#▫️Cyberpunk 2077 Ultra+ 2.13 Patch Patch Patch Patch
1 messages · Page 11 of 1
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
verify files?
here's a song i wrote
Damn, sounds good
oh ty! ❤️
Does the mod still have any remaining noticeable bugs?
I am thinking of starting a playthrough with it
Still haven't played the game beyond the first few hours
Even though I bought it on launch
the last one i'm trying to fix is the black shadow after cars and things. i think it might actually be a 2.12a problem
alright, I will wait longer
this one has heaps more things in debug, trying to work out wtf there's streaking black shadow noise
Hi, thanks for the fixes. Do you mean the wind bug or?
no, I can't fix the wind bug 😔
what's the wind bug
Black shadows on palm trees when affected by wind
oof
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
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
are you using not so good draw distance?
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
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
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
hm making my own vram.lua that will set the no-nsgdd (vanilla settings) no matter what
nope still there
trying removing nsgdd competely
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
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
with the newest version, should i enable RTXDI denoising assuming ray reconstruction?
It will do that automatically
Assuming it's working correctly
Else all kinds of things will look strange
It should, try reloading a save
i did. it was super strange. i flipped it on anyway and it was working then
That's strange
hmm yes it should enable automatically 🤔
What is nsgdd?
Also when using reno, what do I set my the hdr settings in the menu to?
Not so great draw distance mod
Also what would be causing random shadows to appear where they should be ?
Shouldn't *
wtf? I have no idea I'm sorry. I don't think it's U+
It is something that sometimes goes wrong with seperate denoising i think
Don't know but I also had that issue
hmm
ay, did ya'll know that you can go cyberpsycho in the base game? (sort of)
this issue also can be caused by draw distance (i believe i read this somewhere)
also, does no one have the shadow burn in issue anymore?
...noooo?
how?
i know there's a berzerker mode
If you max out your cyberware capacity
And then fight
Your screen will go yellow and you will hear v laughing
So to 500
The more kills = the more psycho = the more uncontrollable v becomes
It's since 2.0 (don't know if that matters)
Oh wait
Cyberware limit was added in 2.0
Nvm
huh! I didn't realise
I managed to fix the popping in and out of light in judy's apartment
I think it was the
[RayTracing/LocalLight]
Capacity = 192
GridSize = 32
BatchSize = 192
that did it in the end
sorry i was rambling about this 4 days ago but i couldn't figure it out then
the problem was in rtpt mode, anything i say is rtpt it's the only one i really use
wow. any performance hit?
yes and I'm pretty sure BuildCandidates has bugs above 8
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
i mean i got id of the problem, not the light
the light now shows from any distance and angle in the aptment
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
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
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...
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
but with those settings at least, having high buildcandidates and such doesn't seem to be much of an issue
can i ask another thing....
why shouldn't MaterialProxyUpdateNumMax > 32 ?
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?
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
what I noticed with build candidates is setting it above 8 starts to cause issues with lights flickering, usually street lights, but it doesn't happen I til you've played for a while
in DLSSTweaks, disable the -1 screen size and the side noise should go away in all resolutions 😊
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
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)
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
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
interesting!
is there somewhere the RR flatten res's are documented?
no i just use the dllstweaks hud to find ones because it shows which one it is currently using
wow. this is way too hard for most people
right
I mean possibly there is some place
there should be
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)
an 0.66666667 (2560x1440) of course
okay i've recorded them
but you are in 2560x1600 native right?
it could be the list is not the same then
in most other games you can even use other screen ratios for resolutions i've noticed, but in cyberpunk2077 it doesn't work well
so you can simply enter 1933x1417 or what ever nonsense and get a good resolut
or use 16:10 on 16:9 or the other way around
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
jup 😊
i prefer 1440p for games but i sometimes can't be bothered
(i should script it 🤔)
interesting
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
(like interlace)
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
yeah i mentioned it in some dlls tweaks discussion before but no one else took me seriously
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
i was wrong 1920x1200 is NOT one of those golden resolutions...
but uses a 1920x1216 res in in DLSSD flatten
soooooo, 80% of 1080p is not a good idea?
