bad lol

#

We have no good option

#

NRD just can't really keep up with PT unfortunately.

#

So gotta pick your poison. NPCs or Environment

late vine
#

Yep, this is why I pick RR

#

I don’t ever look at NPCs unless I am directly talking to them

#

but environments, and literally everything else is constantly noticeable

#

And once you go into higher “base” resolutions like 4k DLSS Balanced (1200p internal res) or higher, and if your base fps before frame gen is 45+, the NPC ghosting becomes a minor issue

#

At 4k DLSS Balanced, getting 80+ fps with frame gen, RR is perfectly fine for NPCs

shadow acorn
#

I'm doing 1440p quality dlss, with frame generation, with a cap of 80 fps

#

I don't use VRR and my monitor is 240hz, so i'm doing 1/3rd max refresh @ 80fps

#

otherwise i'd have to do 120fps and I do not think i can hit that consistently

late vine
#

You can force DLAA or a higher quality DLSS with DLSSTweaks

#

At 1440p, even with DLSS Quality the internal resolution is pretty low (960p)

#

You can increase the DLSS Quality scaling from 0.67 to 0.77

#

which would bring you to a base resolution of ~2.2 million pixels from ~1.7 million

#

It will cost you performance but you should be able to do it easily with a 4080

#

or even 4070Ti Super

shadow acorn
#

but yea 960p internal is pretty low agreed

#

Do you think I could hit 80 fps constant with DLAA at 1440p maxed out on a 4080 super?

#

i guess i didn't ry

late vine
#

@shadow acorn how did it go?

shadow acorn
#

oh didn't try yet ha

late vine
#

If DLAA doesn't work out, raising DLSS Quality scaling factor from 0.67 to 0.77 should be good enough without completely killing performance. It is basically the DLSS Ultra Quality setting that Nvidia didn't include in cyberpunk

shadow acorn
#

there is no RR with dlaa right?

#

since it's native

late vine
#

You can

#

But not from game settings

#

you have to use DLSS Tweaks

shadow acorn
#

does it try to use NRD?

#

does that mean you get all the bad parts of NRD

#

if you run native

#

vs dlss

late vine
shadow acorn
#

just curious what happens without that

#

cause NRD sucks

late vine
#

I am telling you

#

If you want to use RR at native'

#

you need DLSS tweaks

shadow acorn
#

ok gotchya

#

hopefully i can use that with SK

#

not sure

late vine
#

SK?

shadow acorn
#

specialK

late vine
#

Special K?

shadow acorn
#

yea

late vine
#

Shouldn't be a problem I think

shadow acorn
#

alrighty

#

this right/

#

?*

late vine
#

Make sure to also use the latest DLSS 3.7

#

with Preset E

shadow acorn
gritty geode
sleek quiver
#

I take it that the PT20 found in the v3.5.3 download is different than the PT20 found in the v4.0-rc1 download? Is that correct?
I am experiencing none of the issues with white grass and such in the v3.5.3 download version.

Other than that, are there any major upgrades found in the PT20 v4.0-rc1, compared to the other one? Or is PT20 more or less similar in both downloads?

gritty geode
#

yes there's some problems with v4 I need to fix

sleek quiver
gentle haven
#

Its on the discord here

#

#1224890336833179749 message

gritty geode
#

i can't pin things i'm sorry 😊

#

i took a brief break to fix Jedi Fallen Order. it's fixed 😜

gritty geode
shadow acorn
#

Nice. how do I fix it!

gentle haven
#

@sleek quiver maybe check this out too: #1224890336833179749 message

sleek quiver
gritty geode
#

thanks everyone I'll look soon, I think I just need a break from CP'e madness for a few days

shadow acorn
#

Dude take a break!

gritty geode
#

otay 😊

#

i'm just enjoying playing fallen order at the moment lol

shadow acorn
#

When did you fix it

gentle haven
shadow acorn
#

Can someone link me?

late vine
#

Has anyone here played Metro Exodus Enhanced Edition, I am playing through it right now and honestly it is so damn impressive how they pulled this off back in 2019

