#▫️Cyberpunk 2077 Ultra+ 2.13 Patch Patch Patch Patch

1 messages · Page 11 of 1

gritty geode
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the solution is Cyanides wind mod... the trees have a mesh deformation due to wind, and mesh deform RT is bugged

whole nova
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removing all mods didn't fix the issue either, i'm wondering if this is just a problem with the game itself i've never noticed until now

gritty geode
gritty geode
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bahahah

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i love that clip 😂

gentle haven
gritty geode
shadow heath
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Does the mod still have any remaining noticeable bugs?

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I am thinking of starting a playthrough with it

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Still haven't played the game beyond the first few hours

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Even though I bought it on launch

gritty geode
shadow heath
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alright, I will wait longer

gritty geode
late vine
gritty geode
shadow heath
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what's the wind bug

gentle haven
shadow heath
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oof

subtle plinth
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I'm having a new issue i haven't noticed this before but light keeps popping in and out at certain distances, and i think it's light that shouldn't be there, maybe rather shadows are popping in and out, shining through walls... downstairs from Dr Fingers and in Judy's apartment

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and shadows aren't showing up until i get at a certain distance from them... dont remember having this issue before in this way or maybe i just started noticing it

gritty geode
subtle plinth
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yes, but the light settings are set to x1.0 ... and changing values back or forth and releading the game didn't change anything they still popped in and out at the same place

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in dr fingers first floor it's the shadows that don't appear so light shines through a wall on the floor and shadows don't appear of things that should be visible, in judy's apartment i think it's a light, but it's weird i think it's a reflextion of a light, or a light from a non-real light source... like the light at her door can still be seen at the distance but when you move close enough it also reflects further and light bounces on other things

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and i have the nsgdd box ticked in your ultra+ control app of course... maybe i should see that it's actually applying it correctly

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hm making my own vram.lua that will set the no-nsgdd (vanilla settings) no matter what

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nope still there

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trying removing nsgdd competely

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the stuff in dr fingers first floor (the dark rooms where drug addicts live) might be just an error in the game at that location because you have to be pretty far in to a corner to see it, where i think most players wouldn't go, and walls in that building's first floor seem to have an issue blocking light too, you can see reflection of light from other rooms and outside too at some places.... but the one in judy's apartment i think it is somehow load distances of something because the extended light reflections only appear when i got closer without nsgdd and i had to be further away with nsgdd

gritty geode
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it might be a game bug. the NSGDD settings were applying when I tested. you should see the VRAM set again in console when you tick/untick the box

gaunt hinge
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with the newest version, should i enable RTXDI denoising assuming ray reconstruction?

gentle haven
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Assuming it's working correctly

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Else all kinds of things will look strange

gaunt hinge
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it was not doing it automatically

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and it did look strange

gentle haven
gaunt hinge
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i did. it was super strange. i flipped it on anyway and it was working then

gritty geode
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hmm yes it should enable automatically 🤔

valid folio
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What is nsgdd?

valid folio
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Also when using reno, what do I set my the hdr settings in the menu to?

shadow acorn
valid folio
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Also what would be causing random shadows to appear where they should be ?

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Shouldn't *

valid folio
gritty geode
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wtf? I have no idea I'm sorry. I don't think it's U+

gentle haven
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Don't know but I also had that issue

gritty geode
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hmm

gentle haven
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ay, did ya'll know that you can go cyberpsycho in the base game? (sort of)

gentle haven
gentle haven
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also, does no one have the shadow burn in issue anymore?

gritty geode
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how?

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i know there's a berzerker mode

gentle haven
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And then fight

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Your screen will go yellow and you will hear v laughing

gentle haven
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The more kills = the more psycho = the more uncontrollable v becomes

gritty geode
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huh. i've had mine maxed out but haven't seen this

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that's cool

gentle haven
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Oh wait

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Cyberware limit was added in 2.0

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Nvm

gritty geode
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huh! I didn't realise

subtle plinth
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I managed to fix the popping in and out of light in judy's apartment

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I think it was the
[RayTracing/LocalLight]
Capacity = 192
GridSize = 32
BatchSize = 192
that did it in the end

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sorry i was rambling about this 4 days ago but i couldn't figure it out then

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the problem was in rtpt mode, anything i say is rtpt it's the only one i really use

gritty geode
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yes and I'm pretty sure BuildCandidates has bugs above 8

subtle plinth
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i don't notice any performance difference much, i'm on a 4080 super though... also i set buildcandidates to values over 8 without issue, maybe it is only an issue in other modes? I haven't noticed any more flickering, and only the opposite like i said now i got rid of the light that didn't show up in the entrance to judy's apartment

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i mean i got id of the problem, not the light

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the light now shows from any distance and angle in the aptment

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i tried setting BuildCandidates to 10, 12, 16 i can't really see much difference in terms of quality but i also don't notice much diffrence in performance

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i should say i do a kinda weird thing with dlss, i don't use default internal resolutions, i tend to try out what works (with RR you can't set it to just anything, only certain resolutions work otherwise you get edge noise), so i always set it to something close to balanced (i run 4k), but i set it to a bit lower than regular balanced, 2218x1248 or 2048x1152

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anyway what i wanted to come to is there is some level where the frame rate tapers off very quickly, at above 0.6x native of 4k (x0.60470461... 2332x1312 is really the highest useable resolution, so i never use the quality preset (internal 2560x1440) as it is way way slower...

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but anyway at about the default "balanced" preset i get something like 47 fps in demanding places like jig jig stret and maybe 65 fps in very simple indoor locations before FG, I never want to get over less than 50 fps without fg in places where there is real gameplay, and never under 45 or something anywhere because the fg starts to break down somewhere around there

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but with those settings at least, having high buildcandidates and such doesn't seem to be much of an issue

subtle plinth
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why shouldn't MaterialProxyUpdateNumMax > 32 ?

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in the comments you say you even set it there to override other mods (i know GITS sets it to something crazy, 256 if i remember right) but what would be the harm in setting it to 40, 48, 56 or 64?

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I actually set it to 48 and not getting issues, i only set it back to 32 when troubleshooting the flickering and disapearing lights (and sometimes shadows, but i suspect the shadows is a different thing, these are always shadows behind a view obstace, shadows of an object you can't see), but it did nothing to help with the light by judy's apartment door for example, which now works fine, probably because of Capacity = 192 and BatchSize = 192 in rt locallights, but i did other changes too so i'm still not 100% sure that was what fixed it

gritty geode
gritty geode
subtle plinth
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ah i already have the done away with -1 screen size this is a different thing, like i said the noise, (i'm talking about only the lower edge and very hard to see noise in most scenes not there at all, it's simply like denoising isn't fully working for a small part of the lower edge of the screen) has to do with DLSS Ray Reconstruction which only accepts certain resolutions, and even with the ones that work, they aren't always the same as the other internal screen resolution... there are some resolutions where they are the same like 2048x1152, and 2560x1440, but even the default "balanced" resolution in 4k, actually has a different "flatten" resolution that the RR works with usually they use a little more width data for some reason, and this is when it's actually working... if you set an incorrect one then it will be misaligned also with the vertical resolution, this is when you get the slight noise in some reflective surfaces and edges of some shadows flutter a little bit, still even then it's not even very obvious in most game scenes

subtle plinth
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even the default balanced for 4k is a bad resolution, as they set it to just .58 giving it 2227x1252 , and the RR flatten is running 2240x1280 meaning the vertical resolution is off by 28 pixels and this causes a small band of very light shimmering in certain reflections and edges of sun shadows with RR in but it's supposed to be 1/1.7 which is 0.58823529 which is 2259x1271 in 4k, still that's also 9 pixels that would be bad but that is much less noticeable, with dlsstweaks you can set it manually to 2276x1280 or as a multiplier of 0.59270834 (RR then runs at 2304x1280, still the horizontal resolution is greater but it doesn't seem to matter and only at very few resolutions is it even possible to get both to line up, but as long as the vertical resolutions are the same you get no band of noisy reflections and shadows)

