#▫️Cyberpunk 2077 Ultra+ 2.13 Patch Patch Patch Patch

1 messages · Page 10 of 1

late vine
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Yeah imma go to work in 25 mins so I'll catch you later

gentle haven
late vine
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Btw I completely forgot to mention earlier this morning

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the latest U+ update broke the game for me

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It seems the denoiser is not working because I get raw PT image

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and it also didn't fix the incompatibility with Not so good draw distance

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I rolled it back to rc1

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yeah I give up lmao

gentle haven
late vine
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yep, couldn't figure it out so just rolled it back

gentle haven
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Could it be that NSGDD doesn't work because minstreamingdistance is being set to 0 instead of 1 when you turn off vram

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maybe if we turn vram off it should go to vanilla values

gritty geode
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no the engine is limiting the number of lights being sent to regir

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it's fixable. the question is, with how much effort

gentle haven
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Are you mad at me sammi?

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cause whatever i did i am sorry

gritty geode
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you're just guessing

gritty geode
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I think you should just relax until I actually have a chance to look at the game. since you spoke about PTNext being dark and SHaRC, I haven't even looked at the game. as I said back then, there are other methods to fix all these things

gentle haven
gritty geode
gentle haven
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ooh, thank god

gentle haven
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I adjusted a few values to vanilla in vram off (don't know if that was the idea)

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@late vine could you see if this works with NSGDD?

late vine
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Btw the denoiser issue somehow fixed itself

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All I did was take the U+ folder out of game files and put it back in lmao

late vine
gentle haven
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Atleast if the vanilla ini value thing is to be believed

late vine
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Nope, didn't fix it

gentle haven
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hmmm

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sucks

late vine
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look at the left side of building

gentle haven
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tf

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It just gone

late vine
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you know what is funny

gentle haven
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But i don't see the raw pt issue

late vine
gentle haven
gentle haven
late vine
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not even uninstalling Ultra Plus or NSGDD is fixing this building issue

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And ads are flickering like crazy

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It kinda broke my save

gentle haven
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Ultra+ or NSGDD?

late vine
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I have 400+ hours in the game and I know for a fact I would have noticed if buildings disappeared like that. Because I noticed this immediately

late vine
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not even after uninstalling the mod

gentle haven
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Well

late vine
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I literally uninstalled every mod and it is still not going away I think only a fresh reinstall of the game will fix it

gentle haven
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And after deleting usersettings?

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have you tried that?

late vine
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How do i do that

gentle haven
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like sammi said "Please rename %LocalAppData%\CD Projekt Red\Cyberpunk 2077\UserSettings.json"

late vine
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rename like "UserSettings9"?

gentle haven
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uhm

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How should pix work

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It is currently booting cyberpunk into black screen

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@lost estuary Could you help? (sorry for pinging)

lost estuary
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rename dxgi.dll

gentle haven
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i will try that

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thanks

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i forgot i even had reshade in the first place

late vine
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drove around the city for 20 minutes straight trying to find any other disappearing buildings but couldn't find any

gentle haven
late vine
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Okay so I guess U+ and NSGDD is compatible now

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nothing seems to be malfunctioning

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The biggest issue that still persists is the ghosting and smearing

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I think it is because I played other games for a couple months and got used to playing every game at crisp 4k + DLDSR 2.25x and going from that to DLSS Performance and Frame Gen (especially with a lower base fps is pretty rough

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Not to mention no other game I have played has even half the ghosting that cyberpunk does

gentle haven
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this is the only one that includes the numbers 512

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I can't find any other light/limit

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Took another capture

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This time 5 frames

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Still doesn't come up with anything

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this is new though

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this one too

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they both include 512

gritty geode
gritty geode
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but i don't know where, and i can't just compare v3.5 and v4 because they're so different ... i was going to write a script to dump all the PT settings from both and see what's different

gentle haven
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The problem was that you set it to 0 by accident

late vine
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I tried removing the new denoiser files that came with V4

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But it actually made it worse

gritty geode
gritty geode
gentle haven
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Or the word light for that matter

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However there are a few things that are called ray....

subtle plinth
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wow 4.0 rc2 ... i see you've done somet things that i did too, like setting enabling probablistic sampling and 1R2B even for the high preset of rt-pt... it looks fantastic anyway...

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mostly trying to fight noise... but i don't have the in depth knowledge of how it works... i tried to read up on it but most of it passes over my head

gritty geode
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I guess the thing is, v3.5.3 doesn't control things well... it sets things but I wouldn't say they're in a confirmed known good state. v4 does control things quite tightly.

so I suspect the difference is just one or two settings between v3 and v4. but given the above, idk whether it's that a) something is NOT being controlled by v3 that now IS by v4, or
b) something actually is different between v3 and v4

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so my thought was to just take all the settings, dump them into a file that does GetOption() for all of them, and dumps this to a .log for both of them.

this can then be sorted alphabetically and should be fairly easy to diff

gentle haven
gritty geode
gentle haven
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Aaaah

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Cause i did see that value a lot more

gritty geode
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definitely

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I just think it's being limited in the CVars. all the CVars have valid ranges (so input validation)

do you know what shader(s) the 0x200 is in?

gentle haven
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Also can't check currently

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Cause i need to go to sleep. (Its 00:40 here)

gritty geode
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sleep tight 😊

gentle haven
cyan scarab
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Looks like the dreaded double load bug is back with the new ultra+ RC. Separate denoising is being enabled with NRD again

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But you fixed the bright environmental issues which means I can try to play the game again 😄

gritty geode
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i'll hopefully have a new laptop in the next 4-7 days 🤞 so i can maybe work on it then

cyan scarab
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No reason to be sorry, just glad you'll get to experience the game all over again with max graphics finally 🙂

gritty geode
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Australia is a British colony. we apologise a lot

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sorry

late vine
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Can someone confirm if textures turning black for a split second after a certain distance is a vanilla bug?

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It is there with or without mods but with LOD mods it is more noticeable

late vine
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When the LOD switches

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the textures turn black for a second

gentle haven
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I don't think that is an issue i have encountered

late vine
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It is not that noticeable

heavy abyss
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I wonder if it is a bug or I made something wrong, but when I use PT20, I found some parts of the tall building in reflection would just dissappear at some angles. Does anyone know how to fix this? It won't happen when I use PT Next by the way, but PT Next is too expensive for my rig.😫

gentle haven
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I guess it uses screen space data for those elements

heavy abyss
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Like this, it's just like the limitation of Bvh or distance of rendering, but I don't know how to fix it😭
Maybe some options can be switched to fix it, can anyone help?🥲

gritty geode
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( @heavy abyss is correct it's BVH)

gentle haven
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Didn't fully understand

gritty geode
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to do list

  1. stop separate denoiser enabling with NRD (finish PTNext enablement code/testing) or just save separate denoiser settings?
  2. stop saving/setting RR/NRD Done v4.4
  3. increase brightness of PTNext - test various methods esp. HitDistanceRoughnessScale and HitDistanceRoughnessExpScale (Hoonter suggests SceneScale 400–1000 Insane, 350 High, 250 Medium, 150 Low) Done
  4. increase quality of PT20 High/InsaneDone
  5. fix sparkling skin PTNext NRD
  6. fix sometimes overlayed shadow appears with PTNext fix should be in place after #1 is done
  7. fix separate denoiser being disabled briefly with CCTV and other conditions that aren't a game exit fixed?
  8. document v4!
  9. save SSR blending (move to features) done
  10. move saved RIS into internal settings so it overrides the engine with DoLazy()
  11. Scale BVH distance for Low (1000.0)/Med (2000.0)/High (3000.0)/Insane (5000.) done
  12. fix/diff v4 smearing issue Testing
  13. fix PTNext flickering try increasing lights batch size to 512 or higher Fixed
    14.~~ add Developer/FeatureToggles/Tonemapping toggle*~~ ty to RemNL & Exitw0und done
  14. make separate denoiser enablement logic more robust done
  15. fix bright vegetation done
  16. slightly reduce PTNext build/shading candidates for High/Insane done
  17. fix window scaling for different resolutions
  18. make NSGDD into a toggle so vram config can still be used Done
  19. auto-fix stuck weather?
  20. auto-detect NSGDD and Vegetation LOD
gritty geode
cyan scarab
minor smelt
gritty geode
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ty 😊

gritty geode
cyan scarab
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Yep. Rem helped me find the toggle.

