#▫️Cyberpunk 2077 Ultra+ 2.13 Patch Patch Patch Patch
1 messages · Page 9 of 1
Yes but Cyberpunk also loses a LOT of detail in reflections when they are out of screen space. Not as much as Metro but still. Even PT reflections in Cyberpunk relies heavily on SSR for details
Doesn't ray reconstruction help with that a ton, despite its drawbacks in other areas?
Yep, this is an issue. It is kinda fixed if you add the launch command on steam “-deependark” but still nowhere near a full fix
Oh that works?
Seems to work in every game I've tried it in 🤷♂️
No, some details such as lighting, fog, ads, graffiti on the walls and other smaller details all are done using SSR even with RR
It's a post processing filter
I did not know about that
The flood of those yeah, lets projectile vomit for all of them at the same time
RR definitely helps though, compared to NRD
Still not perfect
Still mega bright with the launch command unfortunately
Sorry, but really dislike those channels pumping out ReShade shader videos and wanting to be told just how great their work is 😂
All the deependark does is remove the blue grey tint
True
It's simply a filter
I agree. As I said, it only helps a little bit. Better than nothing I guess
Ah
Can't we remove the shaders somehow
I don’t know about DLAA not working properly but I have heard about it once or twice. And about upscaling artifacts, no. DLDSR+DLSS is always superior.
Which is worsened by many of these "creators" putting extremely little effort into these "mods" or thinking that overbrighting the image with blinding bloom makes it look wowzers
Dldsr + dlss looks extremely similar to DLAA. I disagree it's superior. Take some comparison screenshots ha
Depends on the DLDSR and DLSS level
I assumed whatever gets you native
DLDSR 2.25x with DLSS Quality has the same internal resolution as DLAA Native
Of course higher than native internal res is superior
Duh
Lol
Also dldsr/dlss combo at native internal res will always be more expensive vs. Dlaa
Because of the downsampling cost
But you are essentially then doing the same as DLAA but introducing upscaling artifacts and then downscale the image again, right?
It shouldn't introduce artifacts
From my own recent testing in Horizon Forbidden West and Metro Exodus, 4k + DLDSR 2.25x + DLSS Quality looks better than 4k DLAA.
4k + DLDSR 2.25x with DLSS Quality upscales from 3840x2160, so same as DLAA internal res, to 5760x3240, which is a ridiculously high resolution and then downscales it back to 4k
Game takes higher res, uses native res for dlss, does dlss, then downscales back to native res
Basically:
4k + DLDSR 2.25x + DLSS Quality = 3840x2160 —> 5760x3240 —> 3840x2160
4k DLAA = 3840x2160 —> 3840x2160
Any chance you have screenshots for analysis in these games?
Not personally but I can find you on google in a second
Mmk
before I find that I wanna finish something I wanted to say
the reason DLDSR looks better is because DLSS is simply really good at very high internal resolutions. There was a post on reddit a while back with comparison images and they found out that 1440p internal res, upscaled to 8k, looked noticeably better than 4k with DLAA
Output resolution matters almost just as much as the internal res
8k with DLSS Ultra Performance (1440p internal res) basically looked better than 4k with DLAA (4k internal res)
oh and this was on a 4k screen
so there was downsampling
@upbeat tide didn't you test dldsr+dlss (DLAA) vs. normal DLAA and found no real difference?
I thought we did that exercise months ago
Could be wrong
Oh fun fact for people who use DLDSR/DSR. You can adjust the smoothing slider from NVCP in real time with the game running in the background to see the change. You do not need to restart the game
oh I didn't know
thanks for the tip
https://imgsli.com/Nzg3Mzk/0/2 here is one I found but it is at 1080p and without DLAA but rather Native TAA
native 1080p vs DSR 4k with DLSS Performance (internal res 1080p) downscaled to 1080p
The TAA is dogshit in that game so not surprised
Here is another one in Alan Wake 2
Native + DLAA at 1440p Ultrawide vs DLDSR 2.25x with DLSS Performance
That dldsr combo gets you the native res?
I did yea, and the difference is there but it does not worth the performance cost at all at 4k
I'm talking about 4K DLAA vs DLDSR 2.25 quality DLSS
Interesting thank you for posting those examples
The difference looks minimal and you could probably only tell in side by sides, but nevertheless it is still proof that DLDSR, even with lower internal resolution, still looks better than DLAA
at 1440p DLDSR + DLSS is always going to look significantly better
I also agree with this. The difference between DLDSR and DLAA is still there at 4k, but it is not as much, and I wouldn't use it if I don't have a lot of performance headroom
I should really upgrade from 1440p to 4k soon
But if performance is no issue then DLDSR + DLSS looks better even at 4k. I can tell the difference on my 32" 4k monitor. I assume it would be even more noticeable on a bigger 4k TV monitor
yea less moire and better distant LOD stability
The bigger the panel is the more individual pixels you'll see. If distance remains equal, so yea def
but at 30-40% perf cost haha
It was more like 15% for me
I use it in Metro exodus enhanced edition
I mean before FG
It has no FG
I used cyberpunk to test
The dldsr/dlss combo vs dlaa is 30-40% more expensive? I assumed more like 15-20 damn
I use 4k DLDSR 2.25x + DLSS Quality and in Metro and Horizon Forbidden west it was 15-20% difference
I guess depends on the game
yea, cyberpunk is heavy and I guess RT scales with resolution too
But Metro's Ray Tracing with an internal resolution of 4k is just chef's kiss
@late vine what smoothness % do you use with dldsr? Depends on the game? In my testing it just depends. Because some games are baseline sharper or blurrier. So a one size fits all slider position doesn't seem to exist
I did some testing and settled on 57% because I couldn't decide between 55 and 60
no less than 50 though
I like a little bit of sharpness but some people don't so I guess you could set it to 65-70 for less sharpness
honestly it's a small miracle that metro runs at ~120fps with no FG on a 4080 with max ray tracing quality
it looks really good
That can't be 4k\
I get 75-80 fps on a 4090 max settings.