i think it is.. if i understand correctly that you are talking about running 1080p native with a dlls x0.8 multiplyer
the lower your res the higher the ratio, it gets so silly low otherwise
yep
that's what i'd do or even 0.83333334 (1600x900)
that is better? because i am certain i can run that
the higher the better
heck if you can run DLAA it would be the best
(that's just dlss with native res)
i had it 85% first
i know👍
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
good luck
0.68?
i take you seriously!
a lot of people aren't detail-oriented
and yeah, i'm not convinced preset E is so much better than C at this point
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
anyway i gotta go to my job now, i have a very short thing today though
probably be back in anything from 2 to 5 hours
good night
Sooooo, how is everyone doing?
i'm good, how are you
I'm fine
hiii 😊
Hi
I wrote a diag tool to see what's wrong with v4
ummm
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
😊
welp, i guess i'm not running CP today 😦
Oeeeeh
fixed. it was one of the mods 🙄
i'm still trying to work out wtf is different with v4 vs v3
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
oeeeeeeeeeeeeeeeeeeeeeh
don't get too excited, it's all bugfixes trying to track down why it's smearing 😭
still, bugs are the reason i am not playing right now. (also that i have a lot of work currently but...)
yes same ❤️
i did find a few bugs in photo mode, but it's still broken in PTNext
i'm not even sure it's ever been possible with PTNext tbh
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...
wait
yeah 😕
SpitTest now nicely spits out all the game settings before and after game load
that's what i'm thinking
there's just no substantial differences between these that i can se
*see
yes who knows what they did. it may also be in 2.12 ... maybe 2.11 was the better one
i'm still trying to bifurcate the problem
Hey hey! So... separate denoiser (my arch nemesis) is indeed not fixed with 4.4. I've resorted to nuking every mention of SD after each release lol
fixing visual bugs will improve the visual performance of ptnext, which is always nice
hey! how are you 😊
in what way is it not fixed? i used NRD and it didn't auto-enable
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
i'm alliivveee
hmmmmmmmm
i meant to just try CP 2.12 but now i have an even more modded CP than before 🤔
what wong with me
nope 2.12 is still doing it
if this fixes it i'm going to be so frustrated
yes that's a huge improvement
use DLSS preset A
that's SO clear
that'll teach me to listen to YTers
So we go back to preset A now, no longer E?
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 🤷♀️
Hmm, I have been setting dlss to E with all of my games
That may have not been such a smart idea
well, it's whatever you prefer really. but people say strange things about DLSS.
True, perception is a fickle thing.... plus a lot of weird people on Reddit and Discord who influence other's perception actively
what is preset A usually best with? like. performance, quality?
I believe it is usually used for dlaa and ultra performance
uhm
@gritty geode
SD toggle seems to be reverse or something
please ignore the massive amount of mods
this is using 4.4
with RR
also I do not understand how to install cetspittest
wtf
according to my LLM friend here
Key Features of DLSS Preset A
- Intended for Performance/Balanced/Quality modes
- Older variant
- Best suited for combat ghosting for elements with missing inputs, such as motion vectors
I imagine what happens is the smearing doesn't have motion vectors, because it's a PT artifact, so preset A world well here
Yeah, no clue
seriously the logic is not that hard, how can i be messing it up
and why is it working here
I dunno but it normally turns on but that makes everything dark
preset A, DLSS 68%
i'm gonna get chatgpt to fix it 🙄
hold on
here you are 😊. just drag to the CP folder
i asked chatgpt 4o and it said it's all perfect, add some logging 😜
meanwhile i've completely reworked the logic to make PTNext states explicit
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
hmmm
sucks that you had to do it again, but nice new update
ugh it kind of need it. the PTNext enablement was across 3 or 4 functions making it difficult to track. it's now all in one function
would it be useful for Ultra Plus to auto scale dlss based on low frame rates?