gritty geode
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Developer/FeatureToggles/Tonemapping = true

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oh nice

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sure thing 😊

gritty geode
shadow acorn
gentle haven
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I'll adjust it in my fork

minor smelt
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Schadenfreude is not fun

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If anyone thinks it is, this Discord might not be the best place for you

gentle haven
gritty geode
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  • Slightly reduced PTNext build/shading candidates for High/Insane
  • Add Developer/FeatureToggles/Tonemapping toggle under Features (ty to RemNL & Exitw0und done)
  • Scaled BVH distance for Low (1000.0)/Med (2000.0)/High (3000.0)/Insane (5000.) done
  • Save SSR blending (moved back to Features)
gritty geode
gritty geode
shadow acorn
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isn't that what he says in cyberpunk?

gritty geode
shadow acorn
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or maybe that was just the trailer

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ugh i had a bunch of "wake up samurai" memes and now I can't find them...

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rip

gritty geode
gritty geode
shadow acorn
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ohh yes perhaps

gritty geode
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they have the character on the rooftop in the rain somewhere in CP

gritty geode
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you can do a folder compare and see exactly what has changed

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VScode does it too, but it's clunky

gentle haven
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Oh, yeah

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What now?

shadow acorn
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it like resets the weather system or something

gentle haven
gentle haven
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In rc1 you changed it from 2500 to 2000

gritty geode
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you can then double click the files and see the diffs in detail, and edit them directly

gentle haven
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But i forked it from your latest rc2 so that won't have much use

gritty geode
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why do you actually want to disable tonemapping?

gritty geode
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actually even better, U+ could automatically fix the weather without you needing to do anything

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yeah, i'll do that. i'll add some code that checks if the weather hasn't changed and fixes it

shadow acorn
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I only had that bug happen once though

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so idk how hard it is to trigger

gritty geode
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yes. that kind of makes it an even more annoying bug, because if you've never seen it you'll have no idea how to fix it

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or even realise it's happened

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i'll fix it

shadow acorn
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this was also like 3 years ago

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so they could have patched it 😛

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but yea idk

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Will any fix conflict with weather probability rebalance?

gritty geode
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😜

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they only patch crashes and quests

gritty geode
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Cyanide says the longest weather is 15 hours

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so i'll just check if weather is still the same after 15:10 hours and if so it will switch to the next weather

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then we can all forget about it

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i'll just make a giant bubblewrap around the whole game

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oooh that gives me an idea

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i wonder if i can patch their Oodle dll to use more threads

gritty geode
gritty geode
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  • code refactor and minor fixes
  • added framework for auto-weather-stuck fix
cyan scarab
cyan scarab
gritty geode
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i guess i messed up the UI refactor 😂

cyan scarab
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Reverted back to an old PT30 build I had on hand. Smooth as buttah

gritty geode
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does that one have the streaking?

cyan scarab
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Not sure, just noticed it was oddly smooth. Think it was one of the builds that didn't save settings, so definitely a bit back

late vine
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Thanks a lot for the update by the way I will do some testing in a bit

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From my testing with RC2 so far, the only noticeable issue is the increased ghosting/smearing. The rest are minor bugs that mostly have an easy workaround

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My temporary fix to ghosting is sitting further away from the monitor and playing with a controller 😂

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If we could reduce the smearing/ghosting with RR by even 20-40% it would be so perfect.

gritty geode
gritty geode
gentle haven
gentle haven
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I see you did add an compatibility switch for nsgdd

gritty geode
late vine
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What do the tonemapping setting do exactly? Why would it be useful for renodx

late vine
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never mind turning it off also turns off renodx

gentle haven
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I am updating all my mods to be ready to play again

lost estuary
heavy abyss
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It's me and the same problem again😭
I do find the visibility culling radius option, but it is already set to 2000.0
I tried to input higher value like 3000 or 4000 in engine tweaks and ini file, but only to find it doesn't work. The building in reflection is still missing.🥲
For PT Next, the option works pretty fine, and 2000 is good enough. I haven't tested PT21 yet, but at least for PT20, the visibility culling radius value is no working anymore.
So I guess there had be something wrong or conflicts between PT Next and PT20.🧐
I do like the fps boost and clear image of PT20, but the missing reflection is kind of annoying.🥲

gentle haven
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To 3000-4000

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Depending on quality

heavy abyss
# gentle haven To 3000-4000

It is weird that changing the value has no use.🥲
I used the ini files of rc4, but as you can see, the reflection is still missing.😭

gritty geode
# heavy abyss It's me and the same problem again😭 I do find the visibility culling radius opt...

hi me! you can also increase VisibilityFrustumOffset from 70.0 (from memory) to 100.0 or 200.0 (200 is the default)

with all of these values you MUST leave the ".0" at the end. it's how U+ works out which commands to send to the engine. if you use a value of e.g. "2000" it won't work at all. "2000.0" does work. same with VisibilityFrustumOffset

the reason VisibilityFrustumOffset is set low for PT20 and PT21 is because it's used (wrongly) for the RTXDI sampling importance calculations. because of this, when it's set at its default of 200.0, it's one of the reasons for smearing noise. that's why i reduce it. however with PTNext, it should be safe to increase.

(with that said, as we know, PTNext v4 has smearing. maybe this is why)

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i would also encourage with this game and many others, don't look too hard for problems. i could tell you problems in Hogwarts, Fallen Order, Survivor and CP you haven't noticed yet. but i don't point them out because you can't unsee them lol

heavy abyss
gritty geode
heavy abyss
# gritty geode oh yay! can you see any more ghosting noise?

I haven't checked the ghosting noise in many places.
But at least in dog town, I didn't find noticeable ghost noise increasing. So if there is ghost noise increasing, it must be slight, well, at least in dog town.
Comparing to the missing reflection, I think it is an improvement of image quality.

gritty geode
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maybe they fixed it 🤔

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who knows lol

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ty

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😊

shadow acorn
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Hey so i'm on Ultra+ 3.5.3 and I notice massive flickering/lighting artifacts with RR on in a lot of areas in dogtown

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goes away when you turn RR off?