4k with DLDSR 2.25x + DLSS Quality
I needed 30% for MGS5 and Subnautica
4k downsampled to 1440p
still less than 100 fps without DLDSR
Yeah could be, on the other hand, I am not very sensitive to that stuff so\
Idk why I needed so much on MGS5. I don't remember
Probably also on the soft side
Also probably at lower resolutions you'll need a bit more sharpness
Vs. 4k
Also I agree with this so much. For how good it looks, it is crazy how good it runs. Although I will say the textures look last gen in a lot of places. But even if it had very modern texture quality, that would mainly increase VRAM usage, not the performance
I think the desert map has the best visuals in that game
Best way to show off the lighting
I found desert to be the most lacking because the rock textures are very very low
The reflections of the sun off the sands and shadows in the ruins were great
and the rocks are everywhere
I meant in terms of lighting
Ohh yes I agree
The textures are definitely the weakest in the desert area
I believe that
here is another comparison
sadly at 1080p
not many people play at 4k leave alone 4k+DLDSR
I'm at 1440p because I always found it a good compromise
But next monitor I'll do 4k
I have the lg 27gr95qe-b wOLED and it's 1440
TAA/DLSS looks best at 4K
I don't want to imagine how bad TAA looks at 1080p
well I guess it looks even better at 8k haha
There are a lot of people playing at 1080p still which is baffling to me
I thought 1440p was the majority but then you check steam survey and 2 out of 3 people still on 1080p
If I had to guess (so probably wrong here), I'd say it's like 80% 1080p, 15% 1440p, and 5% 4k lol
around that
sound's about right lol
Close but not really
I have multiple friends who are full grown adults who have the money to easily afford 4k, and they still game at 1080p
that doesn't equal 100%
around 5% is 1440p Ultrawide
yea there are people using sub 1080p res displays
the other ~10% are other resolutions
well let's lump together anything sub-1080p to actual 1080p (incudling ultrawide), 1440p (including ultrawide), and 4k+
what would that be?
4k+ is still only 4%
1440p + Ultrawide 1440p is 24% or so
ok so yea, similar to my guess
yeah
but still, super small minority at 4k+
and these are global stats, right?
does it break it down by country?
There are a lot of tech enthusiasts on this server, but we are not the target audience at all, it's a miracle that companies care about HDR at all(we can thank the consoles). How many ppl actually own and use HDR monitors/TVs for gaming?
very few
I only switched to HDR a few months ago
and my God it felt like a massive difference
like a free graphics upgrade
We are literally like a 0.0001% minority
It felt like going from Ultra setings to Ultra+ settings, even though nothing changed in terms of graphics itself
The majority of the people don't know what HDR is or how it should look like. It's still considered a marketing gimmick by like 90% of the people
Just like RT, but that party is slowing down
Which TV/monitor?
It does really fell like that haha
I have the LG C2 OLED in my living room and Samsung Odyssey Neo G7 MiniLED as my primary desktop monitor
I switched to HDR in 2019 I think
Cool. I have the lg c1 in the living room and the ultra gear oled for my monitor
Same I use a C1
I simply couldn't deal with the oled burn in for my main PC monitor because I do coding and shit ton of productivity work
I got a budget TCL tv with hdr in 2018 to start learning about HDR. Then i got the c1 in late 2021 when i felt i was ready for a real panel
I used one of the Sony Bravia 1000 nits local dimming TVs as my first HDR "monitor"
I mean no disrespect but it confuses me when people say this.....just simply use a 2nd IPS panel for general use?
Lol
That's what i do
Yeah, that is what I am doing except it is mini LED
Oh my bad. Thought you were gaming on that
I game on both equally tbh
Aight
I don't see too much difference so when i am lazy to connect the PC to the TV I just use the miniLED
I have an old ass acer predator xb271hu as my main. Then i just switch to the oled on the left for games
btu I will replace it in a year anyways
My computer is on at least 10-12 hours a day
so it is not an option for me
most of it with static things in the background
I feel like if I used my C2 for work it would get burn in within a year
I see and yea I would not use it either
What would you buy instead?
MicroLED with millions of dimming zones is the real endgame. Hopefully I will be able to buy one below $10 000 in the next 4 decades 🙏
I usually use my laptop for work
Yea i have a separate 1440p dell monitor for work
G3 looks promising or maybe the G4 next year
it's set up in a different location with a standing desk
yea that's what I would get
Since LG hates their C series now lol
I'm not sold on QD OLED. I really do not want to deal with Samsung's stupid firmware/UI, and the Sony TVs are ripoffs
also we are so so so off topic in this channel lmfao
It's kinda a dead end I think, they are going to abandon the tech imo
@shadow acorn by the way, if you want to upgrade to 4k but can't yet, use DLDSR 2.25x which is 4k. I used that till I upgraded and honestly on a smaller screen like 27-32" or smaller, there is not THAT much diference
I think OLED is a dead end and I say this as an OLED user
Yea, if I'm playing an older game, I automatically go for DLDSR 2.25x
the burn in thing is never going to get fixed
uh btw we are in the ultra plus room lol
Burn in isn't a big deal
I haven't seen a single person in this server or the SK server say they actually got burn in within a reasonable amount of time
Hey let's switch to the other channel
I think DF showed it once, and I saw it myself on an AW2 comparison of DLAA vs DLSS/DLDSR combos. DLAA can produce strong aliasing on certain lines that even native or DLSS Q won't have
That's what I mean by not working properly
It's supposed to produce a very pristine image
Do you happen to have the DF video source? I really wanna watch that
I don't recall them ever saying that
Whatever it was I saw it long ago, but that's an side, you can see it yourself if you find some imgsli comparisons that have native / dlaa / dlss / dldsr + dlss
I believe that the DLDSR/DLSS combo vs. DLAA will look better
but DLAA looking worse than DLSS Quality?