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although i prefer to go to down one step instead to the next lower value where the RR resolution lines up with internal for no noise in the bottom, which is 2218x1248 as there is a noticeable performance difference in resolutions at this range and a quick drop off in fps near 0.6

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but actually now i play at 2048x1152 (0.53333334, yes it's important to round up the last decimal even with below 5 numbers because you need to get a full pixel for it to count if it counts something like 2047.999999875 or something then it will display 2047, whereas if it gets 2048.0000128 it will be 2048) , it looks great and this is one of those resolutions that actually has the exact same DLSSD flatten resolution also vertically, i don't think this does anything but anyway i think it's a good middle ground between performance and balanced, and then i use -1.5 mip bias so the textures at some objects don't look stupid at such low internal res blown up to 4k, but it's mostly an issue with the elevator controls, computer screens and such but still i find it annoying when they don't display at a good quality, they are the only reason i bother with forcing negative mip bias at all... but when you use -1.5 at this res it actually all looks real good

gritty geode
subtle plinth
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no i just use the dllstweaks hud to find ones because it shows which one it is currently using

gritty geode
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right

subtle plinth
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I mean possibly there is some place

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there should be

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2048x1152, 2105x1184, 2218x1248, 2276x1280, 2333x1312, 2389x1344 (0.62222223), 2495x1404 (0.65) are ones that i have found to work (in 4k, it might be a different list for other native resolutions i don't know how it works inside)

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an 0.66666667 (2560x1440) of course

gritty geode
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okay i've recorded them

subtle plinth
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but you are in 2560x1600 native right?

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it could be the list is not the same then

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in most other games you can even use other screen ratios for resolutions i've noticed, but in cyberpunk2077 it doesn't work well

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so you can simply enter 1933x1417 or what ever nonsense and get a good resolut

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or use 16:10 on 16:9 or the other way around

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i've done this when i had a less good graphics card, to add extra height data, in many games it works fine, so i just make the height a bit more for extra data but not so much extra performance hit, or even DLAA in vertical and DLSS horizontall, i played in 2160x2160 in RDR2

gritty geode
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i prefer 1440p for games but i sometimes can't be bothered

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(i should script it 🤔)

gritty geode
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actually that's a really old method to save graphical bandwidth... have a higher horizontal resolution and like 2/3 or 1/2 the vertical resolution

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(like interlace)

subtle plinth
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i entered in 2560x1600 just now and the default 1707x1066 actually is slightly misaligned what ever, it would be better to set it to 1740x1088 .. i personally always thought that even the "quality" setting is too low for 2k and below ... i'd rather just set it to .75 (1920x1200)... i haven't looked at that res for the thing we talked about with the flatten dlssd stuff but usually these very common resolutions like 1920x1080, 2560x1440 are fine so my guess is 1920x1200 is too

subtle plinth
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i think there are some great opportunities with it that are missed but people are discussing which mode E A B D is better but they are so little in comparison to what how much data you can get it to work with

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i was wrong 1920x1200 is NOT one of those golden resolutions...

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but uses a 1920x1216 res in in DLSSD flatten

gentle haven
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soooooo, 80% of 1080p is not a good idea?

subtle plinth
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i think it is.. if i understand correctly that you are talking about running 1080p native with a dlls x0.8 multiplyer

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the lower your res the higher the ratio, it gets so silly low otherwise

subtle plinth
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that's what i'd do or even 0.83333334 (1600x900)

gentle haven
subtle plinth
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the higher the better

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heck if you can run DLAA it would be the best

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(that's just dlss with native res)

gentle haven
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i had it 85% first

gentle haven
subtle plinth
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i will have to go for ... life reasons ... there's this scheme where I exchange my time and labor for some kind of credits or some bullshit, i promised i'd do it so i will... but i'll come back very early today

gritty geode
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a lot of people aren't detail-oriented

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and yeah, i'm not convinced preset E is so much better than C at this point

subtle plinth
# gritty geode i take you seriously!

didn't mean in here, meant in another place... and it was specifically dedicated to discussing dlss and dlsstweaks, which is why i found it kinda odd

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anyway i gotta go to my job now, i have a very short thing today though

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probably be back in anything from 2 to 5 hours

gritty geode
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okay, i will probably be asleep! but feel free to leave a message 😊

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have fun 😊

subtle plinth
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good night

gentle haven
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Sooooo, how is everyone doing?

subtle plinth
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i'm good, how are you

gentle haven
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I'm fine

gritty geode
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hiii 😊

gentle haven
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Hi

gritty geode
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I wrote a diag tool to see what's wrong with v4

gritty geode
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if you're having issues please run this (as well as U+ any version) and load a game with your preferred settings, then send me results.txt and tell me

  • version of U+
  • version of CP
  • what issues you're having
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😊

gritty geode
gritty geode
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fixed. it was one of the mods 🙄

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i'm still trying to work out wtf is different with v4 vs v3

gritty geode
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v4.4

  • Fixed a bug where some lights would not display with PTNext
  • Fixed numerous inconsistencies
  • Tidied up loading console log so it's more human-readable
  • Added "real FPS" meter
  • Reworked game load/unload sequence
  • Fixed separate denoiser sometimes not enabling correctly
  • Fixed separate denoiser being enabled when using NRD
gritty geode
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don't get too excited, it's all bugfixes trying to track down why it's smearing 😭

gentle haven
gritty geode
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i did find a few bugs in photo mode, but it's still broken in PTNext

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i'm not even sure it's ever been possible with PTNext tbh

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okayyyy, i can reproduce the smearing with 2.12a and v3.5.3 now
wtf
is it actually 2.12a that's the problem??
downloading 2.12...

gritty geode
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yeah 😕

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SpitTest now nicely spits out all the game settings before and after game load

gentle haven
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wait

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so 2.12a is causing the issues?

gritty geode
gritty geode
gentle haven
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curious

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I thought they only adjusted one file.

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welp, time to downgrade

gritty geode
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there's just no substantial differences between these that i can se

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*see

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yes who knows what they did. it may also be in 2.12 ... maybe 2.11 was the better one

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i'm still trying to bifurcate the problem

cyan scarab
gaunt hinge
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fixing visual bugs will improve the visual performance of ptnext, which is always nice

gritty geode
cyan scarab
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Good! Happy to see you're back 😄 I believe it might have something to do with how DLSS is being set or not set with Ultra+. To use DLAA, on each game load I have to switch from DLSS auto (which is default) to DLAA. Each time on load Separate Denoiser is always checked. I'm actually about to go back to vanilla cause having to reload multiple times to view a lut for less than a few minutes is getting aggrivating lol

gritty geode
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i'm alliivveee

gritty geode
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i meant to just try CP 2.12 but now i have an even more modded CP than before 🤔

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what wong with me

gritty geode
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nope 2.12 is still doing it

gritty geode
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if this fixes it i'm going to be so frustrated

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yes that's a huge improvement

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use DLSS preset A

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that's SO clear

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that'll teach me to listen to YTers

gritty geode
gentle haven
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So we go back to preset A now, no longer E?

gentle haven
gritty geode
# gentle haven Nothing

it's up to you, but I've tried A C D and E and they all look awful except for A which looks great 🤷‍♀️

gentle haven
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That may have not been such a smart idea

gritty geode
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well, it's whatever you prefer really. but people say strange things about DLSS.

minor smelt
gaunt hinge
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what is preset A usually best with? like. performance, quality?

gentle haven
gentle haven
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uhm

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@gritty geode

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SD toggle seems to be reverse or something

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please ignore the massive amount of mods