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Will need to check to see if it's a vanilla bug or ultra+, but has anyone noticed this?

shadow acorn
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Balanced 16gb vram v.3.5.3

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apologies for asking a question about an old version

gritty geode
valid folio
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i only see RenoDX

gritty geode
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it's RenoDX

valid folio
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Someone else recommended also using renoDRT for tonemapping

covert monolith
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renodrt is the name of the tonemapper created for the mod renodx

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so same thing

late vine
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@gritty geode I have been playing with RC3 for a couple days now and it seems to be pretty good. Haven't had any issues

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Also I don't know if it is placebo, but increasing MaxHistory and TargetHistory for RTXDI and ReSTIR closer to vanilla values seems to reduce ghosting in V4 for me

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Further testing needed

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I think lowering RTXDI maxhistory from 20 to 6 was way too low so I increased it to 10

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And I think SunAngularSize 0.20 is also unrealistically sharp. It destroys the shadow falloff so I increased it to 0.35 and soft shadows look much more realistic that way. I think 0.3-0.35 is the sweet spot

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0.5 is indeed way too soft and 0.2 is way too sharp so something in the middle is good

gritty geode
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okay thank you 3.5.3 didn't have the ghosting and had a MaxHistory of 4. it's not the cause...

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it does help but it dips frametime when turning and was never designed to be that high

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the sun shadows is personal preference I guess. I have referenced from outdoors and CDPR trailers. 0.35 is quite diffused like the sun is much farther away. BabaBooey and I are pretty much in agreement on 0.18 (his) and 0.20 (mine) but at the end of the day it's what you enjoy 😊

late vine
gentle haven
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I just started cyberpunk again for the first time in months

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It does look so fucking good

shadow acorn
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so rc3 is stable?

late vine
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yes

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@gritty geode How do I get Photo Mode to work? There is a quest where it is mandatory to take a pic with photo mode

late vine
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okay wtf is going on

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I uninstalled Ultra+, turned off Path Tracing

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it still crashes?

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I am stuck. I need to take this goddamn picture to progress

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something is breaking the photo mode

late vine
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What a joke, I had to turn down all settings to low to get it to not crash using photo mode on an RTX 4090

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Apparently it is not mods, people on reddit have reported the game crashing using photo mode even in vanilla game with or without RT/PT

gritty geode
gritty geode
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I suspect it's a bug with 2.12a

shadow acorn
gritty geode
shadow acorn
gritty geode
shadow acorn
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ohh

gritty geode
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it's nothing to do with ultra plus, i just haven't had time to make a better way to be compatible with the NSGDD

shadow acorn
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but does it matter if i'm using the non-script version of NSGDD?

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It's hard to keep up with which verisons of which the conflicts are from ha

cyan scarab
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Night and day difference imo

shadow acorn
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the new version was messing up performance

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hard to keep up on what's changing/conflicting with what in each version

gentle haven
gentle haven
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@gritty geode how the laptop doing?

gritty geode
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I had to compress some videos today. 300MB of video took 2 hours because of throttling/overheating every 20 seconds

gentle haven
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Damn

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I feel sorry for you

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(maybe not the best choice of words)

shadow acorn
gentle haven
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one thing: the lights seem to be broken while in a cctv camera

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atleast in the place where disasterpiece takes place

shadow acorn
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or can you explain the main difference

cyan scarab
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Just imagine the highest LOD possible loading all the time with very little performance impact. I can literally look all the way down the street now and meshes are the highest quality possiible. Feels like a new game.

shadow acorn
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?. I see no mention of this version vs. the old

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lol

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i imagine if you jack up the settings then performance will crash so i was asking about the default settings vs the old version

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also the stickied post in the comments is comparing version 1.2 and 1.5?

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but the newest version is 2.2?

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so yea no clue

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i dont even see a version 1.2 and 1.5 in the archive?

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I see absolutely zero comparisons of the pre script version vs. the script

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i'm not sure what you're talking about

gentle haven
shadow acorn
gentle haven
gentle haven
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Like he thinks it should be there

shadow acorn
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well whatever. I'm sure the new version is better

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just having trouble keeping up with the new versions of Ultra+ and this mod and what conflicts and what doesn't

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it's confusing af

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at some point you just need to kind of lock your mods in and go "good enough"

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ya know?

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if you actually wanna play the game ha

minor smelt
shadow acorn
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yea

gritty geode
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it's a bios #$@&$! bug

gritty geode
gentle haven
gritty geode
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otay phew

gentle haven
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I have seen no lods changing or pop in since installing the newest version

shadow acorn
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i think the new NSGDD mod conflicts with U+ version 3.5.3, not just the 4.x versions

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that's likely what killed performance for me

shadow acorn
shadow acorn
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cool

shadow acorn
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i thought it was only the new 4.x versions it conflicted with

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like i said, hard to keep up with this ha

gentle haven
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You have to disable the distance lines

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Precache and minstreaming

shadow acorn
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Sammi said to just disable the "vram compatability" thing

gentle haven
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Quote those

shadow acorn
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is that the same?

gentle haven
shadow acorn
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#1224890336833179749 message

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that's 4.0 yea

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i was gonna try the rc3 🙂

gentle haven
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Yeah in that case just set vram to off

shadow acorn
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ok

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i feel like my brain is at capacity sometimes, between work, and this hobby, ya know? Like i have to memorize so much for work that sometimes i just can't be bothered to figure out this stuff in my personal time ha

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if i put all the effort i put into this hobby into my actual job.......i'd probably be a director by now lol

late vine
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I used:

Improved Vegetation LOD
Improved Environment LOD
NextGenDistantLOD
Not So Good Draw distance

If you combine all of them, you can’t go much further than the default settings without breaking the engine

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But sticking to default settings and increasing those values by another 35-40% is pretty good still. I don’t notice any pop in anymore either

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I tried the extreme modes and although they technically always load the highest quality meshes, it breaks the game and buildings start disappearing. Not only that, but after a certain distance , it doesn’t matter if the LOD is the highest quality or not since you can’t even see those meshes yet. At that point it just becomes a pointless performance hog (unless you use the AV mod to fly around then it could make it better when you are flying high)

shadow acorn
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and nextgendistantlod is new?

gentle haven
gentle haven
late vine
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I am betting it is the seperate denoiser not re-activating properly

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It still disables and re-enabled on the latest RC3

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With cameras I mean

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If something is causing it not to re-enable properly every time, then the lights won’t work

gentle haven
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as soon as you see lights not visible from v's perspective it breaks

gritty geode
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I'll look at the shaders in nsight once I've got my new laptop

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I'm seriously about to reverse Hogwarts. so sick of their shit

late vine
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Guys is it me just noticing this or do the lights have this weird unnatural glow around them?

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I think it is relight

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This is what I mean

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and GITS has this in the images on nexus

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I mean it is nothing hugely distracting but if you look too close, it looks a bit fake

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looks like bloom on steroids

covert monolith
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i think ultra plus reduces it a little

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its especially annoying around street lights at night

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cause the fog/bloom draws above the lights even though they're downward facing and it looks weird

gentle haven
covert monolith
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i think its separate from bloom

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some fog thing idk

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ill check it out at some point

late vine
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But I have the exact same effect you are talking about

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it gets pretty unrealistic at night with street lights and the direction of the fog

covert monolith
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Ya I mean it’s in the default ENV

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Maybe ultra fog reduces it

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You could try that and see

gritty geode
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the game has 6 to 8 times bloom unsharp... thingy

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massive bloom

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it lifts the whole brightness too

gentle haven
late vine
# gritty geode

I don't know which one looks more realistic but Ultra Fog definitely looks more pleasing to the eye

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Will check it out, thanks

late vine
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by the way, the amount of mods I have installed is really getting out of hand (like almost 100+ at this point) and I can't keep track of them. Do you think if I installed Vortex mod manager it would break anything?

subtle plinth
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ultrafog looks amazing, did you use the same film grain stuff from ultra vignette?

gentle haven
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I use it myself

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Also

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I have like 240 mods

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I don't even think it can be called cyberpunk anymore at this point

subtle plinth
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I probably spent 10 times more time fiddling with mods and settings than in the actual game, i only played it to the end once and only a few days ago did i even start the phantom liberty part... have done this with other games too...