#

I am playing at 4k with DLAA, getting ~80 fps average and it is so crisp

#

It is not path tracing but honestly I think I prefer this over Cyberpunk’s PT any day

#

Native 4k + DLAA + base 80 fps without any ghosting or frame generation artifacts or Ray Reconstruction smearing or soft image due to low internal resolution. It is just so crisp

#

And honestly in most cases, I couldn’t tell the difference from PT because of how everything has accurate shadows and bounce lighting. Cyberpunk even with PT has a lot of objects without shadows

#

anyways I really recommend you check it out

gentle haven
#

Metro exodus enhanced edition is a game on the good looking side

late vine
#

I think it is pretty much like RT+PT

#

Like Alan Wake 2

#

but the raster/PT balance is a bit more on the raster side

#

however in return you don’t have to deal with any ghosting or smearing or artifacts

#

Who knows maybe Path Tracing will also be like that if we could run it at Native 4k 60+ fps without any DLSS

#

But we will definitely need RTX 6090 for that

late vine
gentle haven
late vine
#

yep, it is technically worse than PT

#

But the lack of ghosting, smearing and artifacts compensates for it

#

combined with a crisper image due to DLAA instead of DLSS Balanced/Performance and smoother gameplay due to no frame gen but rather normal high fps

shadow heath
#

And it absolutely has ghosting and smearing lol what are you talking about

#

That's one of the main limitation of their caching solution for "infinite bounce"

#

It uses cascaded shadows and most light sources are not shadow casting

#

Then again most of the game is lit by the sky

late vine
#

I also experienced ghosting and smearing with that

minor smelt
late vine
#

Updating to 3.7 fixes it.

shadow heath
#

Their system is super reliant on temporal acummulation and light has a very big delay

minor smelt
late vine
#

And even with the default DLSS v2.4, it has much less ghosting and smearing compared to PT in cyberpunk or Alan Wake

late vine
shadow heath
#

That's not surprising

minor smelt
shadow heath
#

RT is more probabilistic

late vine
#

In cyberpunk there is ghosting even without Ray Tracing tbh

#

It is a constant

#

it just becomes much worse with PT

#

Alan Wake was better in that regard

#

My overall point wasn’t that Metro’s Raster/Ray Tracing mix is better than PT, it obviously isn’t. I just wanted to say that it is very impressive considering it was released a few years before Path Tracing made its debut in games

shadow heath
#

It was the first game to have a comprehensive RTGI system similar to what hardware Lumen does

late vine
#

And another thing is that Cyberpunk PT is 5 times heavier to run but it definitely does not look 5 times better

shadow heath
#

You can't measure it that way

#

Same way people will argue that ray tracing doesn't look 4 times better or whatever

late vine
#

Well yeah, I know why Path Tracing is much more heavy

shadow heath
#

But games are not moving to path tracing directly so it's not really an issue

#

Also Nvidia's UE5 branch is being done in a way that the path tracing is built as an extension to Lumen

#

so devs can develop with Lumen and ship for PC with a path tracing version that is compatible with it

#

instead of having separate rendering systems altogether

late vine
minor smelt
minor smelt
late vine
shadow heath
#

Cyberpunk's geometry and material quality is last gen

late vine
#

4k DLAA with native 80 fps will look much better in motion compared to 4k DLSS Performance and native 50-60 fps

#

Even though in stills, cyberpunk will look much better

#

That’s why I prefer it for now

#

but obviously when the GPUs will be able to do the same with Path Tracing, it will be a no brainer

#

But yeah, I was very convinced that it should be “PT or nothing” but Hardware Lumen is probably the “better” solution until RTX 60xx series or so

shadow heath
#

I'm a stickler for accuracy and have an eye for rendering mistakes that deviate from reality, if game has a PT mode then it's pretty much no brainer choice

#

Outside of maybe UE5 games you're probably not going to get an RT mode that is fully featured if game also has PT

late vine
#

If there is a choice, then sure. But I doubt we will get PT in a lot of games any time soon leave alone as a choice between Lumen or PT