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this is using 4.4

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with RR

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also I do not understand how to install cetspittest

gritty geode
gritty geode
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I imagine what happens is the smearing doesn't have motion vectors, because it's a PT artifact, so preset A world well here

gentle haven
gritty geode
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seriously the logic is not that hard, how can i be messing it up

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and why is it working here

gentle haven
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I dunno but it normally turns on but that makes everything dark

gritty geode
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preset A, DLSS 68%

gritty geode
gritty geode
gentle haven
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Thanks

gritty geode
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i asked chatgpt 4o and it said it's all perfect, add some logging 😜

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meanwhile i've completely reworked the logic to make PTNext states explicit

gritty geode
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okay v4.5

  • completely redid PTNext (again) the old logic is completely gone
  • fixed a problem where boolean values could not load correctly
  • added better logging so U+ steps you through what it's doing
gentle haven
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hmmm

gentle haven
gritty geode
gritty geode
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would it be useful for Ultra Plus to auto scale dlss based on low frame rates?

gentle haven
gritty geode
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yes, if you have DSR

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i'm working on having the scenescale adjust dynamically based on real FPS ... so if FPS drops too low it will automatically speed up the game, if it's high it will run at full quality

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(i actually didn't know CP had DSR 🤔 😜)

gritty geode
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that actually works really nicely

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you can just tell it what FPS to target and away it goes lol

gritty geode
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Added the ability to adjust SHaRC SceneScale separately
Added the ability to auto-adjust the SHaRC downscale factor based on real FPS. For now this is pre-configured to 30 real fps (you can change it in init.lua > search for TargetFPS
Made changing settings a little more stable by only confirming changes to CP when it's actually needed
Fixed an issue where floats weren't showing in the Debug panel
Stabilized real FPS stats by adding an exponential moving average

gritty geode
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lmk what you think of the auto-scaling. i can easily take it out if it's not wanted

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i'm trying to do something that's less obvious than DLSS dynamic scaling

gritty geode
gritty geode
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  • Added a Target FPS control, so you can set your own target FPS. If there's interest, I can make this more intelligent/powerful
  • Made sun shadows slightly less sharp
  • Still trying to get the window to auto-fit the contents properly
  • Added the ability to adjust SHaRC SceneScale separately
  • Added the ability to auto-adjust the SHaRC downscale factor based on real FPS. For now this is pre-configured to 30 real fps (you can change it in init.lua > search for - Made changing settings a little more stable by only confirming changes to CP when it's actually needed
  • Fixed an issue where floats weren't showing in the Debug panel
  • Stabilized real FPS stats by adding an exponential moving average
gentle haven
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Oeeeeeh

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I will finally get to test it tomorrow

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Yay

shadow acorn
gritty geode
# shadow acorn Careful. The AI is going to start making its own mods soon.

haha I was thinking this lmao. I could add several more things that can auto-scale, but I'm trying to keep it not noticable .. like if the screen is moving fast and fps drops, you probably wouldn't notice a quality drop in certain areas. a bit like BluRay/DVD which can drop quality perceptually when there's fast motion (if they're well mastered)

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I was just searching for the nexus page lol

gritty geode
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ummmm somehow PTNext and RT+PT is working without separate denoiser now

gritty geode
gentle haven
gritty geode
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  • Separate denoiser is no longer used for PTNext (removed the setting)
  • Added an option to enable/disable FPS targeting
gentle haven
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Well alright

gritty geode
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also i just realised... irl the sun gets more diffused during dawn and dusk, and is sharper at midday... i'm implementing this into the game now 😄

gentle haven
gritty geode
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alright testing lol

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moohahaha

subtle plinth
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hi wow i was gone for some days and now all this auto stuff!

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I also figured out what was causing the "weird" noise i saw in some places.... on cloth and some reflective areas in RR but only RR, at first i tried setting rtx numinitialsamples to something ridiculously high and this certainly helped but it's also insanely costly... so then fiddled around with various things and the rtxdirejitter seems to not work well with RR, turning it off really solved the weird glittering noise for example on cloth in some places and on the tube dancers in afterlife and many many more places... without RR there is never this problem to begin with... however this also caused a more obvious noise in reflections like glass frosted doors, but changing rtxdi MaxHistoryLength from 0 to 1 took care of that and then reflections looked alright again

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i think RR + rtxdirejitter is not good

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really excited to try 4.6 but i'm afraid of using my graphics card right now, it's very hot and i don't want my aptment to get even hotter, no one has AC up here so it gets like 29° inside and probably 33° if i let my graphics card run hard

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I'll wait for the evening

subtle plinth
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in my apartment not in my graphics card

gentle haven
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i know

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still a low temp

subtle plinth
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it's hot for here

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where are you grimxer0?

gentle haven
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netherlands. Not that hot by default, but my room is permanently 32 or higher

subtle plinth
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i can't stand that kind of temperatures for a long time... i don't get how people do physical work in it i just try to sit still and do everything at night

subtle plinth
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I thought dutch buildings were supposed to be super modern with smart insulation that never gets too hot or cold... but maybe that's just new built expensive apartments

gentle haven
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nah, i aint living in an appartment

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I live in the attic of a 3 story building

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wait aint got no ac

subtle plinth
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in sweden there isn't ac anywhere even wealthy ppl who could afford it just don't install it... afterall it's only over 30 like 10 days per year, but increasing... some of the last summers it was over 30 for almost all of july and august but that isn't typical.. maybe it will become typical in the future though

gritty geode
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  • Sun shadows are normally more diffused at dusk and dawn, Ultra+ now emulates this behaviour by adjusting the sun shadow sharpness throughout the day
  • PTNext is now working without the separate denoiser - removed this setting from the front panel, it's still in Debug if you need it
  • Added a few more quality settings to the perceptual auto-scaler. Ultra+ will try to adjust image quality subtly to hit your FPS target without you noticing
  • Fixed a missing quality setting for RT-Only mode
  • If the weather gets stuck, Ultra+ will now unstuck it for you
subtle plinth
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wow

gentle haven
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damn

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big updates

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You are really going at it sammi

subtle plinth
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I found out that those old seperate RR config was actually better, i was in here about 3 weeks ago asking a lot about the denoising, and after that it the settings were put together in the common file, I feel a bit bad about this like i made a bad influence with some of my not properly tested guesses... i've tried it out more now, and the old RR stetings weremuch better just needed lower MaxAccumulatedFrameNum which you now have fixed

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but the rest was actually a good idea

gritty geode
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lmao you guyss

gritty geode
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or is it all fixed now?

subtle plinth
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yep for RR

gritty geode
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which version?

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it's hard because you change one setting and everything else changes

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and have you tried it now? v4.7 doesn't use the separate denoiser at all

subtle plinth
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4.1 - rc4 was the last one you had seperate ones, i'd set the MaxAccumulatedFrameNum a bit lower than it is there but it was better

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no i just came back

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all the 4.4 and newer i have missed

gritty geode
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i DON"T WANT TO MEET HANAKO AT EMBERS 😭

gentle haven
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BUT SHE WANTS TO MEET YOU

gritty geode
gritty geode
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i'm sure it can be improved

gentle haven
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But what made SD no longer needed?

subtle plinth
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i also figured out what was the problem with my "weird noise" that i talked about like glitter and stuff on certain places... i wrote about this in the first entry in here sincei came back about an hour ago

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basically RTXDI rejitter + RR was causing it...

gritty geode
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wtf have i done 😂

gentle haven
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I dont see anything wrong

subtle plinth
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do you mean the flying trees? that's from nsgdd

gentle haven
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WAIT

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I didn't even see that

gritty geode
gentle haven
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No more smearing either?