But can't cyberpunk do that itself already if you turn on dlss and DSR (or whatever it was called in the in-game settings)
yes, if you have DSR
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
(i actually didn't know CP had DSR 🤔 😜)
that actually works really nicely
you can just tell it what FPS to target and away it goes lol
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
lmk what you think of the auto-scaling. i can easily take it out if it's not wanted
i'm trying to do something that's less obvious than DLSS dynamic scaling
nice
Hmmmm nice
- 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
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)
*giggles
I was just searching for the nexus page lol
ummmm somehow PTNext and RT+PT is working without separate denoiser now
What
How
- Separate denoiser is no longer used for PTNext (removed the setting)
- Added an option to enable/disable FPS targeting
Well alright
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 😄
Oh jeez, you are just completely revamping everything
hi wow i was gone for some days and now all this auto stuff!
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
i think RR + rtxdirejitter is not good
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
I'll wait for the evening
only 29 degrees
?
in my apartment not in my graphics card
yeah
i know
still a low temp
netherlands. Not that hot by default, but my room is permanently 32 or higher
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
hihi
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
nah, i aint living in an appartment
I live in the attic of a 3 story building
wait aint got no ac
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
ay, wanna know something
my ass is going to spain in 2 weeks
- 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
wow
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
but the rest was actually a good idea
lmao you guyss
oh it was better than it was currently?
or is it all fixed now?
yep for RR
which version?
it's hard because you change one setting and everything else changes
and have you tried it now? v4.7 doesn't use the separate denoiser at all
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
no i just came back
all the 4.4 and newer i have missed
i DON"T WANT TO MEET HANAKO AT EMBERS 😭
BUT SHE WANTS TO MEET YOU
oh, so should i set these lower again?
okay. it's all reworked 😂
i'm sure it can be improved
But what made SD no longer needed?
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
basically RTXDI rejitter + RR was causing it...
wtf have i done 😂
do you mean the flying trees? that's from nsgdd
it's not it's just so sharp and perfect
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
then it looked fine
solved the issue in both RTPT and PT20 modes
hmm i can't turn RR on anymore?
- Enable or disable console output by checkbox
- Fixed a bug where the daytime logic wasn't firing
Is that alt weather visuals?
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
no that's nova lut 2.0 and nova weather
i know it's amazing hey
@gritty geode what is the reason of commenting out samplenumber for fsr and dlss? does it do nothing?
no they don't do anything
i don't know what glints on plastic draperies you're talking about 😭
I think they're referring to the sparkles on the industrial vinyl curtains?
there are sparkles?
Not in the latest versions (4.5+), at least on my end.
no I haven't seen them either
the separate denoiser is still needed for plants in Dogtown 😭
Aaaaaahhhhh
Noooooo
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...
I know 😭
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
@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
I've tried to enable RT on them already with no luck.
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. 😄
I'll aks sousine
Draperies? How about some screenshots?
Are they something only found in Dogtown? 😕
I think your video card came from another dimension Gumboot
Or was used to mine for far too long.
You could always just replace the grass
yes... most of the plants in Dogtown only exist there though
@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
Well, there are plants in NC that also don't have shadows.
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. 😛
if only everything didn't look so plastic
yes and what is this extra vegetation
What do you mean?
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.
sosine says they have shadows in raster!
and RT shadows is enabled on them already
Yeah, it's weird.
WHAT
But it's using the cards for shadows in raster and I don't think it traces them in PT.
he says it's only the grass that's auto-generated. it's an exception in the engine
yes correct
okay he says it could also be the env that's different. some switch in the Dogtown env that's not/enabled in the regular one
I don't think that's different in the Dogtown envparam.
I mean the same thing you showed before, the plastic sheets... maybe draperies isn't the right word
But I would like to see what you're seeing.
ok wait
me either
which leaves only the lights
but i'm lookin. i have to install wk
I don't have that issue on my end though. What's the exact configuration, RR no NRD?
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
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?
Gotta repin it.
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
Where is that?
Oh, is this with PT Next only? I don't see any issues with PT20 or 21.
yes
i think it's why they didn't finish ReGIR
Copy that. I see a lot of issues with Next now that I've switched to it. 😬
regular PT (left) vs ptnext
Mine is worse. 😄
yes, but look at how much better the rest of the lighting is
yes it gets worse when there's wind
I did too.
this is your card 😦
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 🤦♀️
but i had this before i got this card, on a 3070
and i can change the intensity with various tricks
it's at the market where you first reach dogtown, the enterance to the ripperdoc there
oh i didn't have Nova Weather™ installed!
how
i've never seen this, this is not PT noise
that's so weird
It looks like PT noise to me.