that one i have never heard
@shadow heath You might be right about Metro Exodus Enhanced Edition not having shadows, but please town down your annoyance a bit. Calling it "the most stupid argument ever" comes over a bit disrespectful. @late vine in my opinion could also improve his or her behavior; you knew Olek was talking about the shadows being RT/more accurate or not. While he might have been a bit overly persistent, but you keep making comparisons regarding perceived final image... idk, you stimulate this way that the conversation seperates and conflict with each other. Don't worry, not a warning or anything, just some feedback. But have a harder time to put it in proper words honestly haha. Hard to describe this.
And for all, didn't mind us going off-topic a bit, but we've been going off-topic for hours now haha. Maybe good to move this over to #🔆hdr-gaming or even better to #💬chat as it is not HDR or CP2077-mod-related anymore.
Did AW2 have the DLAA vs. DLAA Q issue? Or was the 2nd part just about games in general with broken DLAA?
Not worse overall, in some games it has added aliasing to diagonal lines that isn't there with native or dlss
interesting
thx for looking
I reset usersettings, still having this issue. will submit a report on github!
I found it. Actually wasn't as bad as I remembered in AW2, but comparing DLAA vs DLSS Q you can see how it's mostly the same, and some lines are worse with DLAA.
Only issue is this comparison is missing native 4K TAA
But the biggest finding is just how much better DLDSR 2.25 + DLSS Performance is, and it performs the same as DLAA, sometimes very slightly better
https://imgsli.com/MjI3ODg1/1/2
Look at the power lines especially
Yep, I just posted this exact slider a bit ago
DLDSR 2.25x with DLSS Performance still looks better
despite DLAA having 80% higher internal resolution
Thanks for digging that up!!
Yea DLAA is actually slightly more aliased
but it looks like it has slightly better texture res
so it's a tradeoff meh
could this have been caused by added sharpening with DLAA?
Compare it to DLDSR which makes DLSS look very blurry in that regard
Wdym the textures are better with DLDSR
No, I was talking about DLAA vs. DLSS Q
in that comparison, DLAA has slightly better texture res, but more aliasing
For DLAA vs. DLDSR, DLDSR is better overall in every regard, you're right
yea
and it's crazy that this is a match for performance
Nvidia should be doing something to make DLAA look that way
pretty easy marketing win too, DLDSR v2
cuz using DLDSR is a hassle
and you can't even do it if your display has DSC
Yea this is a huge nuance
and most new monitors are DSC
Then how do I use it? 😭
are you running 8 bit?
If you're able to use then DSC is not active
I am running 10 bit full RGB 4k 120Hz
there is no workaround
HDMI 2.1
DSC is not needed to run that
But Hdmi 2.1 doesn’t support 5760x3240 at 120Hz
yes it does
or i thought it did
it supports 5k i know that
not sure about that one though
Are you talking about the virtual resolution'
Yes the resolution with DLDSR
Doesn’t DSC automatically enable when you use higher res than what the cable can support
thus you can run virtual res
your monitor is still receiving a 4k signal though
For real resolutions not virtual
I am asking this because I have no problems with Alt Tabbing without DLDSR, but when I enable DLDSR, screen goes black for 2 seconds when alt tabbing
@late vineBe happy! You aren't using DSC. You're getting uncompressed video 🙂
are you using borderless windowed?
I have heard this is DSC issue
That is Windows/WDM
Fullscreen
dx12/dx11 game?
yes
if dx12, "fullscreen" is borderless windowed. If dx11, choose borderless windowed specifically
could also be something with MPOs since DLDSR disables MPOs
who knows
but point is you're not using DSC ha
Desktop and fullscreen application resolution mismatch it's normal to get that when tabbing
But I would know if DLDSR wasn’t working right? Because I can choose DLDSR resolution in game and when I change it to that resolution the quality increased and overlay UI from MSI afterburner etc gets smaller.
DSC screens have issues like that on their native res when tabbing FSE
DLSS Tweaks HUD also shows that it is upscaling to the DLDSR resolution so it should be working
just add <res> to rtss
to the OSD
it'll say the game res
Oh okay that clears it
@late vine
that too lol
and if you have a screen running in DSC mode it won't show up no matter what u do, Nvidia doesn't support it, there is no workaround
don't undersatnd why because AMD has working VSR with DSC
but it's been like this forever
#🔆hdr-gaming
sorry
#🔆hdr-gaming
#🔆hdr-gaming
@gritty geode Shall I banish them to a realm without oxygen? People always say you can't live without love, I would like to test my hypothesis that oxygen might actually be more important.... 😈
@shadow acorn would go first btw
What
This topic is meant for mod-development of this specific Ultra Plus mod, but some of you went hugely off-topic for hundreds of messages haha. Shit happens.
So uh...............that Ultra+ mod eh? Pretty cool
Ha
Yeah path tracing and stuff
Yea, path tracing is cool
Single developer glory-story yadiyadiyada
lol
no, please 😥
ultra plus always turns off ray reconstruction every time I turn on the game
I'm playing with rt-pt
4.0 rc-1
Comments by TJ Mack
Written and produced by David Bakhash
it turns it off? 🤔 people keep saying it turns it on
ya i have to manually turn it on every time I start the game
okay ty I'll add it to the list of things to look at
lol sorry guys work is crazy
Sammi, what do you think of the resident evil path tracing mod?
