#▫️Cyberpunk 2077 Ultra+ 2.13 Patch Patch Patch Patch
1 messages · Page 10 of 1
ah alright
Btw I completely forgot to mention earlier this morning
the latest U+ update broke the game for me
It seems the denoiser is not working because I get raw PT image
and it also didn't fix the incompatibility with Not so good draw distance
I rolled it back to rc1
yeah I give up lmao
that's strange
yep, couldn't figure it out so just rolled it back
Could it be that NSGDD doesn't work because minstreamingdistance is being set to 0 instead of 1 when you turn off vram
maybe if we turn vram off it should go to vanilla values
no the engine is limiting the number of lights being sent to regir
it's fixable. the question is, with how much effort
you're just guessing
no not at all, why? 😊
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
i just got the feeling
no no not at all ❤️😊
YaY
I adjusted a few values to vanilla in vram off (don't know if that was the idea)
@late vine could you see if this works with NSGDD?
Btw the denoiser issue somehow fixed itself
All I did was take the U+ folder out of game files and put it back in lmao
Is MinStreamingDistance = 1 instead of 0 in vanilla?
Its 1 correct
Atleast if the vanilla ini value thing is to be believed
look at the left side of building
you know what is funny
But i don't see the raw pt issue
that fixed itselrf
ah
what is funny?
not even uninstalling Ultra Plus or NSGDD is fixing this building issue
And ads are flickering like crazy
It kinda broke my save
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
both or neither. It just appeared after downloading NSGDD and now not going away
not even after uninstalling the mod
Well
I literally uninstalled every mod and it is still not going away I think only a fresh reinstall of the game will fix it
How do i do that
like sammi said "Please rename %LocalAppData%\CD Projekt Red\Cyberpunk 2077\UserSettings.json"
rename like "UserSettings9"?
yeah
uhm
How should pix work
It is currently booting cyberpunk into black screen
@lost estuary Could you help? (sorry for pinging)
disable reshade
rename dxgi.dll
ah
i will try that
thanks
i forgot i even had reshade in the first place
Didn't work but I think it might just be that one particular building
drove around the city for 20 minutes straight trying to find any other disappearing buildings but couldn't find any
It works now
Okay so I guess U+ and NSGDD is compatible now
nothing seems to be malfunctioning
The biggest issue that still persists is the ghosting and smearing
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
Not to mention no other game I have played has even half the ghosting that cyberpunk does
I know a few
this is the only one that includes the numbers 512
I can't find any other light/limit
Took another capture
This time 5 frames
Still doesn't come up with anything
this is new though
this one too
they both include 512
unless they change it after launch ... which they may
no this is a bug with v4
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
Yeah, i got it from there
The problem was that you set it to 0 by accident
Yeah, the ghosting is definitely increased compared to 3.5
I tried removing the new denoiser files that came with V4
But it actually made it worse
it probably won't actually contain the number 512 (or 0x0200) ... i think this is being limited by the CVars ... i would look for the term "lights" ... "analytic" ... "maxlight" or similar (case-insensitive)
yes if it was a simple problem i would have fixed it 😂
Lights does not exist
Or the word light for that matter
However there are a few things that are called ray....
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...
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
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
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
What would 0x0200 mean? (Sorry for me being so unknowing)
you're okay! that's 512 in HEX
I mean the cvar will be being passed to the shader somewhere
definitely
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?
Uhm, not exactly
Also can't check currently
Cause i need to go to sleep. (Its 00:40 here)
np, I'm working anyway on my laptop with external fans lol
sleep tight 😊
Thanks
Gl keeping it alive
Frankenlaptop
Looks like the dreaded double load bug is back with the new ultra+ RC. Separate denoising is being enabled with NRD again
But you fixed the bright environmental issues which means I can try to play the game again 😄
yes i'm sorry, i didn't finish redoing the logic for RR / NRD
i'll hopefully have a new laptop in the next 4-7 days 🤞 so i can maybe work on it then
No reason to be sorry, just glad you'll get to experience the game all over again with max graphics finally 🙂
yes, sorry
Australia is a British colony. we apologise a lot
sorry
Can someone confirm if textures turning black for a split second after a certain distance is a vanilla bug?