#

I am guessing GTA 6 might get PT, since we will probably be on RTX 60xx by then

#

And Cyberpunk 2, Witcher 4 will definitely get one

#

same with Remedy games

#

The next Metro game might have one too

shadow heath
late vine
#

True yeah

shadow heath
#

Also remember how they patched RT into GTA 5, for consoles only

late vine
#

But the other games I mentioned all have devs that implement the latest tech

late vine
shadow heath
late vine
shadow heath
#

But by the time Cyberpunk 2 comes out PT will already be semi standard lol

#

I think TW4 will be 2025 or Q1-2 2026

minor smelt
shadow heath
#

But they seem to have moved to some RT at least

minor smelt
#

Basically just increasing some settings-values from the console version

shadow heath
#

DF analysis of the trailer says it's definitely console footage, and it clearly shows the use of RT GI and reflections

minor smelt
#

So, if they do have RTGI and RT reflections, they might just improve the quality of that

late vine
minor smelt
shadow heath
#

Consoles were Medium-High equivalent

#

And settings beyond that make little difference

late vine
#

Digital Foundry said smth about it

minor smelt
late vine
shadow heath
#

The biggest difference between RDR2 on console and PC maxed is the resolution

shadow heath
#

volumetric lighting just looked more pixelated when you saw fog

#

PC maxed is mostly a quantitative improvement

#

not qualitative

late vine
#

IIRC lighting on highest setting enabled lighting and shadows from the sky/moon

#

But yes, the difference might not be as big as I remember it

shadow heath
#

it added some minor local bounce

#

mostly visible in certain cutscenes

late vine
#

tbh I don’t care about rockstar games all that much

#

I find both GTA 5 and RDR2 mediocre by modern standards

#

I am much more excited for Cyberpunk sequel or the next Witcher, Metro or the next remedy game

shadow heath
#

RDR2 has mediocre game design

#

narrative and world building/simulation is unmatched by any game

late vine
#

I am gameplay first type of guy

#

So if the gameplay is mediocre the entire game is immediately mediocre

#

unless it is a walking sim or something

shadow heath
#

Cyberpunk gameplay is also very mediocre

late vine
#

wdym

shadow heath
#

and the world building/similation is basically no nexistent

late vine
#

Cyberpunk has basically one of the best gameplay I have played in single player games

shadow heath
#

🤣

late vine
#

the gunplay is mediocre I would say

#

But overall gameplay is pretty good

shadow heath
#

it's pretty much Ubisoft game design

late vine
#

to an extent

shadow heath
#

it failed pretty hard at the promised cyberpunk rpg gameplay

late vine
#

but not nearly as bad as Horizon games

shadow heath
#

so much stuff was cut

#

it's a husk

late vine
#

You can add quite a bit of roleplaying with mods but I agree

shadow heath
#

and it doesn't offer a functional sadnbox open world

late vine
#

It is no Fallout New Vegas

shadow heath
#

it's like a linear-ish story focused game in a fake city

#

and it took 3 years of patching to get to the current state

late vine
#

Agree to disagree then. I found RDR2 no less fake

shadow heath
#

lol mate

late vine
#

I have 140 hours in RDR2 and 310 in Cyberpunk

shadow heath
#

RDR2 has almost endless attention to detail in the world

#

actual npc schedules etc

late vine
#

I have played both more than enough and in my personal opinion those things don’t matter in the slightest when you are actually playing the game

shadow heath
#

the world in Cyberpunk is like GTA SAn Andreas tier

shadow heath
#

but we weren't talking about that

late vine
#

Well yes, if you ignore the personal preference part lmao

shadow heath
#

I was talking about whether or not the game actually has a believable world that looks like it functions

minor smelt
shadow heath
#

in cyberpunk for like a year npcs despawned when you turned around

late vine
#

RDR2 has a more detailed world but Rockstar also has double the amount of employees, with a bigger budget and more time

#

so there is that

shadow heath
#

Witcher 3 has a more belieavable world

late vine
shadow heath
#

what grudges

late vine
#

How some people refuse to acknowledge Cyberpunk being good in its current state just because they released it in a bad state and it took them a few years of patching to get there