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i had it since launch but i only finished the game about two months ago and probably because my mind was altered, i had a surgery and after that i got a bunch of strong pain killers and sleeping pills, only with those did i relax enough to actually enjoy playing it for more than 15 minutes without leaving the game to change some setting in ultra+ or remove or add some mod or try some other change

gentle haven
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everything needs to be perfect first

gritty geode
gentle haven
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reno does

gritty geode
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yes true

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the main reason to use film grain in games imho is to reduce banding

gentle haven
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it is?

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It's always the first thing i turn off

gritty geode
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yes, you shouldn't see it

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not unless you're trying to make it look like actual film for some reason

subtle plinth
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not using reno. hmm i have film grain turned on and it doesn't at all as intense as it used to, i can barely see it at all except when it's used for effects... i used to really dislike having it on before, maybe later versions of cp2077 made it less intense? i thought it was ultrafog that had the same film grain baked in, i was looking at it in wolvenkit a few days ago because i tried to put parts of ...ep1_v006.env from gits env basic and ultrafog together... and they clearly had different settings for film grain, but i've always set ultrafog to win in conflicts

#

i don't really understand how it all works but in the gits file everything in FilmGrainAreaSettings is set to 0, but in ultra fog it has various other values, which i don't know if they are vanilla or not, anyway it looks good when i use it now even with grain turned on in the game... i've always wanted to have film grain but much much lighter than what is in the vanilla game, borderline not noticeable at all, and for some reason now it is... i always assumed it was ultrafog that had the stuff from ultravignette baked in to it

late vine
#

Could UltraFog conflict with anything?

gentle haven
#

and alternative weather visuals

#

but that is on purpose

#

It is supposed to overwrite that

late vine
#

Wait if I use relight I shouldn't use UltraFog?

#

Or does one overwrite the other

gentle haven
#

just it just overwrites each other

#

but all the actual relight features should still work

#

I have been using them that way atleast

late vine
#

Which one should load first

gentle haven
#

i have relight at the bottom of the list

late vine
#

alright thanks

#

hmm what other mods do you recommend

#

I recently installed Preem Hair and Blur Begone

#

Now that PT is better than Vanilla with PTNext and LOD issues are fixed thanks to Sousine, I am looking for other ways to improve the visuals

#

Still conflicted on LUTs because I don't want to touch the artistic vision of the game

#

All those "Photorealistic Cyberpunk" Youtube videos use LUTs and reshade and all that and the game looks all grey and dull (with overcast weather only too)

gritty geode
#

all the U+ mods are designed to be loaded first 😊

#

ultimately it's up to you

covert monolith
#

I think ultra fog is just the ENV

#

You could open up Wolvenkit and see what files your installed mods have

late vine
#

@gritty geode My eyes thank you for the ultra fog mod. I am no longer blinded at night by the smallest lights with insane bloom. The effect is even more insane on an HDR 1000 monitor which gets extremely bright

#

It fixed my issue

gentle haven
#

Yeah, when going into camera's it still shows game session ended

#

but

#

this time it works for some reason

#

idk. sometimes it goes wrong, sometimes it doesn't

late vine
#

@gritty geode I have a question

#

Do you think PT20 will eventually down the line become the best looking version of PT in cyberpunk as we get stronger GPUs?

#

Would PT 20 with 4-5 bounces and 7-8 rays per pixel be better looking than Restir and ReGIR?

#

If you have the GPU power to do it with high FPS, is it always better to brute force more rays and bounces? Because at the end of the day, other stuff is just optimization no?

#

I mean if you could brute force 7 rays per pixel at native 1440p (not even 4k), that would be 26 million rays. Currently even with 4k DLSS Quality we have 2 rays pp and that is only 7.5 million rays, which is why we need ray reconstruction. With high enough ray count you wouldn’t need RR, which would solve the ghosting and smearing issues, and also the noisiness that would come from low ray count

shadow acorn
#

This game is the modern day crysis 😛

gritty geode
#

I'm supposed to make a version that works with CyanideXs mods

gritty geode
gritty geode
#

this is because ray information stops being meaningful due to ray correlation (additional rays are too similar to existing rays to add anything meaningful). keep in mind that "5 rays" is also temporal, so there can be an additional 32 temporal rays x 5 = 160 rays (depending on how many temporal rays are in the reservoir). there's only so many of these that add information before they reach correlation

#

and bounce information... well, there is a maximum ray length. if you increase the maximum ray length (reflections and BVH), AND bounces, then you may get extra information. but likely bounce information has to be more significant than 8-bits per channel, and whatever internal PT limitations there are, which are several. people get excited by ReSTIR being "unlimited bounces" but it really isn't. it's about 3

#

maybe if you were doing internal processing at 16-bits per channel, and 2km+ of ray length, and minimize ray correlation, you would get more information than that. but then you have to remember that most surfaces are not 100% reflective, they are rough (roads, ceilings, etc.) so "reflections" become diffuse very quickly. and you don't know which rays are even going to return to the camera and which will just go off screen until you trace them (even with a simplified RT equation). so there are very serious limitations here unless you're talking about a room of 100% reflective chrome balls 😊

#

and no, ReGIR / PTNext is the most advanced PT method by far. I think when I have a laptop and a weekend I'll fix the brightness issue, and hopefully remove the shader light limitations

#

in terms of other games, hopefully they will use a proper implementation of ReGIR

#

why CDPR half implemented ReGIR is beyond me... when it seems the main limitation is the shader max lights, which is trivial to fix when you have the source code

gritty geode
mystic scroll
#

Damn

gritty geode
#

keep in mind every ray needs to store it's 3D position, age, and colour information. so 260M rays (assuming an average of 10 temporal frames out of a maximum of 32) * (24-bit colour + xDouble + yDouble * zDouble + frameInt) = 260M * (24 + 24 + 2) = 13 billion bits = 13 GB

#

that's before doing internal 32-float or 64-bit colour precision

#

they may have some way to reduce this. maybe the average/mean temporal rays is more like 5, which makes a huge difference. but you see what I mean. "2 rays" or 5 etc. is the number of new rays per frame

gentle haven
#

Understandable why the 5090 gonna have 32 gigs

late vine
#

Thanks a lot for the detailed explanation 🙂

#

So ReGIR is more advanced than simply brute forcing more rays/bounces then

#

too bad it is limited in cyberpunk

#

I have been playing with only PTNext for weeks now and the main issues are:

  1. Some light sources don't cast light (some due to low SHARC SceneScale, however some of them simply don't cast light at all, I found this out after a lot of playtime, so it is quite rare and reloading the save doesn't fix it. This means there are some light sources that break completely with ReGIR)
  2. Some light sources suddenly become screen space with ReGIR and either stop casting light completely when off-screen, or just start flickering

That is about it.