It is there with or without mods but with LOD mods it is more noticeable
the what?
I don't think that is an issue i have encountered
It is not that noticeable
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.😫
I guess it uses screen space data for those elements
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?🥲
it's the setting under RayTracing/Collector VisibilityCulling something. it's set to 1000.0 you can increase it to 2000.0 or so
( @heavy abyss is correct it's BVH)
Oh, alright
Didn't fully understand
to do list
- stop separate denoiser enabling with NRD (finish PTNext enablement code/testing) or just save separate denoiser settings?
stop saving/setting RR/NRDDone v4.4increase brightness of PTNext - test various methods esp. HitDistanceRoughnessScale and HitDistanceRoughnessExpScale (Hoonter suggests SceneScale 400–1000 Insane, 350 High, 250 Medium, 150 Low)Doneincrease quality of PT20 High/InsaneDone- fix sparkling skin PTNext NRD
fix sometimes overlayed shadow appears with PTNextfix should be in place after #1 is donefix separate denoiser being disabled briefly with CCTV and other conditions that aren't a game exitfixed?- document v4!
save SSR blending (move to features)done- move saved RIS into internal settings so it overrides the engine with DoLazy()
Scale BVH distance for Low (1000.0)/Med (2000.0)/High (3000.0)/Insane (5000.)donefix/diff v4 smearing issueTestingfix PTNext flickering try increasing lights batch size to 512 or higherFixed
14.~~ add Developer/FeatureToggles/Tonemapping toggle*~~ ty to RemNL & Exitw0und donemake separate denoiser enablement logic more robustdonefix bright vegetationdoneslightly reduce PTNext build/shading candidates for High/Insanedone- fix window scaling for different resolutions
make NSGDD into a toggle so vram config can still be usedDone- auto-fix stuck weather?
- auto-detect NSGDD and Vegetation LOD
@minor smelt could you please pin this for me?
QOL idea: Add a disable tonemmapping toggle 😉
Wake up. Wake up my friend. It's the dawn of a new day and we have things to do.
ty 😊
you can disable tonemapping from CVars?
Yep. Rem helped me find the toggle.
so the value for this in v4.0 is returned to the default vanilla value ... it can be increased. i'll make it scale a bit with the Fast / Med / High settings etc. but this is the value that needs increasing
RayTracing/Collector/VisibilityCullingRadius = 2000.0
Wake up samurai. We have a corporation to burn
To 2000?
I'll adjust it in my fork
Nobody gets the quote? 😐
Ok, responding overly serious here, but keep in mind that discussions can also not be about how bad a corporate entity screwed up in your eyes
Schadenfreude is not fun
If anyone thinks it is, this Discord might not be the best place for you
(I am doing this so sammi doesn't have to do it)
- 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)
donneeee 😊
i wonder if that's from the quote "wake up; time to die"
isn't that what he says in cyberpunk?
yep, see my lateste changes (can you diff from your fork?)
or maybe that was just the trailer
ugh i had a bunch of "wake up samurai" memes and now I can't find them...
rip
Diff?
no but fingerspitzengefühl is
yes but the quote in Blade Runner by Rutger Hauer is the original i think ... "wake up; time to die"
ohh yes perhaps
they have the character on the rooftop in the rain somewhere in CP
yes it means a detailed comparison between files ... like line by line
i use Diffinity https://truehumandesign.se/s_diffinity.php
Meld is also excellent https://meldmerge.org/
you can do a folder compare and see exactly what has changed
VScode does it too, but it's clunky
Yea! You can trigger it to rain that way. It fixes the bug in vanilla where it never rains
it like resets the weather system or something
Yes, what do i need to do now?
In rc1 you changed it from 2500 to 2000
huh. nice
do a new folder comparison. load your folder on one side, mine on the other, and it will show you the differences
you can then double click the files and see the diffs in detail, and edit them directly
But i forked it from your latest rc2 so that won't have much use
Cyanide is teasing you
why do you actually want to disable tonemapping?
i could probably just add a button to fix the rain
actually even better, U+ could automatically fix the weather without you needing to do anything
yeah, i'll do that. i'll add some code that checks if the weather hasn't changed and fixes it
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
or even realise it's happened
i'll fix it
this was also like 3 years ago
so they could have patched it 😛
but yea idk
Will any fix conflict with weather probability rebalance?
