#โ–ซ๏ธJedi Ultra+ and Emotional Support Group

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ocean hollow
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it's running at 70 or 80 fps for me on a 3070 with minimal hitching, let me know how you go ๐Ÿ˜Š

rocky hemlock
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๐Ÿ‘€

copper lynx
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@ocean hollow I'm the one who DMd you a while ago about Jedi Survivor, and I just wanted to thank you publicly for taking another look at it even though it's kind of a lost cause of a game. Fallen Order is an excellent game, great to see you improving that as well.

Saw on r/pcgaming subreddit that there might be another patch on the horizon for Survivor. Let's hope Respawn and EA has removed head from arse and actually fixed some of the issues. Although some people are speculating that it is simply a patch to remove Denuvo anti piracy software from the game since the license would have run out 1 year after release. We shall see I guess. Thank you again, you are truely the GOAT.

https://www.reddit.com/r/pcgaming/comments/1ckf0xq/star_wars_jedi_survivor_looks_like_a_new_patch_is/

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Explore this post and more from the pcgaming community

quiet oriole
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"Changes the Oodle texture format from Mermaid to Selkie, which is 2x as fast" --> Does that possibly cause any texture quality degradation or is the amount of extra compression (lossy) almost negligable?

deep sonnet
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Hey there. Jedi Survivor talk here as well? Been messing with it lately and got to somehow enjoy it besides the almost constant stutter.

rocky hemlock
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All right, tested it today running around Bogano
DX11: Pretty good, easily the least stutters I've seen in this game, maybe like an 7 or 8 across the map, those that happen are pretty severe
DXVK: stutters are smooth out massively, It looks more like a hitch now instead of micro pause
DXVK + mid distance draw: almost there, stutters are further smooth out, it feels more like a frame drop than a hitch
Shader stutter is still a thing, but that's UE for you, I guess

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@ocean hollow would you mind posting a config? I would like to see how it works on Final Fantasy, since it should be using the same UE version as Fallen Order

ocean hollow
ocean hollow
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Fixed Jedi Games Emotional Support Group

ocean hollow
ocean hollow
ocean hollow
rocky hemlock
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I did, on a clean shader cashe, I could def see the stutter when firing up the lighsaber

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Maybe not all shaders are getting precomplied?

ocean hollow
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there isn't really precompilation on DX11

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and for some reason I can't force the game to run as dx12 ๐Ÿค”

rocky hemlock
ocean hollow
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hmm, it wasn't working at all with my config ๐Ÿ˜‚

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but that's because I'm trying to turn on shader compilation

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ooh there's a nude cal mod ๐Ÿ˜‚

red moth
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they're porting jedi survivor to last gen so major changes to the texture streaming will be necessary

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hopefully those will also come to pc and current gen

rocky hemlock
ocean hollow
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well the problem with survivor happens mostly with their ray tracing, which I don't think will be on last Gen consoles

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it runs well for me without RT

quiet oriole
ocean hollow
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also here's the problem with most engine mods

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i don't mean to pick on anyone, but we've got to stop doing this. it's trivial to test commands in real-time in the game

ocean hollow
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oops i should test my work ๐Ÿ˜œ ... fixed crash on launch

ocean hollow
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  • Improved niagara shader compilation hitches
  • Hopefully disabled Respawn's streamer modifications (sorry i thought i'd done this in rc1!)
  • (Re)disable mesh real-time streaming, the game / levels isn't designed for it (textures are still streaming)
  • Increased foliage draw distance
  • Fixed decals popping in so close to you
  • Attempt to fix some shadow pop-ins
  • Reduced hitches by further reducing streamed textures per frame from 16 to 8, since I can't configure Oodle worker thread concurrency in UE 4.21.2
  • Switched to CAS sharpener
  • First release!
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there's not much activity on the FO nexus ๐Ÿ˜‚

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draw distances can be increased a lot farther, i'm just being very cautious because there is no IO cache in this version of Unreal, and i haven't found a way to increase oodle worker threads

ocean hollow
deep sonnet
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Love the new naming of the forum. Haha.

ocean hollow
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thank you that was entirely scarsofrenown's idea I can't take any credit ๐Ÿ˜‚

quiet oriole
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So much hitching, animation issues, performance issues etc.