#

which is true

#

but doesn’t change the fact that the game is good now

late vine
minor smelt
#

Guys, we are getting a bit off-topic here as we involve more and more different games into this discussion. This topic is about a specific mod for CP2077. Might I suggest to move this discussion towards #💬chat ? 🙂

late vine
#

my bad

#

I will continue playing the game, thanks for the chat guys

broken hornet
#

When renaming the usersettings.json - what do I actually "do"? I have been been hitting "rename" in file explorer and then hitting enter without changing anything. Is this correct?

gritty geode
gritty geode
#

😊

broken hornet
gritty geode
#

what problem are you having?

broken hornet
# gritty geode what problem are you having?

What prompted was extreme stuttering and frame drops leading to a crash (implying a VRAM leak) on the road leading to the 2nd Aldecaldos camp. Loading saves in different locations didn’t reproduce, but I wanted to rename the json just in case.

#

Thank you for the help!

#

(PTNext RC-1, insane, 12GB vram)

subtle flame
gentle haven
#

Rtgi IMMERSE

#

You can use mxao (also a shader by the same guy) for free

subtle flame
#

Complete AO is made by a different guy

gentle haven
subtle flame
#

I think its this guy

gentle haven
#

But i believe mxao uses more of a rtgi kind of solution

subtle flame
#

Might be he too heavy on performance though

gentle haven
#

Does his solution use actual ray traced reflections or no?

subtle flame
#

CompleteRT does yes

late vine
#

Which one is the complete rt

subtle flame
#

But its screen space only

gentle haven
#

That sucks

subtle flame
#

iMMERSE RTGI also has a form of "reflection"

#

Screen Space AO should be perfect though for this use-case

late vine
#

Does the shader do actual RT though

gentle haven
#

Also saw somenone trying to make a game engine addon for Pt

subtle flame
#

Yes software

gentle haven
#

Its not out yet though

subtle flame
#

Pretty good for older games

late vine
#

I am not knowledgeable with shaders I thought they just changed the contrast and colors and stuff

subtle flame
#

That was Marty

gentle haven
#

No did not mean rt remix

late vine
gentle haven
#

Shaders are already in every game

late vine
#

So which one is better RTGI Immerse or Complete RT

gentle haven
#

I believe even the PT you see in cp is a shader

late vine
#

I don’t mind paying 5 bucks

subtle flame
#

All ReShade RT implementations only operate in screen space right now. Marty wanted to make a ReShade PT add-on that operates in world space

#

iMMERSE is the best

#

I have it

#

Use it all the time for older games

late vine
#

Could you please make a comparison between PTNext and PTNext + immerse

subtle flame
#

That would not be the time to use a ReShade RT shader lol. The game already has a much higher quality native PT implementation. Even Cyberpunk's normal RT is better than the shader tbh. RT+PT will however greatly benefit from a ReShade AO shader.

late vine
#

Oh

subtle flame
late vine
#

I thought it was higher quality than PT, based on a comment by Sammi

subtle flame
#

Marty gives his AO shader out for free

late vine
#

So PTNext alone still looks better than RT+PT + Shader?

subtle flame
#

His RT shader is the one that is paywalled

late vine
#

And what about compatibility. Would it work with games like Metro Exodus which already have really good RT implementations

subtle flame
#

For me, no. However, I am particularly sensitive to PT ghosting. I can't stand to use PT20 or PTNext for this reason and only use RT+PT or PT21.

subtle flame
#

Native RT is almost always better tbh

gentle haven
#

Pt21 has less ghosting then ptnext?