Right?
they haven't
😜
they only patch crashes and quests
nope!
Cyanide says the longest weather is 15 hours
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
then we can all forget about it
i'll just make a giant bubblewrap around the whole game
oooh that gives me an idea
i wonder if i can patch their Oodle dll to use more threads
what won't have much use? 😊
- code refactor and minor fixes
- added framework for auto-weather-stuck fix
Was more of I couldn't find the toggle in the search history. Just wanted to see the difference compared with reno. Can pretty much check that one off the list lol
May have forgot a few files in the new build? Ultraplus menu is blank for me
oh that's probably because i didn't test it?
i guess i messed up the UI refactor 😂
Reverted back to an old PT30 build I had on hand. Smooth as buttah
does that one have the streaking?
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
Isn't this also easily done with Notepad++ that is how I always compare the old files to new ones to find the changes
Thanks a lot for the update by the way I will do some testing in a bit
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
My temporary fix to ghosting is sitting further away from the monitor and playing with a controller 😂
If we could reduce the smearing/ghosting with RR by even 20-40% it would be so perfect.
yes, i'll see if i can work something out without a GPU
you're welcome 😊. i think rc4 isn't working but it's insignificant changes. rc3 is probably best
Me comparing the two
Oeeh, nice
I see you did add an compatibility switch for nsgdd
yes, it doesn't do anything yet
What do the tonemapping setting do exactly? Why would it be useful for renodx
never mind turning it off also turns off renodx
I am updating all my mods to be ready to play again
https://developer.nvidia.com/nsight-graphics nsight might be better than Pix for raytracing
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.🥲
Sammi already changed it in rc4
To 3000-4000
Depending on quality
I'll check it out
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.😭
Strange
ooo nice ty
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)
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
Yes, just as what you said, VisibilityFtustum0ffset is actually where the problem is. I increased it to 200 and the missing reflection is back.😎
Thank you for your guidance. And I do love the improvements brought from ultra plus. As always, love you and development team.🥰
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.
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
goes away when you turn RR off?
Will need to check to see if it's a vanilla bug or ultra+, but has anyone noticed this?
what mode are you in?
where do i install this?
just stick with rc3 for the moment here
#1224890336833179749 message
please install to Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\
also where do i find RenoDRT?
i only see RenoDX
is that what i called it? 🤦♀️
it's RenoDX
Someone else recommended also using renoDRT for tonemapping
@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
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
Further testing needed
I think lowering RTXDI maxhistory from 20 to 6 was way too low so I increased it to 10
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
0.5 is indeed way too soft and 0.2 is way too sharp so something in the middle is good
okay thank you 3.5.3 didn't have the ghosting and had a MaxHistory of 4. it's not the cause...
it does help but it dips frametime when turning and was never designed to be that high
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 😊
Oh okay then. I don't know, I just felt like the image was clearer with less smearing with higher MaxHistory. 20 is indeed ridiculously high though, 10 is the highest I went. But oh well, probably placebo then
Fair enough
I just started cyberpunk again for the first time in months
It does look so fucking good
so rc3 is stable?
yes
@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
okay wtf is going on
I uninstalled Ultra+, turned off Path Tracing
it still crashes?
I am stuck. I need to take this goddamn picture to progress
something is breaking the photo mode
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
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
oh it probably is clearer with high max history. I just mean some of the other settings being wrong are what's causing the noise. the max history isn't the best fix
yeah. try deleting your UserSettings.json 😏
I suspect it's a bug with 2.12a
If I use this version, do I need to change anything if I'm using the pre-script version of NSGDD, and the 2nd to latest version of enhanced environmental LODs?
nope, just set the VRAM to 'Off'
Why turn that off? Experimental feature?
no not at all, it's a workaraound to work with NSGDD
ohh
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
but does it matter if i'm using the non-script version of NSGDD?