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Haven't had time yet. getting to test it later today

subtle plinth
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turning off rtxdi rejitter fixed the weird noise stuff, but caused a different type of noise in reflections, until i set rtxdi MaxHistoryLength from 0 to 1

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then it looked fine

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solved the issue in both RTPT and PT20 modes

subtle plinth
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hmm i can't turn RR on anymore?

gritty geode
gaunt hinge
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good grief those clouds that's so beautiful

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looks really impressive

gentle haven
subtle plinth
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I really like the sharc scene scaler but i feel like i i'm not in control of the denoising anymore, and the RR issues that i solved (although they are there in the older versions too), but basically i managed to get rid off those glints you get on plastic transparent draperies (at least with blurbegone, but i think they are there in vanilla too, they are there in other vanilla materials anyway) in RR on my own last week, so i'll have to go back, but i'm going to update using some of the newer things from the quality and mode settings that aren't related to that

gritty geode
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i know it's amazing hey

gentle haven
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Oh damn

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I use supernova 2

subtle plinth
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@gritty geode what is the reason of commenting out samplenumber for fsr and dlss? does it do nothing?

gritty geode
jade ridge
jade ridge
#

Not in the latest versions (4.5+), at least on my end.

gritty geode
#

no I haven't seen them either

#

the separate denoiser is still needed for plants in Dogtown 😭

gentle haven
#

Noooooo

subtle plinth
#

it is in dogtown i am seeing them in draperies

#

as i said though with a workaround i get them almost all gone

#

but it's not exactly performance friendly

#

at least not if you want to remove as many sparkles as possible, then rtxdi numinitialsamples need to be massive... as well as the other solutions, but setting numinitial samples to 24 and running most else like a mix of medium and high settings it's very playable on a 4080, at least in RTPT mode, last week i got into real PT for a bit but i just couldn't get it to look good enough while also not messing with framerates...

gritty geode
subtle plinth
#

there are a few things that pull me out of the game... flickering patterns, noise/fireflies/sparkles weird hair lighting... much more so than incorrect or unrealistic lighting or shadows

gritty geode
#

@jade ridge do you know how to find those plants? all that needs to happen is they have RT turned on in wk

#

I just dk how to find them

jade ridge
#

I've tried to enable RT on them already with no luck.

gritty geode
#

what the hail

#

I don't understand what's different about them

jade ridge
#

Same. 😦

#

I used the same changes BB used for the PT debris stuff and they just don't work.

#

They're like Minecraft grass quads. 😄

gritty geode
#

I'll aks sousine

jade ridge
#

Are they something only found in Dogtown? 😕

gritty geode
#

I think your video card came from another dimension Gumboot

jade ridge
#

Or was used to mine for far too long.

gentle haven
gritty geode
gritty geode
#

@jade ridge i'm talking with sosuine about it. he's not sure either

#

now i'm thinking... maybe it's the lights that are different in Dogtown... not the plants

jade ridge
#

Well, there are plants in NC that also don't have shadows.

gritty geode
#

it only happens with local lights, as far as i can tell

#

i don't see it in sunlight

jade ridge
#

What did you change between those two?

#

NRD?

gritty geode
#

separate denoiser

#

no all RR

jade ridge
#

Same thing in NC though.

#

NRD off vs on. That's the only time I ever notice issues.

#

That's why I hate NRD and love me some RR. 😛

gritty geode
#

if only everything didn't look so plastic

gritty geode
jade ridge
#

What do you mean?

gritty geode
#

the bright... oh it's there

#

it's just. not bright

jade ridge
#

Also, I don't really see plastic. And yes, the grass is blending in with the shadows, like you'd expect physical objects to do. 😉

#

It could be sharper, though, I'll give you that.

gritty geode
#

and RT shadows is enabled on them already

jade ridge
#

Yeah, it's weird.

gritty geode
#

WHAT

jade ridge
#

But it's using the cards for shadows in raster and I don't think it traces them in PT.

gritty geode
#

he says it's only the grass that's auto-generated. it's an exception in the engine

gritty geode
jade ridge
#

I don't think that's different in the Dogtown envparam.

subtle plinth
jade ridge
#

But I would like to see what you're seeing.

subtle plinth
#

ok wait

gritty geode
#

which leaves only the lights

#

but i'm lookin. i have to install wk

jade ridge
#

I don't have that issue on my end though. What's the exact configuration, RR no NRD?

gritty geode
#

i don't understand how Gumboot can have pixellation/firefly noise but no one else

#

if it's faulty ram the GPU would crash

#

where... did the asset browser go

sleek quiver
#

Hey quick quesh, is anyone else getting frequent (as in almost alway) crashes when trying to load a save using v4.6.x or v4.7.x?

jade ridge
subtle plinth
#

the picture looks off...took it wit renodx running, but you can see the fireflies, this is an unusually bad location though, this isn't how it normally is in most places... i'll try to take some more pics that actually shows how it looks with the right colors

jade ridge
#

Where is that?

jade ridge
# gritty geode

Oh, is this with PT Next only? I don't see any issues with PT20 or 21.

gritty geode
jade ridge
#

Copy that. I see a lot of issues with Next now that I've switched to it. 😬

gritty geode
#

regular PT (left) vs ptnext

jade ridge
#

Mine is worse. 😄

gritty geode
#

yes it gets worse when there's wind

jade ridge
#

No I mean it's way worse.

gritty geode
#

oh really??

#

OH, i re-enabled separate denoiser

jade ridge
#

I did too.

gritty geode
#

okay Cy, can you tell me where the hail the asset browser has gone in wk 8.14 😭 lol

#

oh it's in the middle

#

omg 🤦‍♀️

subtle plinth
#

and i can change the intensity with various tricks

subtle plinth
gritty geode
#

oh i didn't have Nova Weather™ installed!

gritty geode
#

i've never seen this, this is not PT noise

#

that's so weird

jade ridge
#

It looks like PT noise to me.

#

@gritty geode remember when we were troubleshooting this months ago:?

subtle plinth
#

it is and it happens more in movement

#

specially where there is both reflections, shadows and other things going on ath the same time

jade ridge
#

I had this before.

subtle plinth
#

and it's only in RR

gritty geode
#

@jade ridge which one is the Dogtown env? 005?

subtle plinth
#

yep that is exactly it CyanideX

jade ridge
#

cp2077_ep1_master_env_ep1_ow_trigger_v006

jade ridge
subtle plinth
#

i get it on glass, sometimes on shadows on shiny surfaces

gritty geode
jade ridge
#

Yeah, that was fixed by enabling NRD at the time but I don't use NRD anymore and it's not there for me. 😛

subtle plinth
#

I am going to try removing dlsstweaks and ultra+ and get a clean new ultra+ from the files that is completely unchanged by myself and see if it helps

jade ridge
#

I don't see it with RR. Very strange.

jade ridge
subtle plinth
#

and i'll clean my shader cache

#

it's at the market where you first reach dogtown, the entrence to the ripperdoc there

jade ridge
#

You assume I actually play this game instead of modding it. 😛

gritty geode
#

i'm so bad at this lol

subtle plinth
#

well the start of the PL dlc, you come to a place

#

and it's a big market

#

there's only one ripperdoc there

jade ridge
jade ridge
#

You assume I've played. 😛

#

I'll find it. Just give me some time.