#

I have seen it the other way around

gentle haven
#

I am also very sensitive to ghosting

gritty geode
#

it's lighter than immerse

gentle haven
gritty geode
#

it's the reason it looks a bit off

late vine
#

Performance cost and money aside, which one looks the best in terms of quality

#

because I am just now finding out about this I didn’t know you could add some RT to games without RT

subtle flame
gritty geode
#

Krush was testing RT+PT, and adding AO looks amazing

gritty geode
#

not with RT anyway

subtle flame
gritty geode
#

yes sorry I have to fix ptnext

late vine
#

PTNext IS more accurate

#

If you put PT21 insane and even PTNext Medium side by side, PTNext still looks better

gritty geode
#

I'm just going to write a program that dumps all the settings of 3.5.3 and 4.0 so I can see what's different, since their architecture is so different I can't just compare the packages

subtle flame
late vine
#

me too

#

ReGIR in PTNext is just better than all other modes

#

however

#

That is, until you encounter the limitations of ReGIR

gritty geode
#

I don't think beta07 ghosts 🤔

subtle flame
late vine
gentle haven
late vine
#

Yep, a proper ReGIR implementation without the current limitations and with less ghosting would be perfect

late vine
#

Alright I will check it out

gentle haven
#

And a few others

subtle flame
#

iMERRSE is free on github. Pro is paywalled and has RTGI

subtle flame
late vine
#

And it wouldn’t make games which already has RTGI look better

subtle flame
#

not really

late vine
#

such as Alan Wake 2, Cyberpunk or Metro

gentle haven
#

Not really

subtle flame
#

No. It's for older game with no form of global illumination

gentle haven
#

Only issue i have with rtgi shaders is that it uses screen space reflections

#

I love the normal non screen space rt reflextions

late vine
late vine
#

I just realized that it has been months since I last played a game without a proper native RT implementation lmao

subtle flame
#

Also has problems with game's UI. You have to get it to render underneath UI, transparencies, and smoke effects etc

gentle haven
late vine
subtle flame
gentle haven
#

Though i did adjust a lot of stuff to make it look 10x better then normal

gentle haven
#

Using a few shaders, adjusting lod distance, etc

late vine
#

Pop in in Subnautica was so damn annoying

gentle haven
late vine
#

dm?

gentle haven
#

You just start hitting an engine limit trying to increase it to far

subtle flame
gritty geode
gritty geode
#

it looks so good

gentle haven
gritty geode
#

yes. they just replaced UE's reflections and it looks really good

gentle haven
#

Only thing that can not be done by developers without rt is reflections

shadow heath
gritty geode
#

the only thing that looks a bit weak are characters

late vine
#

I would pay extra $20 on top of the base price for every new game to come out with Nanite and Hardware Lumen implementation at minimum. I am so tired of rasterization and pop ins and LOD culling 10 meters in front of your face in 2024

subtle flame
late vine
#

It is genuinely baffling. Do devs expect everyone to play on a TV sitting 4-5 meters away and hoping that they won’t notice the very obvious LOD Culling

gentle haven
late vine
#

Even in Cyberpunk with all these mods, go to a high ground and look only a little into the distance. 2D cars and textures so low quality they look straight out of 2007

gentle haven
#

But that was indeed on an console

late vine
#

One day we won’t have to worry about LODs

#

they are my biggest immersion breakers

gentle haven
#

That is what nanite is supposed to fix

gritty geode
subtle flame
#

hmmmmm

gentle haven
#

I find it curious that i can use nanite and lumen in vr and still get 90fps

late vine
#

Maybe a hot take:

Noticeable pop in and LOD culling is MUCH worse than raster. I would rather have no RT but good draw distance than the other way around

gritty geode
#

I really like UE

late vine
#

me too

gentle haven
gritty geode
#

I was sure he did a comparison with RT+PT but I can't find it. it looked amazing

gritty geode
#

how they do shadows is so good

subtle flame
#

Wonder how it looks with only an AO shader. I don't think the RTGI part of the ReShade is needed

#

Gonna try RT+PT with iMMERSE AO

gritty geode
#

no me either

shadow heath
gentle haven
#

Shadows on smoke

#

Yippie

gritty geode
#

yeah I'm trying to work out if it's better or just more contrasty

subtle flame
#

That's why only AO is interesting with using that add-on I linked to have it render underneath all that stuff

late vine
#

We need more comparisons to be able to tell whether it is more accurate or just has more contrast

gritty geode
#

I wonder if I can get the games AO working

#

or see if it is

shadow heath
#

Of course it's not going to be more accurate, it's a screen space shader, versus PT AO from world space