It's hard to keep up with which verisons of which the conflicts are from ha
Why would you still want to use the older version?
Night and day difference imo
the new version was messing up performance
hard to keep up on what's changing/conflicting with what in each version
eh, what is the difference then?
@gritty geode how the laptop doing?
still not shipped
I had to compress some videos today. 300MB of video took 2 hours because of throttling/overheating every 20 seconds
Replacing thermal paste?
I would also like to see an example of the improvement
one thing: the lights seem to be broken while in a cctv camera
atleast in the place where disasterpiece takes place
can you post comparison screens? Not sure what the new version does better
or can you explain the main difference
All of that should be explained on the nexus page, also plenty of reviews & comparison posts in the forum.
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.
?. I see no mention of this version vs. the old
lol
i imagine if you jack up the settings then performance will crash so i was asking about the default settings vs the old version
also the stickied post in the comments is comparing version 1.2 and 1.5?
but the newest version is 2.2?
so yea no clue
i dont even see a version 1.2 and 1.5 in the archive?
I see absolutely zero comparisons of the pre script version vs. the script
i'm not sure what you're talking about
Alright
Damn
He says it's not I think
not what?
Update: it seems it only renders lights that are near your character
That it's not there but should be
Like he thinks it should be there
well whatever. I'm sure the new version is better
just having trouble keeping up with the new versions of Ultra+ and this mod and what conflicts and what doesn't
it's confusing af
at some point you just need to kind of lock your mods in and go "good enough"
ya know?
if you actually wanna play the game ha
Or decide to only update everything once a month or something?
yea
but the fan doesn't spin 😂
it's a bios #$@&$! bug
are you guys talking about u+ or NSGDD?
Nsgdd
otay phew
Actually that is right
I have seen no lods changing or pop in since installing the newest version
i think the new NSGDD mod conflicts with U+ version 3.5.3, not just the 4.x versions
that's likely what killed performance for me
did you just leave it at default slider positions in the mod settings?
Yep
cool
Yeah I knew that
i thought it was only the new 4.x versions it conflicted with
like i said, hard to keep up with this ha
Sammi said to just disable the "vram compatability" thing
Quote those
is that the same?
Is that not 4.0?
ok
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
if i put all the effort i put into this hobby into my actual job.......i'd probably be a director by now lol
I would agree as long as you don’t use too many LOD mods at the same time
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
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
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)
there is a new version of improved environmental lods right?
and nextgendistantlod is new?
Of both
I think that got deleted again (Edit: it did not)
Update 2: it might have something to do with nsgdd (or my game just broke), gonna check later (nope it was not)
I am betting it is the seperate denoiser not re-activating properly
It still disables and re-enabled on the latest RC3
With cameras I mean
If something is causing it not to re-enable properly every time, then the lights won’t work
the lights near V work fine
as soon as you see lights not visible from v's perspective it breaks
I'll look at the shaders in nsight once I've got my new laptop
I'm seriously about to reverse Hogwarts. so sick of their shit
Guys is it me just noticing this or do the lights have this weird unnatural glow around them?
I think it is relight
This is what I mean
and GITS has this in the images on nexus
I mean it is nothing hugely distracting but if you look too close, it looks a bit fake
looks like bloom on steroids
its probably some fog effect in the ENV
i think ultra plus reduces it a little
its especially annoying around street lights at night
cause the fog/bloom draws above the lights even though they're downward facing and it looks weird
Can't we fix that by lowering bloom in renodx?
i think its separate from bloom
some fog thing idk
ill check it out at some point
The thing is, I don’t use any envs from any mod
But I have the exact same effect you are talking about
it gets pretty unrealistic at night with street lights and the direction of the fog
Ya I mean it’s in the default ENV
Maybe ultra fog reduces it
You could try that and see
that's why I made ultra fog
the game has 6 to 8 times bloom unsharp... thingy
massive bloom
it lifts the whole brightness too
Ah, that might be why I didn't see that
I don't know which one looks more realistic but Ultra Fog definitely looks more pleasing to the eye
Will check it out, thanks
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?
ultrafog looks amazing, did you use the same film grain stuff from ultra vignette?