Don't worry
It's broken and unusable
Disagree, it's just a developer reference mode with limitations, like too dark environments sometimes and no denoiser. Context is key here.
It's not a matter of opinion, in the RE games it's literally broken, half the lights stop working, it adds shadows from invisible lights, and all it actually does is enable RT shadows. RE4 seems to be the only one where it seems to be doing something with lighting
It's only functional in DD2
if modders can add a denoiser to DD2, fix some of the render distance issues as well as some objects being missing from BVH generation and small light sampling, it would be like a shipped feature
devs could fix that in a day if Capcom cared
what's resident evil? 😊
The hell
It's like a house that's evil within
"there's EVIL WITHIN, TOO..."
Discovered a silly Easter Egg when backtracking a LONG way to O'Neil during Chapter 7 of The Evil Within 2.
lmao. i'm kidding. i did play RE for a few hours
until this huge guy kept chasing me
other than that it was good
I'll promise to not do this again next time
that would be appreciated
Yeah sorry, had low blood sugar at the time. Always puts me in a crazy mood.
😂
this is over our stove
also it bugs me that it's gramatically incorrect
but you know... they make signs. it's not like they only have one job
They must have been hungry
Btw for the ones that play metro and do not have hdr
It is automatically in hdr mode
you need to disable it via -forcenohdr
also, i myself have used dldsr to 1440p (from 1080p) freestyle sharpen and dlaa forced by dlsstweaks
You can also force anisotropic filtering to 16x clamp via nvidia cp (don't know if this has any effect)
Sorry that this is off topic again, just felt like saying it because it was mentioned earlier
you're okay 😊
what's this? better rt for cyberpunk?
It's better everything for cyberpunk
You need -deependark
That's the one that gets rid of the blue/grey filter
If you're using dlss you want it on "allow." Otherwise dlss isn't gonna work right
I don't recall any issues with metro AF so likely no need to force it via control panel
Thx for attending my ted talk
better RT (RT blended with PT for almost no cost) and better PT (much less PT noise)
I will finish v4 one day 😭
I know i have both arguments
tangentially related
ooh! ta! 😊
that looks great
hi i was able to do some things to lessen the amount of noise and light instability in certain poorly lit location while RR is turned on, without hurting fps noticeably (though i'm on 4080 super, maybe it would be noticeable on other systems)... i don't really know much of how this works unlike sammi but i combined guessing based on the names of the ini variables and somethings i did know if you are interested I'd like to share and also you could tell me if there is a problem with my methods, anyway right now i'm off to play the game with walls not looking like i just took shrooms
I'm curious
What did you do
a few things...
first.
in denoiser_rr.ini first: changed all MaxFastAccumulatedFrameNum to 6 and except the one in [Editor/Denoising/ReLAX/Indirect/Diffuse] I set to 8
[Editor/Denoising/ReLAX/Direct/Common]
HistoryFixFrameNum = 4 from 3 (no idea if this did anything good though)
MaxAccumulatedFrameNum increased (not all to the same depends one which one but all increased)
in
[Editor/Denoising/ReLAX/Indirect/Diffuse]
MaxFastAccumulatedFrameNum = 8 ; (3) from 4
MaxAccumulatedFrameNum = 32 ; line wasn't there before (in the 4.0 CET rc-1 version
other things too
i tested it in some locations where there's always noise, like judy's apartment specially the room with evelyn's, the beanbag was really shimmering before, now it is completely still at all times of day
to be clear i always use RT-PT (with a slightly altered "high" preset)... with RR on in gaming
But this is PT right?
no RT-PT
Ah alright
I prefered it since it has more image stability, really noise is more annoying to me than slightly incorrect lighting or shadows
if var.settings.mode == var.mode.RT_PT then
SetOption("Editor/RTXDI", "SpatialNumDisocclusionBoostSamples", "32") does this value accept higher values too? because I tried setting it to 40 with no noticeable performance hit and it seems like it makes the image more stable, but maybe it's in my head
also i find RR works a bit unpredictably, sometimes it's more still then i turn off the game and restart it, and then it acts different from last time even though i set everything up the same way?
so i'm not even sure if i did anything or just got lucky a few times
It is AI-based so the AI constructs the image from scratch every time you boot up the game. Could cause very slight differences between each reboot, even if standing at the same spot. 99.9% of the time it is unnoticeable though
nice changes. they sound completely sane
yes I believe it goes to 64. once it recompiles the shader it shouldn't cost much though, because it's sampling from an envmap
yeah, I've seen this too. it seems to just be the engine. I've seen the game start up really weirdly, then is fine after a restart.
in the meanwhile I finally tried out Marty's RTGI shader and honestly it is so bad 😭
I thought it was just because cyberpunk already has Path tracing but even in older games it is very hit or miss even after hours of manual tweaking and testing
You can make a scene look amazing after 2 hours of tweaking, but go to a different scene with different lighting and suddenly you realize you wasted your 2 hours because what looks good for one scene, looks horrible with another
I don't know what I expected from a post process screen space effect but I was pretty disappointed overall
Not only that, but it also halves your fps.
On the other hand, his free Ambient Occlusion shader MXAO is great in most games (that I tested) which don't have RTAO
I didn't get it to work with subnautica
So i don't know if it even works
Could you explain
Download and install reshade, drag and drop the MXAO file to the reshade folder inside the game's folder
then enable it from the reshade UI
Yeah i did that and it still didn't work
And adjust the settings to your liking, mainly the quality level and AO intensity
Hmm, no clue tbh
Maybe some games aren't supported
Wait you don't need the collection thingy
?