#

But a lot of people think that pitch black thick AO is better

subtle flame
#

and by the end of it the performance might be worse that just using PT lmao

#

oh well

shadow heath
#

probably not

subtle flame
#

no good options

#

ReShade AO is heavy too

shadow heath
#

not that heavy

subtle flame
#

Maybe Sammy can perform a miracle and get in-engine AO working

late vine
#

it is still 25% lighter than PT

#

95 fps vs 76

#

But not big enough to not just use PT

subtle flame
late vine
#

Yeah so long story short

#

don't use with games that have PT

shadow heath
#

you don't use with almost any game really unless you like seeing AO bleed through all sorts of stuff

late vine
shadow heath
#

all reshade shaders

subtle flame
#

In general

#

yes

shadow heath
#

unless someone makes a specific addon to make it render earlier in the render pass

#

which is very rare

subtle flame
#

Its good for very specific use-cases

#

For extra "pop" in older games

#

But you have to go through the hassle for each game to tag shaders

late vine
shadow heath
#

this whole phenomenon of Reshade "RTX" clickbait that's been going on for years now

#

is incredible annoying

subtle flame
shadow heath
#

and people inject it into modern games that already have AO and good lighting

#

and they usually do it on top of game's existing AO lol

subtle flame
#

Yeah lmao

shadow heath
#

but it's somehow popular, it's same thing as all those Reshades with deepfried colors, "Fake HDR" shaders and super heavy sharpening

#

like that's the average gaymer's idea of what looks good

late vine
#

I absolute DESPISE any mods that change color

subtle flame
#

Its good when used conservatively and with the proper ReShade add-on to tag shaders

late vine
#

I have yet to find a single LUT for Cyberpunk that looks better than native

#

or even similar quality

#

they maybe look better in 4 or 7 handpicked scenes

subtle flame
#

Worse, all are SDR luts smh

late vine
#

but worse everywhere else

late vine
shadow heath
#

The GITS one is supposed to be good, HDR compatible and works well with Ultra Plus

#

Someone here recommended it to me long ago

late vine
#

Yeah that is the only one I found to be at least decent but I still by far prefer native

#

It changes the artistic vision of the game and that is not a good idea with games like Cyberpunk which already has a good art style

subtle flame
late vine
#

Not to mention it also messes with the weather and sun brightness and all that stuff

#

I think that is the env

#

But he says the LUT is designed to work with the env

subtle flame
#

Well luts can be used with any ENV

late vine
#

The only reshade I use is RenoDX

#

that one at least fixes the HDR

subtle flame
#

I love Reno

late vine
#

even then, the default settings are pretty ugly and don't even look accurate to my eyes

#

had to do quite a bit of experimenting to make it look better than the default HDR

#

So anyways, I guess this means there isn't a way I can improve Metro Exodus RT any further

#

I already love how it looks but I would love to improve it further

subtle flame
#

My only problem with Metro EE RT is that it can be very noisy

#

RR would be awesome in that game

late vine
#

You have to set the resolution pretty high

subtle flame
#

Their denoiser isn't great

#

Yeah maybe I should just force DLAA for that game

late vine
#

I am playing at 4k + DLDSR 2.25x + DLSS Quality and there is zero noise and I am pretty sensitive to noise. It is upscaling from 4k to 5760x3240 (18.7 million pixels, 2.25 times higher than 4k) and downscales back to 4k

#

Looks better than 4k DLAA

subtle flame
#

FPS with the 4090?

shadow heath
#

DLDSR with DLSS always looks better than DLAA

#

DLAA doesn't even seem to work properly in many games

#

you can see it increase aliasing in some games even vs DLSS Q

late vine
subtle flame
#

Maybe my 4070 Ti can handle it at 1440p

#

Interesting

#

I was just about to uninstall Metro too

late vine
shadow heath
#

of course, the point of it is to approximate x4 pixel increase quality but with half the perf cost

subtle flame
#

Does it have more overhead compared to DLAA though?