I recommend mo2
I use it myself
Also
I have like 240 mods
I don't even think it can be called cyberpunk anymore at this point
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...
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
Ah, i also have that issue
everything needs to be perfect first
no ultra fog doesn't adjust the film grain 🤔 ... it probably should tbh
reno does
yes, you shouldn't see it
not unless you're trying to make it look like actual film for some reason
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
Could UltraFog conflict with anything?
relight/gits
and alternative weather visuals
but that is on purpose
It is supposed to overwrite that
nah it should work
just it just overwrites each other
but all the actual relight features should still work
I have been using them that way atleast
Which one should load first
i have relight at the bottom of the list
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)
maybe I did 🤔
that's how I use them
all the U+ mods are designed to be loaded first 😊
ultimately it's up to you
I think ultra fog is just the ENV
You could open up Wolvenkit and see what files your installed mods have
@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
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
@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
This game is the modern day crysis 😛
env and particles.
I'm supposed to make a version that works with CyanideXs mods
yw! I think the bloom looked good when it came out, but it doesn't make sense with PT
so.. first up, the maximum bounces that make a difference are 3 .. and 5 rays. above that there is basically no difference
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
it's not 26 million rays it's more like 260 million+ rays including temporal. you would run out of memory. I think the reason <16GB cards run out of streamer budget with PT is because CDPR haven't factored just how much memory PT takes for its reservoir etc.
Damn
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
Damn
Understandable why the 5090 gonna have 32 gigs
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:
- 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)
- 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.
I think the solution to these issues isn't actually the max lights (considering the issue still happens in places which have less than 100 analytical lights total, leave alone 500+) but rather something more complex. Maybe engine limitations that would take weeks/months to fix and they didn't want to delay the update any further and just wanted to move on to other projects.
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
absolutely
yes and I'm pretty sure these are fixable one way or another
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
They must know you are an important modder
They're trying to stall you from revolutionising ray tracing
haha
Just write a high end pc off as a company expense lol. Say it's for r&d
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
Gotta get dat desktop pc mang
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
That's almost enough for a 4090 lol
haha sounds good
Well, in any case you will still have a laptop if it breaks down now
haha yes
two Lenovo legions 😜
I have to send one bacm
*back
ones the AMD ryzen the other is the 14th gen intel
why
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
Uhm
Dude
It's not easy for me
I use a shit ton of mods to make it hard
Good mod that adds difficulty
Yeah
I have that one
And the netrunner enhancements
Which makes you take one out before getting to upload Deamons to get acces to subnets
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...
do you guys use this? https://www.nexusmods.com/cyberpunk2077/mods/5646
only so it didn't conflict with sosuine's hair mod
Me? I do use it aswell as survival system
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
nope it's one of the few of djkovrik mods i haven't tried yet, or maybe the only one... Limited hud and some others are must have for me... i think i should get it...
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
nice. I've been thinking about using it
I want the world to feel more necromancer
hmm okay, ty I'll put them back
I have a working computer again so can start work as soon as I'm caught up on my work
Yeah, it also doesn't interfere much. Only if you go on an police killing spree (but that can be adjusted)
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
i dont know if this is what you are looking for but you also have santa muerte and diverse death animations to add a bit of depth to the relic
I also really like custom blackwall quickhacks. It just looks epic
I don't think i ever read it so i don't have a feeling for it...
btw this is the mod i use for the netrunning https://www.nexusmods.com/cyberpunk2077/mods/2302
that sounds awesome
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
YaY
damn, running DLAA at 1600p 40 fps lol
DAAAAAAAAMN
My desktop don't even do that
atleast not with u+
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...
yes
4090 175W (laptop)
that's PT20 high, scenescale 200
oh wow
DLSS quality
this is a slightly newer U+ that adds back spatial sampling to High and Insane PT20
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?
which is better
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
fixed the fps. #1 has more accurate lighting
Wake up samurai new ultra plus version just dropped
2nd one
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?
hey @real ravine !
oh derp
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 🤔
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
yes i raised it, but also reduced the SHaRC reset history frames from 15 to 4 ... so basically SHaRC can use a lot more of the previous frame bias, but only for 4 frames
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)
it's a lot more still the walls even in Judy's apartment aren't boiling!
so i'm trying to do a faster auto-exposure of SHaRC, basically
just went and checked it out
oh no way?
that's good right?