@gritty geode remember when we were troubleshooting this months ago:?
it is and it happens more in movement
specially where there is both reflections, shadows and other things going on ath the same time
and it's only in RR
@jade ridge which one is the Dogtown env? 005?
yep that is exactly it CyanideX
cp2077_ep1_master_env_ep1_ow_trigger_v006
But I don't have that issue anymore.
i get it on glass, sometimes on shadows on shiny surfaces
oohhhh
Yeah, that was fixed by enabling NRD at the time but I don't use NRD anymore and it's not there for me. 😛
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
I don't see it with RR. Very strange.
Where is this exactly? So I can compare.
and i'll clean my shader cache
it's at the market where you first reach dogtown, the entrence to the ripperdoc there
You assume I actually play this game instead of modding it. 😛
what's the non-Dogtown one?
i'm so bad at this lol
well the start of the PL dlc, you come to a place
and it's a big market
there's only one ripperdoc there
cp2077_master_env_ep1_v006
You assume I've played. 😛
I'll find it. Just give me some time.
Or you could share a map.
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
i won't tell you what just happened then 😂
Well I can't find that industrial curtain stuff.
it's on most such curtains more or less, specially in tricky light and shadow situatiosn
this had a very strong light behind it
I know but I would like to compare your exact spot, that's all.
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?
@jade ridge cp2077_master_env_ep1_v006 doesn't even have renderAreaSettings/areaParameters
Do I use my own mod? 😛
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
Of course!
it's in a different place between them
well this is where sosuine thiks the difference will be
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.
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
If you find that spot, please share map location so I can see.
Still not showing in my game.
this doc... i am not standing at its location because i'm standing by the entrance
right. well it's not the env then?
yes so the "override" in dogtown for surface albedo is 0.0 instead of 0.15
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!
i'll try overriding it with 0.15
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
Hmm, not sure what to tell yah. 😦
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?
This was many U+ versions ago that I had the issue.
I haven't seen it since.
I only use RR (NRD hater here).
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?
I reinstalled Windows last month but I don't think that's the reason it's fixed. 😛
because i even had this on an earlier card
I think your only solution is to use Nova City. ||/s||
Are you using PT20, PT21, or PTNExt?
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
Switching to RTPT has even less artifacts. Like... zero.
this was 0.07, 3.5x higher
PT20 without reloading save. 😛
After reloading, I can see some fireflies when I move.
And around the light.
there's also no emissive scale in normal GI
those look like direct lighting fireflies
Worse when moving for sure.
I wouldn't look into the env for Dogtown too much since I'm having the same issues with a nulled version.
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
do you mean nulled as in you deleted all the settings, or you set them all to zero?
Somehow, in testing this for you, I broke something and now I can't get rid of the fireflies. 😄
FML
i'm sorry
this is how RR always looked at least for last months
but i think since from the start
for me
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.
yes i need to specifically override two values that are different
Why override?
oh, so you mean if you delete them all it overrides the whole file?
it's not granular?
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. 😛
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
Why does the separate denoiser break my lighting?
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
right?
this is why i've been trying to disable it
it's only the plants in Dogtown preventing me
it's just badly broken
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?
yes!
Oh, toggling Enable ReGIR DI fixes it.
lmao why are you not hearing me *shakes you* 😂
what, off then on?
that just disables PTNext
the firefly issue?
Read the room, Gumboot!
So there's the solution! 😄
for ReGIR to work (PTNext), it needs Editor/ReGIR/Enable and Editor/ReGIR/UseForDI
but it looks so much better 😭
yes
That's debateable at this point though. 😛
i'm going in to try. cover me
yes BUT it COULD looks so much better
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
ooo
You're just seeing that? 😄 Didn't I send the GUI to you for helping with the save/load stuff?
It looks like all plants.
oh
yes, but not for weather?