What collection
Well then it seems subnautica just doesn't want to work with it
but don't touch the settings for the launchpad
Hmm maybe
I think his RTGI is simply not worth it until he releases the world-space path tracer he showcased a while back
screen space ray tracing is just meh
and usually looks worse than the original game if the game isn't older than 10 years
That would be amazing if it worked properly
Yeah
I personally don't play games any older than 4-5 years on average, mainly because I played most of them when they came out and I have no desire to go back
and most games nowadays already have some type of global illumination
even the ones with mediocre GI still don't look that much better with Screen Space RTGI
You need a native implementation or a non-screen-space path tracer
I will probably test the world space pt on the dumbest shit
Not to mention even if it is a little bit of an improvement in some games, it absolutely never is worth halving your performance
If it was a 10% or even 20% performance loss I would be fine with it
but going from 100 fps to 50 fps is just lol
If it works good then I will probably enable it in every game that doesn't have rt
btw the aa he has also didn't work with subnautica
man i don't think scarlet nexus will look good with ptgi
It has an anime style
okay yeah exclude games with certain art styles
That shader was always a joke lol
is that also a for pay rt reshade?
btw just played cp today first time with your ultra fog... first time in very long since i've turned on bloom... looks absolutely amazing
Nice, maar zou jij voor zoiets betalen? 😛
Nope
Ben bang dat het niet goed werkt
tis net zoals die premium shader crap die je op youtube vindt
It is also just ReShade Screen Space shaders.... why would you pay for that?!
Even have to pay to have access to his Discord?!
Yes.... he apparently has more than thousand members there and probably a lot are paying....
https://www.youtube.com/watch?v=gK5QwHHRf8A He posted a video about it. Calling it "remaster your faviourite game" 😂 Honestly have to say the vanilla vs "complete RT" (it isn't complete!!! Just in screen space) comparisons make the complete RT version look worse to me with weird color grading.
COMPLETE RT - the new ideal solution for real time Ray Tracing
► UPDATE 1.3 RELEASED
- full ReSTIR GI : this new feature can help you increase details in your lighting and shadows while keeping a relatively low performance overhead.
- SKYLIGHT mode: the new sky lighting feature allow you to have consistent ambient lighting based on the sky co...
Yep
the only remotely valid usecase for these kinds of shaders is older games which had bad SSAO
My god, uses Avengers music in the video. Thus weird color grading and like so many ReShade projects, quite some overusage of bloom-effects. And most of the "improvements" are hardly noticable; only in Battlefront-part it is quite noticable that the lighting looks more realistic, but get the feeling he implements also quite heavy chromatic abberation or something?
Idk, have no problems with these ReShade "mods", but only find those "ultra realistic graphics" videos annoying and asking especially money for this... my god...
CA?
Yeah, camera is doing weird things in his comparisons...
Chromatic Aberration
Literally what I just said, I'm an idiot-sandwich
there is literally no visible difference in AO/Lighting in modern games
also this clown shows it off in a game like Uncharted which uses baked lighting everywhere
His battlefront examples in the latter part of that video looks better though. But those are all still shots. When in movement, the limitations of this all being done in screen space will soon show...
Yeah, so his "RT" is likely just completely overlapping with existing lighting, likely why it looks like it mostly only does some color grading
Come on, not so negative; who doesn't want to vomit during gameplay? 😛
yeah the Battlefront example is ok
might have just cranked up the settings there
because it's a desert sunny map
probably why the other examples you can't notice anything
if you increase it to noticeable levels probably looks horrible outside of very specific scenarios like the SW example
but I legit don't understand why the showcase is a bunch of very good looking recent AAA games
Hopefully his comparisons are true though and that he didn't on purpose use lower settings in the vanilla shots
instead of old ones
Gonna jump on a very negative train for once and say: because those are more popular, bring your more attention, more subscribers and more moneys haha
maybe, but it also makes it look useless
Clearly worked; 12K views in 2 months
also I love how this is called "Complete RT"
Nvidia often refers to path tracing as "Full RT"
this is a bunch of screenspace nonsense that has almost nothing in common with RT
in the comments he said "it's a new shader I'm doing that add camera shake effects"
it's not even tracing against geometry but making guesses from the depth buffer
no worldspace access even within the screen
People that pay for his Patreon are likely all influenced by hype haha
And come on, the magical word of "RT" makes everything look awesome. I didn't want to reveal it yet, but we're also planning on adding RT to BR4P 😱
honestly it would be easier to clickbaite and market this with examples from older games that lacked proper AO and lighting
Maybe NiceGuy doesn't actually care that much about older games.
Which is weird as indeed there the most improvements with this lies
Idk, all those YouTube videos made me really negative about those low-effort ReShade attempts
Happy btw that everything that is being worked and offered on here is much better in general and completely free.
when Reshade is not used in a subtle way it's always to the detriment of the game
lol what a joke
who pays for these shaders?
Probably more than 100?
😦
Recent advancements in spatiotemporal reservoir resampling (ReSTIR) leverage sample reuse from neighbors to efficiently evaluate the path integral. Like rasterization, ReSTIR methods implicitly assume a pinhole camera and evaluate the light arriving at a pixel through a single predetermined subpixel location at a time (e.g., the pixel center). T...
rn it costs double the frametime, but stuff usualyl gets optimized fast after publishing
nee, het is eigenlijk fatsoenlijk. Ik vertrouw KrushSG
je zou ook gewoon een Reshade screenspace shader kunnen gebruiken...