#

Or you could share a map.

subtle plinth
#

i haven't played the dlc either i'm just starting it

#

i mostly fiddle with ultra+ settings like 20 times more time than gaming... last week i promised myself i was going to actually play the game but i spend 3 days just tweaking tweaking trying to solve noise mainly

gritty geode
#

i won't tell you what just happened then 😂

jade ridge
#

Well I can't find that industrial curtain stuff.

subtle plinth
#

it's on most such curtains more or less, specially in tricky light and shadow situatiosn

#

this had a very strong light behind it

jade ridge
#

I know but I would like to compare your exact spot, that's all.

subtle plinth
#

i'm going to try now with the latest ultra+ with no personal changes and no dlsstweaks, emptied nvidia drivers' shader cache

#

but i think maybe the blurbegone can make it worse... do you use that?

gritty geode
#

@jade ridge cp2077_master_env_ep1_v006 doesn't even have renderAreaSettings/areaParameters

jade ridge
#

Yes it does.

gritty geode
#

oh it's onder world

#

*under

jade ridge
subtle plinth
# jade ridge

oh no i'm sorry that is outside dogtown i think, that is in pacifica, the one i'm talking about is inside dogtown, the new dlc city

jade ridge
#

Of course!

gritty geode
#

it's in a different place between them

gritty geode
jade ridge
#

Found this one in Dogtown but it looks ok to me.

#

This lighting though. 👌

gritty geode
#

one difference

#

not present in dogtown

jade ridge
#

I nulled all of Dogtown params anyway and I still have issues.

#

Dogtown is an envparam which means it uses those values.

#

The 006 is the parent.

#

Anything you see in the Dogtown params are just overrides.

subtle plinth
#

anyway i tried now with a clean ultra+ and removed shader chache, running my gpu at stock speeds and power limit and removed dlsstweaks (i usually run with my own resolutions in dlss to fine tune the performance), but yeah first i thought "WOW no fireflies" but then i realized i hadn't turned on RR, and when it did it was all there again

jade ridge
#

If you find that spot, please share map location so I can see.

#

Still not showing in my game.

subtle plinth
#

this doc... i am not standing at its location because i'm standing by the entrance

gritty geode
gritty geode
subtle plinth
#

also i'm sorry i doubted you new version the other type of glitter that i saw in the dance tubes in afterlife is gone now!

gritty geode
#

i'll try overriding it with 0.15

subtle plinth
#

they were full of sparkly noise before... like the tanks were filled with glitter now they look... normal

#

but my pics look weird.. that is not how it looks in game... why are the colors of screen shots so weird

jade ridge
#

Hmm, not sure what to tell yah. 😦

subtle plinth
#

looks much softer and not as blown out as on these pics

#

CyanineX and this is with RR, and you had this issue before but it somehow resolved itself?

jade ridge
#

This was many U+ versions ago that I had the issue.

#

I haven't seen it since.

#

I only use RR (NRD hater here).

subtle plinth
#

hm but now i'm using the latest and it still looks like this

#

did you do a ddu reinstall of nvidia drivers at some point or a full system reinstall?

jade ridge
#

I reinstalled Windows last month but I don't think that's the reason it's fixed. 😛

subtle plinth
#

because i even had this on an earlier card

jade ridge
#

I think your only solution is to use Nova City. ||/s||

#

Are you using PT20, PT21, or PTNExt?

subtle plinth
#

really? what does that help with this kind of thing?

#

RTPT

jade ridge
#

That was sarcasm, thus the /s.

#

Hmm, let me try with RTPT.

subtle plinth
#

last week i was using PT20 and it had this too

#

but i think i've had this with vanilla

#

since the first RR release

#

when i was using a 3070

jade ridge
#

Switching to RTPT has even less artifacts. Like... zero.

gritty geode
#

this was 0.07, 3.5x higher

jade ridge
#

PT20 without reloading save. 😛

#

After reloading, I can see some fireflies when I move.

#

And around the light.

gritty geode
#

there's also no emissive scale in normal GI

gritty geode
jade ridge
#

Worse when moving for sure.

jade ridge
subtle plinth
#

that's what it looks like in all modes for me... but also now i changed to pt20, leaving for main menu first then loading new game after switching... and it's completely insane everything looks flickery even surfaces that normally never do even for me

gritty geode
jade ridge
#

Deleted all.

#

I just wanted Dogtown to use the same settings as NC for consistency.

jade ridge
#

FML

subtle plinth
#

i'm sorry

jade ridge
#

I will try to fix it later. It's all broken for me with every setting now. 😅

subtle plinth
#

this is how RR always looked at least for last months

#

but i think since from the start

#

for me

jade ridge
#

Well, before removing 4.6 and putting in 4.7.1, it was perfect! Then putting back 4.6 it's flickering again.

#

What is it that they say? If it aint broke, don't try to help some random in Discord?

#

jk, it's probably best we figure out why it's happening.

gritty geode
jade ridge
#

Why override?

gritty geode
#

oh, so you mean if you delete them all it overrides the whole file?

#

it's not granular?

jade ridge
#

No, it uses the base env.

#

I removed all the param overrides from Dogtowns envparam file so that it just uses everything from the main env.

#

So both Dogtown and NC have the exact same settings but I'm still seeing weird foliage lighting. That's why I'm saying you shouldn't look into it further; it's a waste of time. 😛

gritty geode
#

right. so that can't be the cause

#

bugger

#

if it's not the env and it's not the plants, perhaps CDPR hardcoded something for that sector

#

i could turn off separate denoiser everywhere except Dogtown but it's not a very good fix

jade ridge
#

Why does the separate denoiser break my lighting?

gritty geode
# jade ridge https://streamable.com/pm309u

these do look like fireflies distorted with distortion mapping which is used for the transparent material. it might be that anti-firefly isn't coded into translucent materials

gritty geode
#

this is why i've been trying to disable it

#

it's only the plants in Dogtown preventing me

#

it's just badly broken

jade ridge
#

And why can't it just be globally disabled?

#

Oh, the plants?

#

Well, glowing plants or no lighting at all... is that even usable either way?

gritty geode
jade ridge
#

Oh, toggling Enable ReGIR DI fixes it.

gritty geode
#

lmao why are you not hearing me *shakes you* 😂

gritty geode
#

that just disables PTNext

jade ridge
#

I have a reading disorder. I read backwards.

#

Takes me time to catch up.

subtle plinth
jade ridge
#

Read the room, Gumboot!

jade ridge
gritty geode
#

for ReGIR to work (PTNext), it needs Editor/ReGIR/Enable and Editor/ReGIR/UseForDI

jade ridge
#

I mean toggling off then on again.

#

Does that keep PTNext off?

gritty geode
gritty geode
jade ridge
gritty geode
#

i'm going in to try. cover me

gritty geode
#

if it wasn't for the separate denoiser

#

if it wasn't for the fucking dogtown plants

#

i know. we just delete all the dogtown plants 😂

#

fixed.

#

also i made the dawn/dusk sun sharper for you

#

if i ever meet CDPR i swear i'm just going to break down and cry at them

jade ridge
#

You're just seeing that? 😄 Didn't I send the GUI to you for helping with the save/load stuff?

jade ridge
gritty geode
jade ridge
#

Yeah it's all in one.

gritty geode
#

i didn't run it, i just added the code

jade ridge
#

Ah ok!

gritty geode
#

i still need to debug it

jade ridge
#

No rush. 🙂

gritty geode
#

i'm hoping to have time on Sunday

#

i think it's just hard coded plants everywhere then

#

unfixable without reversing CP

#

or the shaders

subtle plinth
#

omg i'm so sorry... this is my fult cyanidex... it was me who was talking about taking back the old altered denoiser ini file stuff... removing this part from 4.7.1 fixes the issue.... damn this is why this has followed me everywhere.. my own stupidity

#

and it's not there in 4.6

#

sorry lucia

#

i won't talk about denoisers ever again

jade ridge
#

I'm on 4.6.1 and I see it. Are you saying it's not there in 4.6.0?

subtle plinth
#

look in the config_common.ini

jade ridge
#

I mean the fireflies.

#

Are they not there in 4.6.0 but are in 4.6.1?

#

Ah ok.

subtle plinth
#

hmmmm no this is not right... but anyway i deleted the whole section from the denoiser ini file and the fireflies disappeared

#

yep it's gone... you can see the slightest traces of it when moving far away from this, but that problematic sparkle is all gone

jade ridge
#

Why is it blurry though?