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
yes, i have HDR10 now, and turned it on and noise was much worse on walls
only while moving though
with RR?
yes
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
i was experimenting with reducing these back to 2 or 3
oh, do yuo have a screenshot?
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
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
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
i've also changed Editor/Denoising/ReLAX/*/Diffuse/PrepassBlurRadius back to 24.0 and Editor/Denoising/ReLAX/*/Specular back to 48.0
see all those light dots, in the game their all moving around flickering
no... and it's with RR only
[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
try this
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
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
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
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
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
i'm not sure i'm really seeing the sparkles
what DLSS preset are you in?
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
hmm and antifirefly is enabled?
i'm not seeing this with RR
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
i've been using DLSS preset C and it's fine ... tbh i don't trust preset E yet
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
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?
3.7.0
same
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?
your text is red?
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
it's so weird
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
i haven't seen that issue before tbh
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
oh nice 😊
i think i might have just fixed the flickering PTNext lights too
night night! 😊 tysm for your help! 😊
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...
okay ty i'll try without
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! 😊
PTNext seems brighter than before, not sure if i'm just imagining that...
not that that's a bad thing
it is a bit
there's a lot of little tweaks i haven't mentioned 🤔
v4.3
- Hopefully fix flashing/missing lights with PTNext
- Added checkbox to enable compatibility with Not So Good Draw Distance
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
2 more updates. Nice
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
hi i'm not sure what you mean by blocked, but i'm sure they are using the dlls files i put there because i can see the version number correctly when turning the dlls hud on in dllstweaks
check the file properties
Don't remember what it looks like but there is an toggle which is normaly not there
it is not an function. It does it automaticaly
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
did you update the others?
it is the latest version judging by the file size
yes but i had this issue even with 3.7.0 , 3.5.0 so it shouldn't have to do with this
idk, i don't have it either
yup! nope not experimental
it's now the main version
morning 😊
Goodmorning sammi
that dutch
it's what i imagine dutch to be i could be wrong maybe no one says that
nah it correct
Goedemorgen
En nu ga ik gewoon nederlands praten.
Kijken hoeveel jullie ervan begrijpen
Hehehehhe
dit is waar we @minor smelt verwarren
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...
Ik wil aardappels
Waarom ineens aardappels?
idk.. comfort eating lol
enige wat er mis is met die zin is "skrijf"
should be ik begrijp alles wat je daar schreef
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
und für zwanzig minuten backen
why we speaking german now?
is that in some tool lyrics? in german?
yes lol
Listen to TOOL’s Full Catalog – Available Now:
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Get ’10,000 Days’:
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Get ‘Ænima’:
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recipe for brownies 😊
eggless brownies
Das ist sehr gut
äggfria brownies, med veganskt emulgeringsmedel som ersättning?
hoe heet wat?
appel....
strüdel
ah
sauce!!
äppelmos!
appelmoes
Apfelsoße
äppelmos på havregrynsgröt, med lite lite kanel
het komt allemaal in één maag
except when you go from the hospital to the KRANKENHAUS
sjukhus in swe.. sickhouse
maybe I'll have tuna
mashed apple on oatmeal porridge, with a tiny tiny bit of cinnamon
oh yum
mmm fluffy pancakes lol
right now I have hot rice, yesterday's butter chicken, or cocoa pops
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
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...
btw I saw you added my name on the page of the update on nexusmods, if you want to link it, my account name is Komsip https://next.nexusmods.com/profile/Komsip/about-me?gameId=3333 , not that it really matters i haven't published any mods there yet
what is hot rice?
like spicy? or just hot warm? or is there some specific thing called "hot rice"?
thank you, I will link to you!