late vine
#

On a 32" 4k monitor the difference between 4k native + DLAA and 4k + DLDSR 2.25x is not as big but it is still noticeably better

late vine
late vine
shadow heath
late vine
#

Below 4k the difference is huge

#

at 4k it is still noticeable

#

but there is only so much sharpness you can get on a 32" screen

shadow heath
#

But if you decided to use DLAA and take that perf hit it's just better to use DLDSR with DLSS adjusted for same performance, it looks much better

late vine
#

At first I was using DLAA but then I realised I might as well use DLDSR

#

DLDSR + DLSS Quality will have the same internal resolution as DLAA. Since 2.25 x 0.667 x 0.667 = 1.0

subtle flame
#

Hmm it seems I have some testing to do then! See you guys later

shadow heath
#

Or you can use it to improve DLSS quality with a small cost

late vine
#

For example in metro, I was shocked how much difference resolution made

#

The shadows of a grated fence for example

#

Even the smallest gaps between the grating was resolved in shadows

#

Even though Cyberpunk's PT is superior, there was some things that Metro's RT does better. Such as ALL grass casting shadows.

shadow heath
#

Metro doesn't have RT shadows

late vine
#

Or how the candle lights or other types of flames cast moving shadows instead of static

late vine
shadow heath
#

It's RTGI and reflections except for transparecies

late vine
#

Then how are all the shadows so accurate

subtle flame
#

Enhanced Edition definitely does

late vine
#

It has to be RT because if it isn't, then this has to be the most advanced form of raster shadows I have seen in my life

shadow heath
#

it doesn't

#

why do you have to argue about something u can check in 5 seconds

late vine
#

Proof?

subtle flame
#

The first triple-A PC game that will only run on ray tracing equipped PCs (and next-gen consoles to come), Metro Exodus Enhanced Edition is a phenomenal improvement over the 2019 original release. In this extended video, Alex Battaglia reveals the new RT effects, shows off the benefits for developers, checks out DLSS, VRS and TAA upscaling and...

▶ Play video
shadow heath
#

lmao

gentle haven
subtle flame
#

Its timestamped

gentle haven
#

One is rt only

#

The other has rt as an option

late vine
#

It very obviously has RT shadows

shadow heath
#

No it doesn't

subtle flame
#

yeah hes wrong lmao

gentle haven
#

True

subtle flame
#

Enhanced Edition is fully RT

shadow heath
subtle flame
#

Thats the point

shadow heath
#

Nope

#

RTGI/Emissives and reflections

late vine
subtle flame
#

Shadows are part of the RTGI

shadow heath
#

That's a question for you since you don't seem to understand

#

No they aren't

subtle flame
#

In the same way that there are shadows in Cyberpunk PT lmao

shadow heath
#

Metro is not path traced

late vine
#

It is not

subtle flame
#

So your just being semantic then? There are shadows

late vine
#

But it still has better shadows than Cyberpunk's PT most of the time lmao

gentle haven
#

Shadows like sammi said are the absence of light bounces

shadow heath
#

The game uses cascaded shadow maps

gentle haven
#

But not having pt does not mean that shadows are not ray traced

subtle flame
#

I know its not PT but RTGI itself creates shadows lol

gentle haven
#

As you can see with rt+pt

#

If you would have ao it would look the same as pt

shadow heath
subtle flame
#

Chillll lmao

late vine
# shadow heath The game uses cascaded shadow maps
  1. Still has more accurate soft shadows and regular shadows than Cyberpunk's PT
  2. Still has more objects casting shadows than Cyberpunk's PT
  3. Still has proper shadows that move with some light sources such as flames or candles instead of Cyberpunk PT which has completely static shadows in most cases\
shadow heath
#

UE5 virtual shadow maps aren't RT either

late vine
#

whether it is RT or no RT, it looks better

#

That was my point

gentle haven
#

That was what it was about in the first place

late vine
#

and I still don't believe it is not RT

shadow heath
#

No the point is that people were trying to gaslight about it having RT shadows when it doesn't

shadow heath
subtle flame
#

Literally just click this link https://youtu.be/NbpZCSf4_Yk?si=k6ZqaOYKq7r3fO_Q&t=965 this is what we mean

The first triple-A PC game that will only run on ray tracing equipped PCs (and next-gen consoles to come), Metro Exodus Enhanced Edition is a phenomenal improvement over the 2019 original release. In this extended video, Alex Battaglia reveals the new RT effects, shows off the benefits for developers, checks out DLSS, VRS and TAA upscaling and...