#

Did you remove Blur Begone?

subtle plinth
#

ah crap

jade ridge
#

Blur Begone will also make the sparkles more prevalent. 😛 So I don't think the issue is actually resolved if you removed it.

subtle plinth
#

wait

#

yup you're right.. trying too many things at once

gritty geode
#

I've done it too

subtle plinth
#

is the sun angular size supposed to be in degrees?

#

irl the angular size is about 0.53° but maybe that doesn't translate in the game

#

and irl the whole of that area is pretty much equally luminous since it's all plasma of about the same temp on the sun's surface but i guess in the game it might work differently being more light from the middle of it or something?

gaunt hinge
#

ive noticed RR is just disabled

#

is that the norm for the newer versions?

subtle plinth
#

you can manually enable it but it gets disabled when you change settings and every time you start the game

gentle haven
#

wait smearing is actually gone

#

what

#

how

#

Not even with the knife

#

the fuck

#

sammi you are a god

#

also all grass changes when you enable SD

#

SD still seems needed

heavy abyss
#

I think I found a bug in 4.7.1.
I am using PT20, but every time I load a save, the ReGIR DI is automatically enabled, so the whole DI is broken.
Manually setting ReGIR DI to off after loading a save could solve this problem, but it is kind of annoying.

gritty geode
gritty geode
# subtle plinth and irl the whole of that area is pretty much equally luminous since it's all pl...

it's "faked" in the game (and probably all games). it's just a light source in the sky, and the shadow is artificially sharp or diffuse. in the Jedi games the sun shadows are actually extremely diffuse but that's okay because they're not supposed to be Earth (I actually adjust them anyway based on how close those planets' suns appear to be)... but in the case of earth we're emulating Earth's star, and when it's low on the horizon, it goes through more atmosphere which causes scattering, making shadows 30-50% softer (like using a diffuser on a light source irl). so when shadows are long, they are also a bit softer. probably not noticably so irl, but it is perceivable and is one of the things that makes dawn and dusk look different from 'midday'. especially in California where midday looks very harsh (I have been there). so that's what I'm trying to emulate 😊

gritty geode
gritty geode
gritty geode
#
  • Fixed broken PT20
  • Fixed weather wasn't properly being detected / unstuck
  • Slightly reduced sun shadow diffusion at dawn/dusk
  • Fixed the full perceptual scaler wasn't working correctly. It's now auto-scaling more settings, and its console message of what it's doing is clearer
  • Clarified the SceneScale settings (now called "Radiance Cache Accuracy")
  • Fixed minor inconsistencies between settings
late vine
#

Wow so many new things I been gone for a couple weeks

#

I won’t be able to play and test these until like September/October because I am going abroad for a few months

#

Can’t wait to see all the updates

#

Is there a documented changelog for every version? I would like to read through them without having to scroll for hours on discord to find them

#

And from what I have skimmed through the messages, if disabling Separate denoiser is causing so many issues with the plants and stuff, why are we trying to get rid of it? It was working perfectly fine

#

at least if that is what you are trying to do from what I read

shadow heath
#

It's hard to understand what state the mod is in in terms of usability and outstanding issues

#

This issue with grass happens if you use RR?

gentle haven
shadow heath
#

The glowing grass

#

I just understand it has something to do with a denoiser

#

So my question is whether it happens with RR?

gentle haven
#

It's better then it was cause it used to turn gray

shadow heath
#

and what is the SD?

gentle haven
gentle haven
shadow heath
#

So if you use the mod and RR you get glowing grass?

gentle haven
#

For now just do it yourself in the debug menu

#

Unless she already did

#

Haven't been able to check 4.7.3

gritty geode
gritty geode
gritty geode
gritty geode
gentle haven
#

Well then it should just be working perfectly

gentle haven
#

I mean like turn it off when inside

gritty geode
gritty geode
#
  • Added the ability to filter the debug page contents
  • Fixed window opening too small
  • Added a few fps to PTNext
  • Radically reworked PTNext, disabling variable rate shading, and completely disabling RTXDI (very experimental)
gaunt hinge
#

i cant resize it

#

lmao

#

no matter what i do its still off, though

gaunt hinge
# gaunt hinge

when i try to drag the sides, it just snaps back. is there any setting i can do to make it so i can resize it without it resetting?

gentle haven
#

@gritty geode it broke

sleek quiver
#

When using NDR should "Enable Seperate Denoinsing" be checked or unchecked? Using 4.7.3

gritty geode
#

mrrrghhh

gritty geode
sleek quiver
#

Well, whenever I load a save it looks like this (very noisy and off in other ways). This is after turning RR manually off first.

I thought that perhaps turning the "Enable Seperate Denoising" toggle off would do it, and it seems it does. But that would require a re-load of a save for the setting to apply correctly.

But re-loading the save turns RR back on again. Which leaves me in this strange loop.

#

Seems to be the same issue as this guy, so I guess its known thing

cyan scarab
#

@gritty geode has anyone mentioned the return of fireflys in the most recent versions? Anywhere dark (after 7pmish) is nothing but a sea of sparkly dots lol

gritty geode
#

NRD?

#

but there's a bunch of bugs i've just found

#

i'm trying to definitively detect when the game is in session, but it's not easy

cyan scarab
#

Haven't tested to see whether they popup with RR just yet

gritty geode
#

okay

#

cries in Spanish

cyan scarab
#

@gritty geode Hard to capture without video but I tried 🙂

#

Didn't have issues until sampling was added back a few versions ago. Figured it might be due to having too low of frames for insane/insane but even with medium samples night time is pretty much off limits.

#

No issue with RR

gritty geode
#

yikes

#

okay I need to take a few days off for work then will fix it 😊

gaunt hinge
#

additionally. if i change the DLSS quality settings,

#

this happens

gaunt hinge
#

i also feel like even if i reset and reload, the sparkling glitter is worse then ever? the PTnext quality is fantastic of course. looks beautiful, but. im not sure if that's because RR isn't working or not

#

seeing those moving artifacts on any piece of metal or bodies is very jarring

gentle haven
gaunt hinge
#

im assuming that is under

#

if NRD is on, RR can't be on. yeah?

#

i see no option for NRD under ultra+ config or rendering features

gentle haven
gaunt hinge
#

ahhh yeah

sleek quiver
# sleek quiver Well, whenever I load a save it looks like this (very noisy and off in other way...

v4.8.1 solved this, now RR doesnt re-apply when a save is loaded. You are doing such a great job sammi.

Unfortunately I am still struggling with the game looking incredibly noisy with "Enable Seperate Denoising" checked. With it unchecked lighting indoors is blotchy and kinda moving around. Both in PT20 and PTNext using NRD. Might be known but sharing my experience in case it isnt 🙂 keep up the good work

gritty geode
# gaunt hinge

PTNext doesn't survive changing DLSS quality. you have to reload a save

#

it's very fragile

#

this still needs some work. trying to stabilize PTNext during fast travel. it works most of the time. it's actually surprisingly difficult to reliably detect when the player is in game vs. not with any accuracy at all (which PTNext requires). i have a solution but it needs a fair bit of testing, i may have a chance on the weekend

gritty geode
gritty geode
gaunt hinge
#

worth trying the new RR version

gentle haven
#

Another new one?