Yeah it's all in one.
i didn't run it, i just added the code
Ah ok!
i still need to debug it
No rush. 🙂
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
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
I'm on 4.6.1 and I see it. Are you saying it's not there in 4.6.0?
look in the config_common.ini
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
ah crap
Blur Begone will also make the sparkles more prevalent. 😛 So I don't think the issue is actually resolved if you removed it.
haha you're okay 😊
I've done it too
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?
you can manually enable it but it gets disabled when you change settings and every time you start the game
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
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.
no, I'm not touching RR (it's too crashy), that's 100% the game being weird.
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 😊
ty! I've fixed it, I'll upload a fix shortly 😊
yep 
- 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
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
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?
Hmm?
The glowing grass
I just understand it has something to do with a denoiser
So my question is whether it happens with RR?
Yeah if SD is turned of it glows
It's better then it was cause it used to turn gray
and what is the SD?
Yeah mostly just with RR I believe
Seperate denoising
So if you use the mod and RR you get glowing grass?
For now until Sammi puts SD enabling back yes
For now just do it yourself in the debug menu
Unless she already did
Haven't been able to check 4.7.3
wb
yes it's all in nexus
version 4.7.3 is in a really good state
the denoiser itself causes noise
it's back in 4.7.3 😊
no there's no problems
In that case isn't it possible to add it to rain fix
I mean like turn it off when inside
no that doesn't work either, because some of the plants in Dogtown are inside 
- 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)
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?
yeah same
@gritty geode it broke
When using NDR should "Enable Seperate Denoinsing" be checked or unchecked? Using 4.7.3
mrrrghhh
unchecked for PTNext only, otherwise on I think
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
@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
no...
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
Yep. Will have some screenshots to send over later tonight
Haven't tested to see whether they popup with RR just yet
@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
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
that effect is usually something i see when i turn on NRD
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
nope, that was one of the issues we were facing earlier
ahhh yeah
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
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
ty ... i... didn't change RR 😊
correct
5mb difference
Must've improved something
from what I’ve read some people believe it’s an improvement for cyberpunk
What is SR?
Super resolution
Aka regular DLSS
Yep
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 ...
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?
Eh, ray tracing enabled with path tracing
And it will always still help
I myself have a 4070 super
In terms of quality or performance
Whichever you want
Or balance it out
Your choice
So quality will also go up with said mod?
With ultra plus yes
Also said mod is the entire subject here
even while i have this mod? https://www.nexusmods.com/cyberpunk2077/mods/7652
Yeah
I use that too
right, then imma install it
I just get forced to play on medium quality texture because I have 12gb of vram instead of 16gb
so, and ultra plus is selectable from graphic settings, or do i need to enable it in cet?
Cet
i came from a 2070 lol 🙂
Oh
that 4070 ti super is awesome
I had something like that before too
Except I believe it was a 1060
Don't remember exactly
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
True true
in any case thanks for this confirmation
No problem
@gentle haven should i still install mods like reflex, remedia, reglass, rt debris and metro glass while already having the reworked mod?
Reflex?
But yeah
sorry, reflash
For example RT debris adds ray tracing to the trash scattered around nc
The are not required however
But yeah, they still improve the visuals
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
Nope
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
RT+PT at medium looks better than regular RT lighting at Psycho 😉
but i would leave screenspace reflections at psycho
sammi, I have a question
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
that's right it's always been like that. DI means direct illumination or direct lighting. with RT+PT DI is done by the RT... PT is being used for GI (global illumination or indirect lighting) 😊
(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
but sharc is still used in rtpt right?
nope!
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 😊
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
oops fixed version 😊
Somebody probably mentioned this before, but has anyone ever mentioned this mod to alex?
who's Alex?
The pc guy at digital foundry.
If anyone wants to bring this to Alex's attention, feel free to inform him about this in the DF-Discord.
oh, don't think so. yes feel free. I'm also happy to get on vireo
he's a great diagnostician
the new version is really something ✨
oh, ty! 😊
image quality difference to stock is really profound!
having this on and RenoDX HDR makes the game a true showcase, I'm amazed by it all over again
thanks! 😊
just applying my truly weird skill set to ... something it's applicable to lol
Are you using the "oooh... aaaah..." settings?