#

Thankfully the issues don't appear too often so it is still by far the best way to experience PT imo. But unfortunately when the issues DO appear, it is pretty hard to ignore.

late vine
#

I mean if a couple modders without access to source code managed to implement ReGIR pretty decently and the developers themselves still decided not to do it, I am guessing they also encountered the issues we are facing and fixing it proved too complex or time consuming. And they obviously didn't want to push it out like that, because it would be unacceptable for an official patch, even though it is acceptable for a mod.

#

just my theory

gritty geode
#

no, I think what happened is CDPR said "feature freeze" and it wasn't ready to release. that doesn't mean it's not fixable. I've said many times there are several possible ways to fix the problems... there are other settings which affects brightness, and some of the assets may need altering to be included in RT

#

it's not necessary difficult, just takes time and working out what the problem is without having access to CDPRs dev tasks

gritty geode
#

12 days and still no lenovo

#

expedited shipping my ass

gentle haven
#

They're trying to stall you from revolutionising ray tracing

gritty geode
#

haha

shadow acorn
gritty geode
#

new ETA JULY 11

#

oh i have

#

my work is buying the laptop

#

i was due for a new one anyway, we get a new one every 2 years

shadow acorn
#

Gotta get dat desktop pc mang

gritty geode
#

i am going to walmart, i'll see what they have

#

so far they've given me $1100 off, which is lovely, but i have no laptop

shadow acorn
#

That's almost enough for a 4090 lol

gritty geode
#

yes

#

or i can get the AMD version of the Lenovo Legion by Monday

gritty geode
#

well, that's what i did

#

¯_(ツ)_/¯

shadow acorn
#

haha sounds good

gritty geode
#

lol now the other laptop is showing it's due Tuesday 😂

#

anyone want a laptop? 😂

gentle haven
#

Well, in any case you will still have a laptop if it breaks down now

gritty geode
#

haha yes

#

two Lenovo legions 😜

#

I have to send one bacm

#

*back

#

ones the AMD ryzen the other is the 14th gen intel

gentle haven
#

hmm

#

alright

#

welp, i am gonna switch to pt20 for now

late vine
#

why

gentle haven
#

I am a netrunner so that causes major issues

late vine
#

I am a netrunner too but I prefer not to use cameras as it makes the game way too easy

#

More of a stealth-one-shot pistol guy myself

#

Only use quickhacks in emergencies

#

but yeah fair enough

gentle haven
#

Dude

#

It's not easy for me

#

I use a shit ton of mods to make it hard

covert monolith
#

Good mod that adds difficulty

gentle haven
#

I have that one

#

And the netrunner enhancements

#

Which makes you take one out before getting to upload Deamons to get acces to subnets

subtle plinth
#

hi what is the reason that the lines in config_rtpt.ini are commentet out

#

[Editor/Characters/Hair/LocalLight]
;MultiScatter = 0.00 ; (0.47)
;ScatterDepth = 1.2 ; (0.8)

#

Uncommenting this helped a LOT, it fixed what had bugged me for a long time with weird hair reflecting from nowhere, and sometimes just looking weird in RTPT... very clear in early part of the game with Jackie like when you sit in the car with him when he offers you the tutorial braindance, but also with other people in cars, Dex while driving around the first time you mmeet him, his hair and beard is shining, but removing the commenting on these two lines did the trick and other npc's hair look a lot better, not seen any side effects...

gritty geode
gritty geode
gentle haven
subtle plinth
#

ah... alternative hair material? that one has those same issues i mentioned in RTPT though and they go away with those values uncommented, even if the other values in her mod might look better

subtle plinth
#

i use enemies of night city so i'm always a bit wary of gameplay altering mods in case they cause some conflict or make the game unbalanced

gritty geode
#

I want the world to feel more necromancer

gritty geode
#

I have a working computer again so can start work as soon as I'm caught up on my work

gentle haven
gritty geode
#

basically CP doesn't feel neuromancer at all to me which is annoying because Gibson coined the phrase

#

I also wish the police would recognize me and leave me alone given how many times I've got them out of deep shit lol

gentle haven
#

I also really like custom blackwall quickhacks. It just looks epic

subtle plinth
#

I don't think i ever read it so i don't have a feeling for it...

gentle haven
gritty geode
#

that sounds awesome

gentle haven
#

yeah, it makes you have to upload deamons to access points to get access to cctv cameras

#

and for other quickhacks you need to knock someone out first

#

And for both upload a daemon

#

So you also have to pick which quickhacks you want access to

gritty geode
#

damn, running DLAA at 1600p 40 fps lol

gentle haven
#

My desktop don't even do that

#

atleast not with u+

subtle plinth
#

1600p 16:10?

#

what gpu is that? is it with PT, vanilla pt? I have a 4080 super and dllsing with 1440p internal res gives me something like that with rtpt...

gritty geode
#

4090 175W (laptop)

#

that's PT20 high, scenescale 200

subtle plinth
#

oh wow

gritty geode
#

DLSS quality

#

this is a slightly newer U+ that adds back spatial sampling to High and Insane PT20

subtle plinth
#

oh that looks good for 1707x1067 internal

#

oh yes i saw you added those, to rtpt and all modes too in high and insane... but it only works in pt20?

gentle haven
#

still impressive

gritty geode
#

which is better

gentle haven
#

Except in fps

gritty geode
#

v4.1-rc4

  • attempt to reduce firefly/boiling noise with HDR
  • significantly improved visual quality of PT20 High/Insane
  • significantly improved performance of PT20 Insane
  • removed redundancy from UI drawing logic
  • (known bug) Qualities don't sort correctly
  • (known bug) compatibility with Not So Good Draw Distance v2 removed temporarily
  • fix hair brightness problems in RT / RT+PT modes
  • attempt to fix vanilla game problem of SHaRC adjusting scene brightness all the time
gritty geode
gentle haven
real ravine
subtle plinth
#

i see you uncommented those lines about hair i mentioned earlier... but only in th config_rt.ini , not in config_rtpt.ini which i was talking about, but maybe the problem is there in pure rt too?

#

or was it by mistake the wrong file?

gritty geode
#

hey @real ravine !

gritty geode
#

no thats me being dumb

#

hey WoaD can you see why U+ is throwing errors in the log? i can't see any obvious reason 🤔

subtle plinth
#

oops well it's a quick fix...

#

interesting you raised UsePrevFrameBiasAllowance... in my everlasting war on noise, i've been raising to something like 0.25 (i thought more would be excessive since i didn't see you had done this anywhere) but not noticing any more so i set it back down low again... i was afraid to set higher values, thought there would be risk of ugly side effects, smearing or ghosting

#

0.3 or something as max

#

i'm going to visit my favorite noisy spots now

gritty geode
#

it's kind of experimental ... one of the two main reasons the screen changes SO much during play is SHaRC (the other reason is auto-exposure)

subtle plinth
#

it's a lot more still the walls even in Judy's apartment aren't boiling!

gritty geode
#

so i'm trying to do a faster auto-exposure of SHaRC, basically

subtle plinth
#

just went and checked it out

gritty geode
#

that's good right?

subtle plinth
#

yes very

#

but i don't use hdr i mean i could but i haven't noticed a difference with hdr or sdr in level of noise

gritty geode
#

yes, i have HDR10 now, and turned it on and noise was much worse on walls

#

only while moving though

subtle plinth
#

with RR?

gritty geode
#

yes

subtle plinth
#

ah yes there is small noise

#

that matters more if you move

#

i think having not to high MaxAccumulatedFrameNum for things indirect both diffuse and specular can aid in that... but i dunno if that might make the noise worse without RR

#

but since you have two different config files it wouldn't be a prob

#

there is also a very sparkly intense noise that appears on mats or cloth surfaces very near you at certain angles like within one or two meters of you... i am not sure what can be done about that... also only shows up in RR, with RR off i've never seen such noise at all

gritty geode
gritty geode
subtle plinth
#

ah are you talking about max fast acc.. now?