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Even on consoles

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Especially on last gen in case of fallen order

deep sonnet
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Indeed absolutely fitting. Some people I know played this game and called it a blast without realizing what a mess to run it is... I envy them. On the other hand some others need to constantly tweak stuff to finally settle, if it ever happens. Haha.. This is also a way of enjoying things but I think it requires even more emotional support than technical knowledge sometimes. Haha.

ocean hollow
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well I just played for about 2 hours with no noticable issues so fingers crossed ๐Ÿคž๐Ÿคž๐Ÿคž

deep sonnet
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About Survivor... I just saw the 2024 April update of Ultra Plus and that you're not continuing until further patches. Last patch was on January iirc. So game is way better out of the box I'd say and maybe not compatible anymore with 2.1 that dates from the 21st of Sep. 2023? I'm sorry but I runs so badly when I try that mod. :''( RT and non RT.

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Although it looks way better but even trying to optimize the settings I get terrible stutters that are not the on the vanilla version.

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Using now this mod that does r.StaticMeshLODDistanceScale=0.7 [default 1], r.Shadow.DistanceScale=2 [default 1], r.ViewDistanceScale=1.7 [default 1], r.MaxAnisotropy=16 [default 8].

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I'd like to tweak it further and closer to Ultra Plus standards, also seeing it live but I'm not sure Unlockers work in this game. Although I've just tested RT stuff and RT being a custom thing I though that nothing was working. Will test further.

quiet oriole
deep sonnet
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5900X, 32 GB RAM, 4080S.

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My biggest issue with he game is thing kind if stuff.

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I have no clue about UE. Just getting into a few tricks. UE Unlockers work by the way but no matter what I tweak. LOD pop in is quite noticeable and frequent. Just one step and the models drastically change.

rocky hemlock
rough moss
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will try the new pak later today when i get off of work

rocky hemlock
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I think having r.CreateShadersOnLoad=1 is a bad idea, as far as I can tell, in Fallen Order at least, this just make the game compile everything from scratch every you start the game, and every time you enter the area with new shaders

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The problem is that while this setting can indeed precompile some of the shaders for an upcoming region of the game, the "load" in "r.CreateShadersOnLoad" doesn't mean "when the user loads a game" - it means whenever there's a load event. The engine has no idea when a load is occurring inside or outside of gameplay, it just knows a load is when more data is requested to be loaded, which in modern games is pretty much constant.

So what ends up happening is what you see in this video - those traversal stutters you get in the game before are now magnified significantly, as there is now just extended periods of extremely high CPU usage where the engine is trying to compile shaders for the upcoming area (and as I understand it, many that your system may not even use). Some shader stuttering in the upcoming world region may indeed be less as opposed to not using this setting, but you end up just trading frequent, smaller periods of stutter for extended periods of more significant stutter that may occur slightly less frequently.

Heck, even if the upcoming region's needed shaders are already compiled, the resulting check-in to validate the cache when this ini setting is used for every load event will result in increased traversal stutter as opposed to the region having the shaders compiled but not having this .ini setting enabled.

ocean hollow
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there are commands for ray tracing but they're all custom respawn commands ๐Ÿ˜Š

ocean hollow
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those files are out of date not though, I'll post the updated ones shortly

ocean hollow
# rocky hemlock > The problem is that while this setting can indeed precompile some of the shade...

you're correct, just enabling createshadersonload is a bad idea. there are three times shaders can be built.. 1) at game startup, 2) as assets are loaded, or 3) as the shaders are actually called (used). it's the same for Niagara shaders.

if you only enable these options, the engine will spend up to 15ms per frame compiling newly loaded shaders as soon as they are loaded. that's a LOT.

the solution is to also limit this frame time, and enable background compilation. you'll see in the FO U+ source I've allowed 1.0ms per frame for shader compilation. this way the shader can load and start compiling, and hopefully by the time it's called it's already compiled over many frames.

just enabling the single command(s) may or may not help. often it makes things worse. you really need to understand how the whole engine pipeline works (and any engine mods the devs have done, and their level design strategy), so you can work with it

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in the case of FO, you'll see that I initially enabled mesh LOD streaming, and increased mesh LODs... but later disabled it because it causes problems (shadow pop-ins as meshes change, and engine stalls as you enter a new area). it seems like respawn have modded UE to trigger loading meshes for a new area at specific map locations, so it only happens once as you enter that new area. it's not designed to stream at all. so you try and understand how one change works in the context of the pipeline.