I won't ever charge for ultra+. if you like it, plant a tree for me 😊
I may set up a kofi or patreon for people who've said they want to support me, it would help me buy games I don't want to play, too. but the mods will always be freee.
well i can't do anything at the moment, i did a bios update and my GPU is overheating (laptop). it's not letting me roll back either
Likely the fan curves have been reset to too low values
Going into the bios and adjusting the fan curves should help
yes unfortunately there's no options in bios because it's a laptop. I think they've added more power to the GPU
Try putting a fan on it
Lol, not gonna work on a laptop 🤣
Then try to set it in the laptop manufacturer's software solution for this
Just a desktop fan
It should be able to push more cool air in
Not gonna be enough to solve overheating
hmmmm
Alright
never had a gpu overheat on me so i wouldn't know
It did help with throttling tho
It helps a bit, but not that significant as the floating extra air will hardly hit the internals of the laptop
Buy a 4090 and list it as a company expense for AI research, ez
or I just bring forward virtualising windows in Linux so I don't have to deal with this shit anymore
I'm still using Ultra+ 3.5.3
looks great ha
The 4.0 versin on nexus is still the rc1 right?
yes 😊
f it i might have to buy a new laptop
What if it was the bios developers purpose to break it with an update so you have to buy a new one
ay sammi, your jedi survivor link doesn't work btw
i think yeah
which one?
new laptop is on the way sigh
yyyyyuppp.
except i bought a lenovo, so.... ya know 😂
I really think it is just some bug that would have been solved again over time.... But a new laptop will work too of course haha
The one on the cyberpunk ultra plus page
Also "not so good draw distance" got an major update
It's a configurable script now
oh, thank you!
And it says it is incompatible with ultra+
No problem
nice
I hope so too
Either that updated mod or her updated environmental LODs mod tanked performance
so i rolled back to older versions of each
oh that explains it probably ha
Although it should be fine if you quote the precache and minstreaming lines
in ultra plus
Haven't tested it though
What exactly is the incompatability? Ultra+ has those values higher, so it makes the LOD mod more intensive?
I think the incompatability might be just 4.0 since they keep overwriting each other
Then again
Not so good draw distance may just multiply the distances that are in the ini it sees
So it depends on how it works i guess
Not sure if anyone knows, but looks like there were 2 version 0.291 versions of that mod
Here's the original from April version 0.291
And here is the upated may version of the version 0.291
which is better to use with ultra+ 3.5.3?
yep, it works like this
I have been using the first version above
and it's been okay
but wondering if i should use the 2nd
I haven't tried the new version yet
hope that question makes sense
the new one does save 2 gigs of storage space
so the screenshots above are both version 0.291 from the archive
he never chagned the version number
he just re-released version 0.291 in may
with a note saying "had to turn down settings"
I'd rather just stick with version 0.291 since it's been working
Ultra plus overwrites it i believe
but not sure which one to use
Judging by the naming
atleast the ones that are in ultraplus
which are the edited ones
so it doesn't really matter i think
oh ok
yea that makes sense
since ultra+ has priority
and the files don't have the same name
No I think yo'ure right
I am no expert
that's why he's saying the new version is incompatible
and to comment it out in ultra+
it must have priority
no that is not the issue with the new version
The new version uses the value it gets and multiplies it
So if you go from 100 to 400 default
with a mulitplier of 2
It would turn into 800 instead of 200
i screwed up the calculations for a sec there
yes
newValue = setup.GetStreamingDistance() * this.meshesMultiplier;
got it
so that won't be overrideen by ultra+
it'll just do its own thing
so you have to change ultra+ to be compatible
so it's not also doing similar stuff
with the new one yes
yea
And delete all the old files
i'm sticking with version 0.291 of the LOD mod then and ultra+ 3.5.3
not gonna fix what ain't broke
ha
in Ultra+?
yep
balanced 16gb
rtpt, 2.1 or 2.0?
I am currently thinking if i should switch back for now
I just figured version 4.0 had a few more things to iron out
so i'd give it some time
i tried it a few weeks ago and had some glitches
It works great
hmm
except for some things
yeah i remember that
there was an rc2
oh not sure i ever saw that
this one
thx
@gritty geode for whenever you see this later - does it not matter which older version I use here since Ultra+ will override anyway?
Wouldn't it be useful to just put rc2 with that adjustment on github?
Also, if possible i could try to fix the issues
I really wish mod authors would leave the old versions available for download
aka Sosuine lol
i had to use the firefox page html reader thing to find the right file ID and plug it into the download link
otherwise you can't download it
lol
I know that is possible from my own mod
Many do though luckily
They have to specificly turn it off
most do thankfully
It's kinda dumb when you make a new version of the mod, which may not work super well, but hide the old versions
Yeah
Was it?
i don't understand how this differs from the not so great draw distance mod?
he says you can use both together
i thought not so great draw distance mod does distant LODs?
Yeah no that's not how it works
He literally tells you to do that yeah haha
The post is dated from 2022 so it's confusing to know if tha'ts recent or an old comment of the other part
must have edited an old stickied post
Probably
If he still refers to it, it likely still applies
but yea anyway, what is the difference
What does that post say? 😂
nothing about the other mod?