#

i mean max acc...

#

no but i can go back in the game and take some

gritty geode
#

wow PTNext looks insane

#

hmm i was talking about MaxAccumulatedFrameNum

#

what are you seetting them to?

#

i think they're too high also. i reduced them in 3.5.3

#

yep i've set both Direct to 12 and Indirect to both Indirect to 24

subtle plinth
#

this type of noise is the one i was talking about but this is not the one that gets fixes by max accumulated frame num

#

it does however comeo n at different speeds, and colors the material darker usually but full of sparkles

#

and only really close stuff

gritty geode
#

i've also changed Editor/Denoising/ReLAX/*/Diffuse/PrepassBlurRadius back to 24.0 and Editor/Denoising/ReLAX/*/Specular back to 48.0

subtle plinth
#

see all those light dots, in the game their all moving around flickering

gritty geode
#

oh! yes. do you get that on skin as well?

#

idk why that's happening with NDR 🤔

subtle plinth
#

no... and it's with RR only

gritty geode
#

hmm. let me se

#

*see

subtle plinth
# gritty geode what are you seetting them to?

[Editor/Denoising/ReLAX//Diffuse]
MaxAccumulatedFrameNum = 18
[Editor/Denoising/ReLAX/
/Specular]
MaxAccumulatedFrameNum = 22
(this is to reduce the noise on some walls that only appears when standing still in RR, it's not at all as common as the above noise or as the boiling was before you made that much much better today)

#

it is often out doors like in daytime in the concrete water drain place you meet the militech lady early in the game i forget her name now

gritty geode
#

roger. my changes will change those ideal values now

#

i've basically reverted all of RR back to default values except for the few changes from v3.5.3

#

i think we took it the wrong direction in v4

subtle plinth
#

ok updated my config_rr.ini manually so that's why i didn't say anything yet, diving in now to test...

#

this almost completely got rid of the outdoor noise in the water canal and at least the weird heavy RR effects, but again it made the indoor light even worse again

gritty geode
#

v4.2

  • Completely removed separate NRD and RR denoiser settings (they're now the same)
  • Reduced MaxAccumulatedFrameNum (ty to Gumboot Gunnar)
  • Reverted RR denoiser settings to v3.5.3
  • Increased quality for PTNext High and Insane
subtle plinth
#

maybe

[Editor/Denoising/ReLAX/Direct/Diffuse]
MaxAccumulatedFrameNum shouldn't be quite that low... i think setting it to 20 or something could make indoor light more stable... still none of these things fix the sparkly mainly very close textile surfaces

#

i'm trying another thing

#

maybe the weird nearby super glittery surfaces has no fix

#

but i think the indoor light got a bit unstable with this latest thing although it fixed the noisy outdoor wall

#

diving back in

gritty geode
#

you can also reduce MaxFastFrames to 2 or 1 for Direct and 2 or 3 for Indirect

#

i'm basically going back to v3.5.3 settings for most things

gritty geode
#

what DLSS preset are you in?

subtle plinth
#

no real preset, for the 2560x1440 screenshot I used x0.75 , but i usually run 4k either at default balance preset or slightly lower

#

and I am aware RR only works at specific internal resolutions, you can't set it to anything or you get weird distorsion usually at the edges of the screens

#

here is another example of it

#

these areas change shape depending on what angle you look on them

#

i think it's always textile materials

gritty geode
#

i'm not seeing this with RR

subtle plinth
#

yep

#

weird

#

i'm going to try one more thing

#

i keep doing some changes and going to problematic noise areas that i've saved...

#

i think setting those very low values wasn't too good for stability but i think i'm realizing something
as long as
[Editor/Denoising/ReLAX/Indirect/Diffuse]
MaxAccumulatedFrameNum isn't too high, maybe 20 or 22 you can set the others a bit higher, which is what causes the outdoor noise that only shows when you're still, then the others can be higher and give better light stability in other situations

#

argh

gritty geode
#

i've been using DLSS preset C and it's fine ... tbh i don't trust preset E yet

subtle plinth
#

i'll try forcing C

#

and using default resolutions for now, but the last pic was without my altered dlss quality level multiplyers

#

just vanilla dlss res, but maybe it still defaults to E, so i'll try with c now

#

this stuff could not be relevant for any of this?
[Editor/Denoising/ReBLUR]
HitDistanceRoughnessScale = 10.0 ; (20.0) WAS 10.0
HitDistanceRoughnessExpScale = -1.0 ; (-25.0) WAS -1.0

#

i mean not just the glitter thingy any of the noise issues

#

i mean i had plenty noise with the vanilla game too so it's not like your mod is more noisy , if anything less noisy... i just really notice noise and instability a lot... more than bad quality light

gritty geode
#

this stuff could not be relevant for any of this?
no that's just for sun contrast/bounce lighting

#

it looks 100% like a firefly issue, but all of the antifirefly should be enabled

#

and i'm not seeing it

#

what version of dlssd are you using?

subtle plinth
#

3.7.0

gritty geode
#

same

subtle plinth
#

why is my text red?

#

I did however manage to get a good balance for the other types of noises

#

hm

#

red text again does that mean it isn't sending or something?

gritty geode
#

your text is red?

subtle plinth
#

ah i reloaded the discord tab now... apparently some of my lines i wrote in here didn't post for some reason.. sadly the ones where i said the more meaningful things

#

basic recap of what i said that was lost: I said I can't get rid of the glittery thing, but it's only on certain places and viewing angles and i think always on textile surfaces so it doesn't matter too much, but i was able to get a good balance for other noise

#

this is what i went with in the end i have no idea if the wonky middle-of-the-road stuff in [Editor/Denoising/ReLAX/Indirect/Common] makes any sense but altogether i got real good results with this

subtle plinth
#

I think I had it pre 2.0... you had ultraplus before that right?

#

or no

#

pre 2.1

#

because RR had to be on

#

i think i was using an ealy version of ultraplus and also in vanilla i had the same issue

#

with a 3080 12gb then

#

like half a year ago

#

or more

gritty geode
#

i haven't seen that issue before tbh

subtle plinth
#

i will try to figure that one out another day, but still i'm very happy to have rid most other noise finally, mainly because of your new version with lower sharc reset history and UsePrevFrameBiasAllowance high and in combination with some denoiser_rr.ini fiddling, it's looking better than ever

#

i'm going to bed now though

gritty geode
#

i think i might have just fixed the flickering PTNext lights too

#

night night! 😊 tysm for your help! 😊

subtle plinth
#

just another thing, i don't think
[Editor/Denoising/ReLAX/Indirect/Common]
AntiFirefly is necessary, and it actually seems to cause extra flickers and different kind of fireflies

#

at least for me

#

specially on certain yellow painted wall material

#

but now i really go to sleep

#

for really reals... truly... not lying i'll do it, yep... any time now... will fall asleep

#

not at the computer anymore...

gritty geode
gritty geode
#

i think we need to be a little bit careful because i haven't seen that type of noise before that you're experiencing... so solving it via the config might just end up with weirder settings for everyone else

#

at the moment i think something else is causing it (DLSS)

#

when you're up, can you please check if your DLSS files are blocked?