▶ Play video
shadow heath
#

Have fun here

late vine
#

because how can raster shadows look better than PT

#

Especially with moving objects

gentle haven
#

Essentially

#

Cp renders shadows seperatly from everything else

#

That is the reason shadows are static

late vine
#

I have yet to find a light source in Metro that doesn't cast proper shadows unlike in Cyberpunk where I couldn't play longer than 20 minutes without finding at least a few instances of objects not casting shadows

#

Either way, it doesn't matter whether it is RT or not (even though it obviously looks like it is)

#

in the end, my point was that it has better and more accurate shadows

subtle flame
#

Yup

late vine
#

Even the reflections, that are half screenspace half RT are barely worse than Cyberpunk's PT reflections. In cyberpunk a lot of details and lighting disappear in reflections when things go out of screen space

#

same happens in Metro, except they lose a bit more detail than they do in Cyberpunk

subtle flame
#

Metro's RTGI creates soft shadows when objects block light (Like all RTGI)

#

Also if you look at the link the "hard" shadows look insane if they really are only raster

#

Like PT levels ahead of the non-EE release

late vine
#

In Metro there are some rare instances where the light seems to be coming from nowhere or "leaking" but even in Cyberpunk PT this happens. If it didn't we would have no need for mods like GITS ReLIGHT

#

Honestly, I will take the "cons" of Metro's implementation over PT at this point. After 15 hours of Metro, I went back to Cyberpunk and I stopped after 45 minutes

#

I simply cannot go back to ghosting

subtle flame
#

Use RT+PT then like I do

#

Its a good enough compromise imo

#

Plus you can push res way farther

late vine
#

It is a bit too much of a compromise for me, especially the AO part that you can't get without post process shaders

#

For example Metro gets close enough to PT without compromising on AO

#

And going from 5760x3240 to 2227x1252 is rough 😭

#

I just wish we had more games with Proper RT

#

Imma go play some now see ya guys

shadow acorn
shadow acorn
#

Still an amazing looking game though

gentle haven
#

They are half rt

shadow acorn
#

What do you mean not really? Watch the DF video. They might be half SSR sure

shadow acorn
#

Half/full whatever. Point was it's not full RT. But i see you guys already went through all this above ha

gentle haven
#

Yeah

shadow acorn
#

Love how the game looks though. Aside from the fucked up luminance at night

#

Way too bright in some cases

#

Looks like day

gentle haven
#

Metro exodus is one of the most immersive games i have ever played

shadow acorn
#

Is there a mod that fixes that maybe

gentle haven
shadow acorn
#

😦

gentle haven
#

There is a mod kit

#

But no one is using it

shadow acorn
#

Yea i Heard not much came from it

minor smelt
# shadow heath all reshade shaders

Exactly, what you are saying is totally not an opinion at all. ReShade shaders can be nice, but everything is done in screenspace with often some lacking info regarding depth and movement. This can make many ReShade shaders look odd. The opinion part comes in if you can overlook these issues or not.

gentle haven
shadow acorn
#

Haha yea wayyyyy too late

#

Also it's not really a game I'd consider very "moddable." It's not set up that way

#

Maybe texture mods

gentle haven
#

It could've been so good, but they fucked it up

minor smelt
shadow acorn
#

I find it funny that W3 modkit is coming out/came out. Way too late on that one too

#

Who's still playing that game?

#

Lol

gentle haven
#

Yeah

shadow acorn
#

I beat it like 3 times 7 years ago

#

I'll never play again

gentle haven
#

And then next we getting cp modkit

#

In like 8 years

shadow acorn
#

Lol cdpr

gentle haven
#

I don't know if it is gonna happen

#

But it would be funny

shadow acorn
gentle haven
shadow acorn
#

Yo mang, you wanna use RTGI, lose 70% fps, and make your game look worse?

gentle haven
#

It looks worse because they fuck up the settings