The lods mod adds
Higher quality lods
No, but comparing the description of both can lead to the answer
Oh ok. So nsgdd just loads higher quality LODs to prevent pop ins , but this new file makes those LODs actual higher quality?
makes sense
To stop pop in
Nah i fucked up
It just does the streaming distance thing
And thus loads assets earlier to combat popin
So just to be clear. This new nextgendistance LODs does what you just said. And not so great draw distance mod actually just adds higher quality LOD textures?
or other way around
Other way around
Also, gonna figure out how to github
thx
for confirming
The other file in that mod is called "nextgenenvironmentallods" so I think everyone wsa getting confused because the sticky comment was saying "nextgendistancelods" which looks very similar
and it was stickied from 2022
so it was just unclear
ha
I did this, otherwise I would not have asked if it was clear
Yea, sosuine is not the best in making descriptions
A lot of mods have descriptions or file structures that make absolutely zero sense. The GITs mod page is probably the worst offender ha
I'm not using that mod though
i didn't think it mixed with RenoDX well
too much change
alright
Forked ultraplus
Fucked up a bunch
Fixed the fuck ups
updated fork to rc2
And changed the line that WoaDmulL changed
I think it should be up to date now
And now i know how to github
If i missed anything please let me know
What is that line fixing? What was the original rc2 issue that needed to be fixed?
I think it is something like seperate denoising not enabling
I am now reverse engineering the ultraplus code
i think it removes that again to fix separate denoiser no longer turning on
I think separate denoiser means it does something else for the plants and other items that use env probes
hmm
I guess because i suck
Better than me!
welp
Don't know if this works
Tried to make a second vram row for not so good draw distance compatibility
probably also did it in the dumbest way possible
IT DID SOMETHIGN
hmmm
Did i unfuck the thing
nope
Its more screwed now
well
fixed it a bit again
my brain too dumb for this
@gritty geode if i could ask, how did you learn lua?
I need to actually learn it if i want to help
I don't know what sosuine has changed... U+ just overrides his draw distances, but it's the NSGDD mod itself that does most of the work... he's individually edited the assets so more assets use the MinStreamingDistance property
you're absolutely welcome to. I don't think I'm going to have time for the next few weeks
He turned the mod into an script and deleted the archives
i think it ignores the U+ overrides now
and does its ownt hing
since it's a script now
NSGDD - a lot of assets get culled at 20m and 40m. there are a few which obey the MinStreamingDistance though. sosuine has added a lot more to obey the MinStreamingDistance so they don't get culled until e.g. 100m
LODs - this changes the distances LODs change at, so assets stay higher quality for farther
umm interesting
He added a new file to the Improved Environmental LODs mod called "nextgendistantlods"
well if there's no archives I doubt it does anything more than U+
I'll have a look
I still have the previous version if anyone wants it
sure! I asked chatgpt to write parts of it. half of what it told me was wrong, so I just kind of learnt as I went
haha
+ah
Completely forgot that that was an option
it gives you some crazy answers sometimes, but it's great for learning
I see
It gives very detailed explanations
yep! mostly it will just tell you something and then change it's answer in the next reply. and it doesn't necessarily give good answers. but it's good to learn
chatgpt is a toy 
here's how I configured it
When responding to questions on computer programming, please use only tabs for indentation, follow the Roblox Lua Style Guide (though some inline code commenting is fine to help with explaining things), and favour guard clauses over nested if/elseif statements where practicable to do so.
i couldn't get to it on my phone lol
Thank you
Also i figured out what i broke in imgui
stupid little extra {
my full response text
I am interested in scientific and research-related discussions, language, and terminology. I am very comfortable with technical language. I am interested in unbiased information on research data and datasets, however I am also interested in ChatGPT's opinions and interpretations of said data. I would like to know what information (either your own or from others) is opinion or interpretation-based, versus information that is factual and data-derived information, to the best of our knowledge. Don't re-summarise the question before answering, concise, clear answers are better.
When responding to questions on computer programming, please use only tabs for indentation, follow the Roblox Lua Style Guide (though some inline code commenting is fine to help with explaining things), and favour guard clauses over nested if/elseif statements where practicable to do so.
ahh yes, the dangling parenthesis 😭
if you use VSCode or VSCodium, you can install the Lua modules which will show you where you have errors
THERE IS AN LUA MODULE?
I am so dumb
oh yeah
That is nice
Had it cause it allowed me to merge all the editor programs into one
nope, the new NSGDD mod uses redscript to directly modify all the meshes
very clever!
oh, interesting
i do have some newer code i haven't committed
rc2 or even newer?
Because i added rc2 to my fork
with the modification of WoaDmulL
also with this, would it be useful to make a compatibility toggle
i knew i had this somewhere 🤦♀️
i just saw some things that can be tidied up, but i'm leaving them alone rn because i don't have time to test
but this should work fine. i just added an "Off" option for VRAM tho
which modification?
Is it okay if i commit this to my fork?
oh, yes sure
I thought I'd already added it
it's all good, I remember adding WoaD's change but must not have 😜
there's several things that can be simplified
no in the new one it has
but i had the old rc2 at first
i saw that you added it to this version
ahhh okay 😂
Should I add the NSGDD compatibility toggle i was trying to make (I ask this cause i don't know if it will be useful
what would that do?
Disable the precache and minstreamingdistance lines to allow NSGDD to do those so it doesn't conflict
Just tested the new NSGDD and even after commenting out the PreCache and Minstreamingdistance from U+, I still have issues
Ads flicker like crazy and buildings disappear depending on distance
similar to how they would with DistanceBoost
am I missing something?
I deleted the PreCacheDistance and Minstreamingdistance lines completely from the Set VRAM file
are there any other files changing it
oh, i already put that in rc2 ... you can set the vram config to "off" 😊
from a quick look, it didn't look like the new NSGDD was actually using those values any more
for the record, i don't actually use it at all. i just use MinStreamingDistance and Precache to increase the draw distance of assets that they affect. for the ones it doesn't affect, i don't really notice in 99 scenes so i don't care. its' only when you go looking for it that i notice. some people might be more sensitive
i do use his Environment and Veg LODs though
v4.0-rc2 notes
- Add an "Off" option to VRAM for compatibility with Not So Good Draw Distance mod (unable to test)
- Improve logic for enabling PTNext to make it more robust (unable to test)
- Fixes problem with bright vegetation with PTNext (unable to test)
- Tidy up and comment a lot of debug uptions (tested)
- Multiple cleanups/quality improvements to modes and quality (tested)
Oh, you actually fixed a lot
I believe the things you said were the main (solvable) issues
Yeah, except the flickering
flickering?