#

sweet dreams! 😊

whole nova
#

PTNext seems brighter than before, not sure if i'm just imagining that...

#

not that that's a bad thing

gritty geode
#

there's a lot of little tweaks i haven't mentioned 🤔

gritty geode
gritty geode
#

here's the to-do list... it's looking pretty good. i wasn't able to replicate issues with the cameras in PTNext, so i haven't attempted to fix anything. but a LOT has changed in the latest version
#1224890336833179749 message

late vine
#

Morning guys

#

So much new stuff

#

@gritty geode v4.3 is the latest one correct?

#

or is it more of an experimental version)

#

I am still on RC2/3

subtle plinth
gentle haven
#

Don't remember what it looks like but there is an toggle which is normaly not there

subtle plinth
#

ah I don't use this windows function so it wouldn't appear

#

but no i don't have it

gentle haven
subtle plinth
#

I know but i have it turned off in windows security settings

#

anyway i don't have that part in my file properties so it's not that, and i can look at Protection history: no blocked objects in security center

#

anyway i realised something about the "weird" local blotches of noise and often changed brightness, it seems to always be on cloth that is slightly uneven and viewed from perticular angles, it seems to have to do with some kind of self-shadowing on textile material

gentle haven
subtle plinth
#

yes same

#

it only affects downloaded files but my system does keep track of that

gentle haven
#

it is the latest version judging by the file size

subtle plinth
#

yes but i had this issue even with 3.7.0 , 3.5.0 so it shouldn't have to do with this

gentle haven
#

idk, i don't have it either

gritty geode
#

it's now the main version

#

morning 😊

gentle haven
gritty geode
#

hello 😊

#

why is Gumboots back so soon 😜

subtle plinth
#

goedemorgen

#

i only slept 4 hrs

#

but i will go soon

gentle haven
subtle plinth
#

it's what i imagine dutch to be i could be wrong maybe no one says that

gentle haven
#

nah it correct

#

Goedemorgen

#

En nu ga ik gewoon nederlands praten.

#

Kijken hoeveel jullie ervan begrijpen

#

Hehehehhe

gritty geode
#

dit is waar we @minor smelt verwarren

subtle plinth
#

ik begrijp alles dat je skrijf daar... again guestimating out of my ass, it "feels" like dutch but i have no idea if it's right...

gritty geode
#

Ik wil aardappels

gentle haven
gritty geode
#

idk.. comfort eating lol

gentle haven
gritty geode
#

should be ik begrijp alles wat je daar schreef

subtle plinth
#

most of if has some similarity to either swedish or english or very old swedish words, viking words, put all of it together with some general feeling of languages of europe and pass through the dutchiness filter and its pretty 85% understandable

#

schreef makes sense but i wouldn't have guessed it on my own

gritty geode
#

und für zwanzig minuten backen

gentle haven
gritty geode
#

und keine eier

#

lol I have Tool going through my head

#

Tool and potatoes 😂

subtle plinth
#

is that in some tool lyrics? in german?

gritty geode
#

yes lol

#

recipe for brownies 😊

#

eggless brownies

gentle haven
#

Das ist sehr gut

subtle plinth
#

äggfria brownies, med veganskt emulgeringsmedel som ersättning?

gritty geode
#

ja es rockt lal

#

haha does it?

#

vegan... emulsifier?

subtle plinth
#

ja

#

i guess that's not the role of the eggs in brownies though

gritty geode
#

ik zou appelmoes gebruiken

#

hoe heet het

gentle haven
#

hoe heet wat?

gritty geode
#

appel....

gritty geode
#

strüdel

gentle haven
#

ah

gritty geode
#

sauce!!

subtle plinth
#

äppelmos!

gritty geode
#

appelmoes

gentle haven
#

Apfelsoße

gritty geode
#

ja

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the languages are so similar

subtle plinth
#

äppelmos på havregrynsgröt, med lite lite kanel

gritty geode
#

het komt allemaal in één maag

gentle haven
subtle plinth
#

sjukhus in swe.. sickhouse

gritty geode
#

maybe I'll have tuna

subtle plinth
#

mashed apple on oatmeal porridge, with a tiny tiny bit of cinnamon

gritty geode
#

oh yum

#

mmm fluffy pancakes lol

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right now I have hot rice, yesterday's butter chicken, or cocoa pops

subtle plinth
#

i like frozen mashed apples, that are just now completely thawed yet... the natural sugar in the apple makes the tiny pieces of ice softer

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like a "slushie" or something... those crushed ice drinks you can get at bubble tea stands... or even better... putting pieces of frozen water melon in a blender...

gritty geode
#

oh that sounds nice

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I got some tuna, hot rice, onion, kalamata olives

subtle plinth
#

what is hot rice?

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like spicy? or just hot warm? or is there some specific thing called "hot rice"?

gritty geode
#

thank you, I will link to you!

#

oh no I made fresh rice earlier it's keeping warm in the rice cooker 😊

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fresh sushi rice

subtle plinth
#

I sometimes make a "tuna salad" with american long grain rice, a lot of onions very lightly fried in butter, black pepper, dried garlic powder and chopped pieces of green beans... then i make sauce of sourcream, tomato puré, garlic powder, cayenne pepper or other chili powder and some salt because on its own it's dry
this is mostly food i make if i have to bring food on a job or a trip

gritty geode
#

ooh yum

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yes I just added a bunch of olive oil and some nice Japanese mayonnaise

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otherwise it's too dry

subtle plinth
#

what is different with japanese mayonnaise?...

#

I saw in the stores here they now sell "american style mayonaise", i think it's just without any mustard included, most other store bought mayo here contains a tiny amount of mustard (so little you can barely notice it but still)

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maybe lighter on the vinegar too

minor smelt
minor smelt
#

Pijnlijk

#

Krijg je enorme scolliose van

subtle plinth
#

i'm pretty sure you can "get" scoliosis from laying/sitting in bad position, certainly not after early childhood

late vine
#

Is everyone dutch here lmao

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I mostly understand from my german

subtle plinth
#

nah but sometimes i fake it... doesn't work really

gritty geode
#

nn peoples I can't stay awake 😊❤️

subtle plinth
#

躺平即是正义

late vine
#

@gritty geode so the new V4.3 doesn't have any denoiser files?

subtle plinth
#

ok good night see ya sammi

#

it's all in the config_common.ini now

late vine
#

@gritty geode unfortunately, PT Next light flickering and screen space lights issue is still there

#

I found no difference

#

And now, some of my settings are not saving. Stuff like Visibility Culling Radius should be 5000 on PTNext Insane but it is stuck at 2000

#

same with Shadow Fade Fraction. It should be 0.01 but defaults to vanilla value 0.1

#

changing the value in the ini does nothing

#

re-selecting insane preset after launching the game does nothing (This used to fix this issue before)