oh no I made fresh rice earlier it's keeping warm in the rice cooker 😊
fresh sushi rice
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
ooh yum
yes I just added a bunch of olive oil and some nice Japanese mayonnaise
otherwise it's too dry
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)
maybe lighter on the vinegar too
Goeiemorgen mannen en vrouwen, allemaal goed horizontaal gelegen vannacht? 😉
Nee, ik heb verticaal gelegen
i'm pretty sure you can "get" scoliosis from laying/sitting in bad position, certainly not after early childhood
lmao
nah but sometimes i fake it... doesn't work really
what is going on there
nn peoples I can't stay awake 😊❤️
躺平即是正义
@gritty geode so the new V4.3 doesn't have any denoiser files?
@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
with what you're saying it seems that it is not applying correctly
Seems like it but what is weird is that most settings do apply correctly
Only a few are stuck
but they are inside the same ini so I don't know what is going on
Okay the quality difference in shadows is still there
But not as much as before
it could simply be the denoiser files being gone
maybe something in the lua's goes wrong
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
That might just be to many mods
Mine never work
wanna know what else is funny?
Even with uninstall
What?
Their locations?
Hmm
yeah the locations
These don't get applied in an ini if i am correct
I think they are in the config_insane
Yep
You are right
It seems the ini is not loading correctly
Could you check something like contactshadowclamp
None of the values in that ini is loading
but
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
There was a change there to remove the denoisers so that may have broken it
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
I don’t think whatever 5-10% quality improvement it gives is worth going from 90 fps to 70 fps
the debug settings never saved
the denoiser settings aren't gone they're just the same now for NRD and RR
it's a coincidence. I can't change anything with your cloud saves
from what you've described, I'm not even sure U+ is working for you
I think what he means is that the ini no longer loads
yeah, something like that
wait, @late vine do you use a mod launcher?
Cause i have noticed mo2 has issues with u+
I had to put it in overwrite
ah okay, yes the NRD and RR ini aren't used anymore, it's all combined in the common ini
really? weird it's just a straight CET mod
I wonder if it sees the ini files and does something odd with rhem
Yeah no mo2 just does something dumb which doesn't allow it to write files and thus breaks all of it (or something like that)
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
hmm okay. that could explain some weird problems people are having on nexus
You can tell them to put it into overwrite, because since i did that everything just works fine.
okay. idk what that means but I will 😂
I can also test once more if it is fixed
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
I do really recommend mo2, It is leagues above vortex
i also saw that mrtnptrs uses it too
oh nice, ty I'll give it a go 😊
um lot of things happened since I last looked here
ay @gritty geode i think it is only vanilla and insane just going all over the place
btw it says fsr3
but fsr3 never really made it into cyberpunk
atleast officially
And hoonter is right, the ini is no longer loading
which ini?
interesting... it's working here 🤔
Idk but they ain't applying for me
hmm triple checking
In the debug menu the values are the same as vanilla
Yay
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
I'm trying to decide which is more accurate
to do list
- stop separate denoiser enabling with NRD (finish PTNext enablement code/testing) or just save separate denoiser settings?
- fix sparkling skin with PTNext NRD
- document v4!
- move saved RIS into internal settings so it overrides the engine with DoLazy()
- fix window scaling for different resolutions
- auto-fix stuck weather?
auto-detect NSGDD and Vegetation LODcan't be done without using redscript
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)
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...
i've seen this in the past, but it usually resolves after a few seconds.. the shadows never appear at all in your case?
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
i'm in a tunnel, there should be no sunlight whatsoever except at the entrances
i know i'm just saying i recognize the issue
it just stays like that, it's like the game never even recognizes the top the of the tunnel is there
this is an issue with the streaming sector, so look at updating Not So Good Draw Distance, or Environment LODs 😊
innnterrsting, good find!
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..
I just realised something about the cctv glitch. It might only be if you enter them via a laptop
I also had an idea about it but it didn't work
my idea was like, maybe they had duplicate meshes, but that was not it
it's not exactly a big problem in actual gameplay, maybe for people who like to take a lot of pictures
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
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
@gritty geode maybe you should update the nexus, people are reporting the ini issue