#

Did it come with the first descendant?

gaunt hinge
#

just the one, i think

#

yeah

#

just that one

gentle haven
#

Must've improved something

gentle haven
#

they list this

#

they also updated dlss sr i think

gaunt hinge
#

from what I’ve read some people believe it’s an improvement for cyberpunk

subtle plinth
gaunt skiff
#

Super resolution
Aka regular DLSS

gentle haven
subtle plinth
#

does the sharc visualizer debug thing only work in pt mode? I can't get it to work in rtpt, and i'm getting worried about rtpt stuff overall, several things don't respond at all, like i tried setting numintialsamples for rtxdi from everything between 1 and 64 and the fps stays exactly the same and turning off and on sharc in the debugger makes no visual diffrence at all, in other modes it is immediatly obvious ...

dull bobcat
#

Little question. Cyberpunk runs amazingly well with my 4070 ti super, even without dlss and path tracing enabled and ray tracing on psycho.
Would said mod:
https://www.nexusmods.com/cyberpunk2077/mods/10490?tab=description
Still help me, or shouldnt it be needed cause the game already runs well?

Nexus Mods :: Cyberpunk 2077

Up to 58% faster path tracing with improved quality, and multiple hotfixes. For both AMD and NVIDIA. 100% of donations go to Wildlife Society for all my mods.

gentle haven
#

And it will always still help

#

I myself have a 4070 super

gentle haven
#

Whichever you want

#

Or balance it out

#

Your choice

dull bobcat
#

So quality will also go up with said mod?

gentle haven
#

Also said mod is the entire subject here

dull bobcat
dull bobcat
#

right, then imma install it

gentle haven
#

I just get forced to play on medium quality texture because I have 12gb of vram instead of 16gb

dull bobcat
#

so, and ultra plus is selectable from graphic settings, or do i need to enable it in cet?

dull bobcat
#

i came from a 2070 lol 🙂

gentle haven
dull bobcat
#

that 4070 ti super is awesome

gentle haven
#

I had something like that before too

#

Except I believe it was a 1060

#

Don't remember exactly

dull bobcat
#

still tho when cp launched, with the old rt, i could still do ultra raytracing with dlss and still play the game

#

one of the few games where rt worked quite well on my old 2070

gentle haven
#

True true

dull bobcat
#

in any case thanks for this confirmation

gentle haven
#

No problem

dull bobcat
#

@gentle haven should i still install mods like reflex, remedia, reglass, rt debris and metro glass while already having the reworked mod?

dull bobcat
#

sorry, reflash

gentle haven
#

For example RT debris adds ray tracing to the trash scattered around nc

gentle haven
#

But yeah, they still improve the visuals

subtle plinth
#

the reworked mod is very vram heavy you mentioned that you turned your texture settings to medium to afford running it on your 12 gb card, i think you would benefit from not using hd reworked or other massive high res texture mods, and instead turning your texture settings to high instead

gentle haven
#

And don't argue with me

#

It won't help

#

I have confirmed that the texture mods look better then high textures

#

Even on medium settings

gritty geode
#

but i would leave screenspace reflections at psycho

subtle plinth
#

in rtpt, the option in the debug menu that simply says RTXDI is not checked. And setting really high or low (1 to 128) initialnumsamples for di doesn't seem to have any effect neither on visuals or on fps... which made me suspicious if rtxdi is on at all, how would i know? and also even turning off sharc desn't lead to visible change .. and i can't enable the sharc debug visualiser... so i made a backup of my current ultra+ folder (i have some personal tweaks) and clean installed the latest version (4.8.2) , but still it's the same... everything looks fine though but i'm worried that sharc isn't on at all for some reason, is there a way to check? In pt20 it's easy you can immediatly see the difference and the sharc visualiser works in the debug menu...

#

just to make sure i'm not fooling myself and simply running regular RT even though it says rtpt

#

maybe it's always been like this

#

i might never have tried opening the sharc visualiser except in pt mode before

gritty geode
#

(in this case ReLAX)

#

this is the thing... it's RTXDI that has all the problems ... smearing, vegetation that doesn't light up, or is too bright, fireflies, etc. etc. the GI is great

subtle plinth
#

but sharc is still used in rtpt right?

gritty geode
#

sorry i forgot to say that! sharc is an optimisation for RTXDI ... and because RTXDI isn't used in RT+PT ...... 😊

#

i should probably disable those controls when in RT / RT+PT

#

try this 😊

subtle plinth
#

wow thanks, I was just confused not because of the stuff in the gui version but in general that it even sets settings for sharc in the rtpt part of quality and mode files

#

I think i was confused because i was fiddling with some settings to eridicate a certain noise a few weeks ago but i guess i was using pt20 then, but forgot about this now... even though really i always end up using rtpt for actual gaming sessions in the end
i get distracted by the smeariness in pt and needing to use even lower internal resolution for decent framerates (above 44 fps or something like that) to not get framegen artifacts, and the lower resolutions makes dlss add its own smearing on top

gritty geode
#

yes i think RT+PT is the best compromise

#

i wonder if i can improve it any more 🤔

gritty geode
mystic scroll
#

Somebody probably mentioned this before, but has anyone ever mentioned this mod to alex?

mystic scroll
#

The pc guy at digital foundry.

minor smelt
#

If anyone wants to bring this to Alex's attention, feel free to inform him about this in the DF-Discord.

gritty geode
#

he's a great diagnostician

civic oracle
#

the new version is really something ✨

gritty geode
civic oracle
#

having this on and RenoDX HDR makes the game a true showcase, I'm amazed by it all over again

gritty geode
#

thanks! 😊

#

just applying my truly weird skill set to ... something it's applicable to lol

mystic scroll
mystic scroll
gaunt hinge
#

did the new version change anything?

gaunt hinge
#

it feesl too bright in some areas but i love how colors look without on

mystic scroll
#

You don't use renodrt?

gaunt hinge
#

i do

#

but

#

sec

#

it just looks off with this on

#

the road is too bright but the buildings arent

#

with it off colors look more as they should

#

these are my settings atm

mystic scroll
#

Imo I'd change aces to renodx

#

Which is renodrt

#

It doesn't hue shift

gaunt hinge
#

is that in the newest version?

#

i see opendrt and aces

mystic scroll
#

Ah

#

Yeah you might need the one from github

gaunt hinge
#

i'll give that a look, thanks

mystic scroll
#

And I'd probably just only gamma correct the ui

#

Gamma correction everywhere kinda kills near black detail

#

The black floor will still be 0 regardless

gaunt hinge
#

yeah i wasnt sure why that was on

mystic scroll
#

With that and renodrt it should look very close to vanilla hdr minus the highlights

gaunt hinge
#

i will say. with aces and tonemapping off colors look so much more natural

#

and not overbrightened

#

okay yeah renodx is so much better lmao

#

looks like it should with tonemapping on too, thanks. i didnt realize that was a thing

#

now it'd be nice to get FSR3 so we can finally get away from PQ lmao

covert monolith
# gaunt hinge okay yeah renodx is so much better lmao

renodx's default settings are meant to match how the game looks like in HDR but the game's hdr tonemapping looks way off from its sdr cause its broken. if you want settings that make renodx match the game's sdr look (but with expanded highlights of course). here are the settings I use
#🖼️hdr-screenshots message

#

had to use the black floor lowering in lilium's black floor fix shader to slightly adjust the black floor to get a perfect match

gaunt hinge
#

thanks!

covert monolith
gaunt hinge
#

looks like so

civic oracle
gritty geode
mystic scroll
#

Yeah, but it's patreon paywalled

gritty geode
#

ah okay

#

it's funny i feel like it's high school I know some people in the tech industry really well and nobody else

#

#lifestory lol

gaunt skiff
#

DF already covered CP2077 to death. They didn't even do a video on the 2.1 improvements to path tracing, I doubt they will go out of the way to cover the mod now
Alex is the only one doing PC coverage and he's stretched thin as it is.