The issue where the light emission is not consistent
The one i showed
But we don't really know how to fix that yet
oh! yes. when it hits more than 512 lights 😏
the only way I can think of is to remove the smallest / most insignificant lights from those areas
or maybe patch the exe
or path the shader
Isn't it an engine limit?
yes.... unless you patch the engine 😊
I don't think that works without using the source code
Aaah
Actually
It has been done before with other engines
I think
I know 😊
ShortFuse modified the CP post processing shaders
it may be possible to modify other shaders
in that case we should (like ShortFuse said) use pix to find out
I wonder if that limit would be somewhere visible inside the shader
yes it will
How do you know?
because the shaders are what draw everything on screen
I expect it's just some limit they've set in there
so it will either be in the shader (e.g. if lights > 512 then lights = 512)
or more likely it's when the CVars are set is when the limit is imposed
so we'd need to find the reference to lights in the shader and remove it
(i.e. don't limit lights at all)
oh alright
I didn't know that shaders draw everything
I thought it was only some items
but okay, I'll take a look when i get back home
I'm sorry for asking so many questions
@gritty geode I am sorry to say this but after further testing, it seems like the issue is not actually caused by the 512 lights limit
Around 20-25% of the time it appears when there are less than 200 lights on screen, nowhere close to the limit
So it is probably caused by something else, but appears more often in areas that surpass the 512 limit
or... the reason could simply be the more lights on screen = the higher likelihood of us noticing it or the issue appearing
try changing light batch size to 512
are you looking at the analytic light count?
yes
I just enable the UI and move around with a controller to test
some lights just stop casting light off screen with ReGIR, no matter how many lights are there on screen
Might it be something wrong with regir?
either that or they start aggressively flickering
Nvm that question
I think so
Probably something in the engine not playing nice with regir enabled
It is a shame because I simply can't go back to PT20 or 21 after trying ReGIR
but at the same time ReGIR can be the most immersion breaking
Sammi, didn't you say something about regir that had to do with screen space?
tbh I don't even play the game anymore I just am interested in what we can do with the limited PT
Also, is it very specific light sources?
Seems to be random
For example, some lights from light poles stop casting light off screen but the exact same light pole 5 meters away works properly
So it has to do with distance?
Reload the save, and now the light pole that was working properly doesn't work, but the one that was flickering is working good
not at all
Curious
Reload again and now both of them work properly, but another one 15 meters away stopped working
seems like there is some kinda limit somewhere
not allowing them all to work together at once
I think it might be some kind of cache limit or something
and it is not the 512 lights limit because this happens even in some rare areas with less than 100 lights
Oh and disabling SHARC cache to save fps and improve quality is actually not that good
I noticed that disabling SHARC is equal to enabling SHARC with Scene Scale 1000+
And doesn't affect fps at all
however
Without the cache, closed spaces which are ONLY illuminated by indirect lighting, become unplayable levels of distracting with all the flickering that happens as soon as you move the camera
You can test this with car interiors
Get in a car and park it in the sun or under a street light
preferably a car with back seats
But they re-enable when you move or not?
they work again when the light is in screen space
Honestly this whole thing gave me such a headache that I just stopped playing the game. I wish I could go back to the person I was before finding out about ReGIR and all these mods
lmao
I will just wait until the sequel
regir works by dividing the world into a grid right?
and then seeing which is more important, or something like that
btw how is metro going @late vine ?
yes this could be why it happens but it shouldn't be happening. I guess it happens because this is not a fully implemented feature by the devs and rather just brute forcing it
Amazing, I beat it a couple weeks ago actually. I will do a 4th playthrough in a month or two because I love the game
oh, i never managed to beat it
Currently trying to get the tugboat
on hardcore ranger
Taiga level?
yep
I watched a youtube guide for it
Genuinely the game was a 10/10 but that level on Ranger Hardcore alone made it a 9/10 for me
It is almost impossible in Ranger Hardcore
no it is not
Its not THAT hard
Well I meant it is almost impossible to do it while getting the good ending
to get the good ending you can't kill or knock out any of them
have to sneak by
wait what
I HAVE BEEN KILLING EVERYONE
yeah gg
Cooked
All good no spoilers
Also Metro is partly the reason I just gave up on cyberpunk. I realized I don't really care at all about the purist "PT or nothing" mindset. The game's Ray Tracing could almost challenge Cyberpunk's while running at 4k 120 fps without any DLSS
When you go back to cyberpunk afterwards even the small ghosting you used to be "fine" with is unbearable.
I run 1440p dldsr 80fps 85% usage
my cpu is bottlenecking me again
After a while I did DLDSR from 4k to 5760x3240 and used DLSS Quality (Internal resolution 4k)
still 90+ fps
Try going from that extra crisp image quality to Cyberpunk's 4k with DLSS Performance and ghosting, artifacting, 40 fps base frame gen
yeah
I also quit
Mostly waiting till ptnext works
same
I will maybe do another playthrough IF we can figure out the issues with PTNext
otherwise I don't think I will play the game again. Maybe once in a while boot it up just to drive around because I love Night City
maybe if we keep talking we should go to dms
Some parts of the city I can drive through and find my way without any map at all
Because this is gonna start annoying people