I'm not in the df discord unfortunately 😔
did the new version change anything?
i recently turned off the tonemapper via the ultra plus and i never realized how mu ch of a difference it made
it feesl too bright in some areas but i love how colors look without on
You don't use renodrt?
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
What other options do you have
Ah
Yeah you might need the one from github
i'll give that a look, thanks
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
yeah i wasnt sure why that was on
With that and renodrt it should look very close to vanilla hdr minus the highlights
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
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
thanks!
make sure tonemapper midpoint in the game menu is at 1 also
looks like so
settled on using RT+PT to enjoy the clean visuals but also with a zippy frame rate 😎
they have a discord?
Yeah, but it's patreon paywalled
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
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
Could land itself a spot in the podcast
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
I wonder if I can find the blueprints that switches the assets and disable them
oh huh. i didnt realize PT16 was kind of nice
and super fast, apparently
- 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
- 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'
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!
rggh thank you, that's not me turning on RR that's the game
it's best to go into graphics settings before you load a save and disable RR.. then load and you should be okay
So, in relation to this problematic behaviour of the game itself... would you be willing to give a tl:dr of which mode should have RR enabled/disabled. As it stands now, I'm not really sure anymore about anything 😄
For example, I know now that 1.6 should have it off. But What about RT-PT? And what about PT-Next?
I can guess that 2.0 and 2.1 could/should have it on.
Hm...
sure! 😊
basically only PT16 needs RR off to work. all the others are however you prefer
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...
yes RT lighting can be on anything but it has to be 'on'. I just set it to the lowest tbh. the other RT can be anything you prefer. (RT sun shadows doesn't do anything)
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 😜
Thank you very much for the time and effort! Very polite and informative! Cheers!
yw! 😊
- increased stability of PT16 (all qualities)
- hopefully added more FPS to all qualities
Hey hey hey
Looking good
246 real fps damn
Also is the in game graphics quality new and if it is what does it do?
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.)
which one do you prefer the most atm, then? out of all the settings
it sounds like you're liking 1.6
Hmmm, very convenient
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
if i can get the game to not crash 😭
"It just works!"
hahah
here we go
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
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
It's beautiful!
you've tried it?
@real ravine , are you around? i neeeed you 😭
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 🙂
i remembered you 😊
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
hmm maybe I just have a button that saves all your graphics settings and auto-applies them on load
right now I'm using cinematic mode and it keeps switching to FSR every load
Cinematic mode? Is that something new you added?
nope, just run the game with -qualityLevel=Cinematic_RTX 😊
Anywhere I can read about what that setting actually does?
nobody knows except CDPR i don't think!
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
Gotcha. Thnx for the clarification 🙂
What am I doing wrong here
My game now has completely blown out hdr and is a ghosting mess
Nah Reno replaces the default tonemapper. If you disable it in ultra plus that’ll disable everything
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
someone had this the other day. I'm expecting it's a mod conflict but idk how it could be...
hola 😊
Wie gehts?
you gehts nothing
True, my German is atrocious
- 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
Ho ho holy shit
It seems I missed a bunch
heya 😊
Hi
So you're doing good I'm guessing
I'm doing great
Hey Sammi I checked your recommended mods again, just wanted to let you know you have trash begone in there twice
that's just my unbounded enthusiasm for trash begone i think 😂
thank you ❤️ 😊
No problem, always happy to be of service
I haven't seen those lights yet so I don't know
yup, sosuine knows what he's doing
- fixed PTNext not initializing
- fixed Quality settings sometimes not applying
Yay, I finally get to test tomorrow
oh yay 😊
I'm excited to see want changed
Hey, sammi SD still seems to not enable properly after loading a save
this should fix everything 🤔
Aha, thanks
Though ptnext still looks amazing
oh good! it should be a bit better in this version 😊
oops, fixed a dumb bug
argh!
Hey hey! Another dumb bug with v5.2.6, menu doesn't show up even after new install

someone else just said that
can you please delete the whole UltraPlus folder and try again?
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
please click 'Reload All Mods' in CET
Yeah I saw that mentioned in the forums. Didn't work for me so rolled back for now. Thanks though 🙂