#

Oh and also some shadows that used to be more accurate with PTNext, are now the same quality as other modes. It was the biggest noticeable quality difference between PTNext and other modes but now it is gone

gentle haven
#

with what you're saying it seems that it is not applying correctly

late vine
#

Seems like it but what is weird is that most settings do apply correctly

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Only a few are stuck

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but they are inside the same ini so I don't know what is going on

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Okay the quality difference in shadows is still there

#

But not as much as before

#

it could simply be the denoiser files being gone

gentle haven
late vine
#

Maybe the previous shadows weren’t accurate but rather just too sharp

#

umm and also my cloud saves aren’t working anymore lmao

#

It says can’t connect to the cloud no matter how many times I retry

#

I haven’t downloaded any new mods in like 2 weeks and this only started happening after installing v4.3 so it could be somehow caused by this mod or just a coincidence

gentle haven
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Mine never work

late vine
#

wanna know what else is funny?

gentle haven
gentle haven
late vine
#

Quality levels are jumping around

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one time insane is at the first position

gentle haven
#

Their locations?

late vine
#

next load is last position

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the next time it is in the middle

gentle haven
#

Hmm

late vine
#

yeah the locations

gentle haven
#

Sammi did say something about that

gentle haven
late vine
#

I think they are in the config_insane

gentle haven
#

Yep

#

You are right

#

It seems the ini is not loading correctly

#

Could you check something like contactshadowclamp

late vine
#

None of the values in that ini is loading

gentle haven
#

Or anything that is set via ini

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Aha

late vine
#

you can’t check them all

#

it is not all in the Ultra Plus console in the game

#

So you have to trust that the ini is applying

#

But from the values we can change, it seems that it is not applying

gentle haven
late vine
#

Also it still makes no sense to enable sharc considering just how much fps you have to sacrifice

#

you still need 400+ scene scale to get the same lighting quality as turning it off but in the meanwhile you lose like 20% fps or more depending on the scene

#

sure you also get some bonuses of enabling sharc, but the most noticeable one is SceneScale value

#

and the cheapest way to get that is simply turning SHARC off

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I don’t think whatever 5-10% quality improvement it gives is worth going from 90 fps to 70 fps

gritty geode
gritty geode
gritty geode
#

from what you've described, I'm not even sure U+ is working for you

gentle haven
gentle haven
#

wait, @late vine do you use a mod launcher?

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Cause i have noticed mo2 has issues with u+

#

I had to put it in overwrite

gritty geode
#

ah okay, yes the NRD and RR ini aren't used anymore, it's all combined in the common ini

gritty geode
gritty geode
#

I wonder if it sees the ini files and does something odd with rhem

gentle haven
#

atleast the version i am using (haven't checked for updates in a while)

#

anyway, what happens is it is fine with the first boot but just dissapears every boot after

gritty geode
#

hmm okay. that could explain some weird problems people are having on nexus

gentle haven
gritty geode
gentle haven
#

I guess it is an issue with the virtual file system

#

oh it works correctly now

#

@gritty geode no need to add it

#

also this is mo2

#

overwrite is the folder which it throws newly added file into

#

aka files not part of the original mods, also called settings

gritty geode
#

oh nice, thank you 😊

#

I suppose I should probably use a mod manager lol

gentle haven
#

i also saw that mrtnptrs uses it too

gritty geode
shadow heath
#

um lot of things happened since I last looked here

gentle haven
#

ay @gritty geode i think it is only vanilla and insane just going all over the place

#

btw it says fsr3

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but fsr3 never really made it into cyberpunk

#

atleast officially

#

And hoonter is right, the ini is no longer loading

gritty geode
gentle haven
#

Don't know about the others

gritty geode
#

interesting... it's working here 🤔

gentle haven
#

Idk but they ain't applying for me

gritty geode
#

hmm triple checking

gentle haven
#

In the debug menu the values are the same as vanilla

gritty geode
#

found it. fixed

gentle haven
gritty geode
#

v4.3.1

  • Attempt 2 to fix das blinkenlights that sometimes occur with PTNext. I believe there's a bug that happens when the ReGIR build number is set above 8
  • Fix order of Quality Levels in UI
  • Disabled indirect anti-firefly as a test
  • Fix quality inis not loading (ty to Hoonter and GrimXer0)
#

SHaRC on vs. off

gentle haven
#

Off is just slightly better in my opinion

#

But the fps cost is to much (for me)

gritty geode
#

off is 1-2 fps slower here

#

you can see up top left

gritty geode
#

I'm trying to decide which is more accurate

gritty geode
#

to do list

  1. stop separate denoiser enabling with NRD (finish PTNext enablement code/testing) or just save separate denoiser settings?
  2. fix sparkling skin with PTNext NRD
  3. document v4!
  4. move saved RIS into internal settings so it overrides the engine with DoLazy()
  5. fix window scaling for different resolutions
  6. auto-fix stuck weather?
  7. auto-detect NSGDD and Vegetation LOD can't be done without using redscript
subtle plinth
#

PrepassBlurRadius (all of them) to 0 (turned off) looks better when
[RayTracing/Reference]
EnableProbabilisticSampling = true

#

i was reading through the nrd settings documentation and found that recommendation and it indeed doesn't alter the stability based on distance

#

when it's off

#

i tried it in judy's aptment and other problematic places with kind of bad you get noisy (boiling) walls

#

so i'm keeping it for myself, but of course with the modes with EnableProbabilisticSampling = false i haven't looked and it probably looks bad

#

oh and about the "weird noise on textiles" issue, i talked about yesterday, as i said i only get it on textiles usually very nearby and specific angles, and i think it is related to self shadowing when those materials are flat but not perfectly flat, and it doesn't happen in PT20 (haven't looked at the other pt modes I mainly only use rtpt)

whole nova
#

Some tunnels are not properly blocking sunlight, the RT is treating them like they don't even exist, have tried everything I can think of and nothing seems to fix it, happens even without ultraplus

#

enabling PT global light fixes it for some reason, but that disabled by default in-game and I don't remember ever having this issue before...

subtle plinth
#

when driving in to exactly those tunnels, then suddenly bam it gets dark it's like the game suddenly realizes we should be in a tunnel

whole nova
#

i'm in a tunnel, there should be no sunlight whatsoever except at the entrances

subtle plinth
#

i know i'm just saying i recognize the issue

whole nova
#

it just stays like that, it's like the game never even recognizes the top the of the tunnel is there

gritty geode
subtle plinth
#

i think i read somewhere someone suggested a solution to self-shading palm trees (the stems get a very dark blob on it sometimes just for a while then it goes back slides up and down the sturdy and firm shaft of the trees, i assume it's from an attempt of self shading), but i forgot what it was..

gentle haven
#

I just realised something about the cctv glitch. It might only be if you enter them via a laptop

gentle haven
#

my idea was like, maybe they had duplicate meshes, but that was not it

subtle plinth
#

it's not exactly a big problem in actual gameplay, maybe for people who like to take a lot of pictures

gentle haven
#

also it is not just the trees, it is anything affected by the wind or physics

#

Because i found some cloth somewhere which the player can interact with which also had the strange blob

subtle plinth
#

hanging cloth can get weird shadows from certain angles, i think it was worse in earlier versions but i still get it some times from certain angles

gentle haven
#

@gritty geode maybe you should update the nexus, people are reporting the ini issue