#

Rich said several times that he would like to turn PC content into a separate channel, but they don't earn enough money to hire more people to do the coverage full time

mystic scroll
gaunt skiff
#

Maybe, but they usually don't talk about mods in the podcast except for stuff that's transformative for the older games, like that recent Outrun 2 mod from emoose

#

Though if Sammy manages to fix the performance in Jedi Survivor I'm sure they will talk about that, if for no other reason but to drag EA/Respawn some more

gritty geode
#

I wonder if I can find the blueprints that switches the assets and disable them

gritty geode
#

(left) PT16 ... (right) PT20

gaunt hinge
#

oh huh. i didnt realize PT16 was kind of nice

gritty geode
#
  • sped up PT16 by 7% because why not (by enabling SHaRC which it isn't used except for the acceleration structures)
  • added all the ReBLUR stuff to Debug
gritty geode
#
  • enabled GI anti-firefly to fix NRD noise for PT20
  • moved Custom [NRD] Denoiser to Features so it's saved
  • moved local light importance sampling to Features so it's saved
  • adjusted scaling of PT16 Low/Medium/High/Insane to give it more rays (it needs more than PT20). Low and Medium are still the same and just as fast
  • reduced NRD noise a bit more
  • renamed stupid 'Low' to stupid 'Fast'
sturdy kelp
#

Hey! Just want to report a bug (probably a bug?) in v4.9.3:

  • when selecting PT1.6, the hover tooltip says to disable Ray Reconst., but clicking the preset itself turns RR on? I've actually gotten multiple CTDs when switching to PT16 from any other PT preset, which is perhaps related. Cheers!
gritty geode
#

it's best to go into graphics settings before you load a save and disable RR.. then load and you should be okay

sturdy kelp
gritty geode
#

basically only PT16 needs RR off to work. all the others are however you prefer

sturdy kelp
#

Sorry! I didn't know!

gritty geode
#

ja 😊

#

haha yep I actually updated things 😂

sturdy kelp
# gritty geode haha yep I actually updated things 😂

OK just one more little question: for RT-PT, it says to just enable RT lighting... Is this meant literally? Like, enable only that switch and all the rest to low/disabled in the game menu? I remember you once writing that in the game menu, things should be set to "psycho" for RT, when using RT-PT...

gritty geode
#

the one I recommend for psycho is screen space reflections. it does improve a lot of reflections (and is used even with RT reflections)

#

but it's also espensive 😜

sturdy kelp
#

Thank you very much for the time and effort! Very polite and informative! Cheers!

gritty geode
gritty geode
#

yay

gentle haven
#

246 real fps damn

#

Also is the in game graphics quality new and if it is what does it do?

gritty geode
#

haha i'm just in the menu 😊

#

yes it's new, and i'm just adding a potato mode

#

it sets all of the game's graphics menu for you

#

(except for preferences like motion blur, DoF, anamorphic etc.)

gaunt hinge
#

which one do you prefer the most atm, then? out of all the settings

#

it sounds like you're liking 1.6

gentle haven
gritty geode
#

yes ... also because if you're using cinematic mode, CP will override your graphics settings each time. this way you won't have to worry about that

gentle haven
#

Wow

#

You really are the best

gritty geode
#

if i can get the game to not crash 😭

gritty geode
#

😄

civic oracle
#

"It just works!"

gritty geode
#

hahah

gritty geode
#

here we go

gritty geode
#

phew big update

  • Added full raster support
  • Added ability to control (and save) the in-game graphics menu settings, with the best tuning for Potato, Low, Medium, High. (This also fixes most of the graphics cinematic mode changes if you use it)
  • Implemented basic color theming and a new gunmetal color scheme
  • Fixed the FPS and Target FPS being in weird positions if you're using DRS
  • Now enables ray traced sun shadows on high settings (for ray tracing only, makes no difference for path tracing)
  • Fixed PT ShadowFadeFraction changing values with Fast/Medium/High/etc.
  • Reduced PT ForcedShadowLightSourceRadius for slightly less light indoors
  • Removed extra separator lines when filtering text in Debug panel
  • Fixed - the window was supposed to be a little smaller but wasn't
gritty geode
#

you'd better delete your old U+ folder for this update i think

  • Fixed Features and Debug options couldn't be set
  • Fixed an issue where Not So Good Draw Distance compatibility wasn't being forced for low VRAM
  • Fixed an issue where VRAM of 16GB or 20GB could not be selected
cyan scarab
gritty geode
#

@real ravine , are you around? i neeeed you 😭

cyan scarab
# gritty geode you've tried it?

A bit here and there. Biggest QOL improvement I've noticed so far is not having to set DLSS on each launch. Such a relief! The NRD improvements were also a delightful surprise 🙂

gritty geode
#

i'm tring to fix switching of rr / nrd now so U+ can handle it. and some other QoL things

#

also part of the problem is when you disable RR, CP doesn't necesarrily turn on NRD. i'll fix that too

gritty geode
#

right now I'm using cinematic mode and it keeps switching to FSR every load

cyan scarab
gritty geode
cyan scarab
#

Anywhere I can read about what that setting actually does?

gritty geode
#

except they used it for recording their trailers

#

what i know is it adds some cinematic effects (fog, lighting) in certain places they recorded trailers (think the Sandra Dorset rescue... outside Afterlife, and probably several others)

#

and it increases LODs to "fully on". i think all LODs are loaded as high as possible

cyan scarab
valid folio
#

What am I doing wrong here

#

My game now has completely blown out hdr and is a ghosting mess

covert monolith
#

You disabled tonemapping

valid folio
#

Doesn't that mean to have it turned off if u use reno?

#

@covert monolith

covert monolith
#

Nah Reno replaces the default tonemapper. If you disable it in ultra plus that’ll disable everything

valid folio
#

I did that and reloaded my game now I have a back screen with just the ui showong

#

the menu and ui are the only things showing

gritty geode
# valid folio

someone had this the other day. I'm expecting it's a mod conflict but idk how it could be...

gentle haven
#

How's it going peoples

#

I'm going to force this channel to stay alive

gritty geode
minor smelt
#

Wie gehts?

shadow heath
#

you gehts nothing

minor smelt
#

True, my German is atrocious

gritty geode
#
  • Moved EnableLocalLightImportanceSampling to quality and enabled for High and Insane path tracing (except for PTNext where it causes boiling... it might be okay at PTNext Insane) I do believe it's more accurate with LLIS enabled
  • Added Crowd Density to the snapshotted graphics menu settings
  • Disabled attempting to get Cyberpunk to save graphics settings automatically due to the swapchain crash bug in CET. The CET bug needs to be fixed before this can be done reliably
  • Disabled distant global illumination for path traced modes (still testing) because it seems to double draw some reflections with PT
  • Increased PT20 RayNumber to 3 to prevent occasional boiling in low-light situations especially with skin/subsurface
#

du habst Deutsch gescheißen

gentle haven
#

It seems I missed a bunch

gritty geode
#

heya 😊

gentle haven
#

Hi

gritty geode
gentle haven
#

So you're doing good I'm guessing

gritty geode
#

haha yes 😊

#

you?

gentle haven
#

I'm doing great

gentle haven
#

Hey Sammi I checked your recommended mods again, just wanted to let you know you have trash begone in there twice

gritty geode
#

thank you ❤️ 😊

shadow heath
#

thoughts?

#

seems like a no brainer to use this with PT?

gentle haven
gentle haven
gritty geode
gritty geode
gentle haven
gritty geode
gentle haven
#

I'm excited to see want changed

gentle haven
#

Hey, sammi SD still seems to not enable properly after loading a save

gentle haven
#

Though ptnext still looks amazing

gritty geode
cyan scarab
# gritty geode argh!

Hey hey! Another dumb bug with v5.2.6, menu doesn't show up even after new install

gritty geode
gritty geode
#

can you please delete the whole UltraPlus folder and try again?

cyan scarab
#

I did. That's what I meant by fresh install. Will fire up CP again and see just to be sure

#

Yep. Menu is still coming up blank

cyan scarab
# gritty geode

Yeah I saw that mentioned in the forums. Didn't work for me so rolled back for now. Thanks though 🙂

cyan scarab