this is why I get frustrated with the engine.inis that go around. they're collections of commands. even the really popular ones usually only help because of 2 commands, and nobody's the wiser, even the authors

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it's also where some of epic's default settings for the engine are just bad, and lead developers to modify the engine code in the first place, thinking they have to "fix" things. like for example the default of 15.0ms per frame for shader compilation? when is that a good idea? maybe 10 years ago when we were happy with 30fps...

rocky hemlock
ocean hollow
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just use v1.1

rocky hemlock
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I meant for FF7, not Fallen Order

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It works fine for the latter

deep sonnet
# deep sonnet

About LODs here. Did some searching and is it possible that there is only two models for that? I thought LODs were a dynamic and kind of automated thing. But after some reading seems that devs have to actually create them. So...

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I wonder how did Ultra Plus got to make pop in less noticeable.

ocean hollow
rocky hemlock
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It sure does!

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Though it's maybe not as bad as jedi games

ocean hollow
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hmm I'll see if I can find a video of the ff7 stutters

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sigh

rocky hemlock
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What could have been a tremendous PC port of a superb PlayStation 5 game is anything but. While the basics are there and we do have feature parity with the console game, the lack of options, lack of cutting-edge PC features, no ultrawide support, no DLSS and worst of all, off-putting stuttering performance makes this a genuine disappointment.

...

โ–ถ Play video
ocean hollow
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it sucks so much because unreal is such a good engine

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also is it just me or does Jedi FO look just as good as survivor, even without raytracing

rocky hemlock
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Backed lighting, I guess

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Survivor went for more real time approach since light maps would balloon the game size even further

ocean hollow
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nope! there's no baked lighting nor shadows !

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they did replace UEs screenspace reflections with their own planar kind of reflections

rough moss
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I think with some of the tweaks it definitely punchs above it's weight. great model and texture work

ocean hollow
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yes very

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it really makes me think how good UE is without even RT

rough moss
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budget and art direction helps helps too I'm sure.]

ocean hollow
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yes i'm sure ๐Ÿ˜Š

jovial patio
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time to fix survivor? ๐Ÿ™‚

ocean hollow
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yes I think so. I've learned a tonne since I did that one

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i also think i'll start a discord and maybe a patreon, since apparently i mod games now ๐Ÿ˜‚

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and i'd like to ultimately teach others how to do this (including *cough* some games companies *cough*) ๐Ÿ˜‚

jovial patio
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i'm guessing the camera stutter is unfixable

ocean hollow
jovial patio
ocean hollow
# jovial patio jedi survivor camera

yeah idk ... i was thinking last night i wonder if it can be disabled entirely. the game actually walked me off a cliff at one point when it locked the camera, you know how it does when you enter a new area

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i hate it

jovial patio
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i cant play it until the camera is fixed, way too distracting

rough moss
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Getting some random white flashes in the last pak on Kashyyk. Not whole screen but like if there was a light shining down for a split second that shouldnโ€™t be there. Itโ€™s only@happened a few times

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moved a little and it went back to normal

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Itโ€™s almost as if the lights being cast are a shorter radius around the player. In a small room I noticed the lights turning on as I ran down it.

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i assume it's a streaming thing

ocean hollow
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UE only draws lights within a certain radius. I haven't found that radius used anywhere yet, but it can be increased

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if it's flat white patches at the edges of the screen then that's a occlusion culling problem

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or it could be both

rough moss
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I only saw it so far on that planet but it was almost like the lighting hadnโ€™t streamed in yet. I wish I had taken video

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It also was only a few times

ocean hollow
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hmm okay. I hope not ๐Ÿค”

deep sonnet
ocean hollow
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try r.ViewDistanceScale

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I think the default is 1.0

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I will post all the source and commands tomorrow ๐Ÿ˜Š. you can also use UUU to dump app the CVars

deep sonnet
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r.ViewDistanceScale affects mostly vegetation and debris that I've noticed. Will try r.MipMapLODBias.

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Want to try also the "?" after a command to see if it tells you the default values. Well. I understand each game has its own stuff going on and is not the same as just building with UE yourself.

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But definitely hooked on this adn willing to learn the basics so that Discord you mentioned sounds really appealing.

ocean hollow
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yes you can try -2 LOD biases too. otherwise it's editing the files to only have one LOD

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you can also do r.Streaming.Boost 10

deep sonnet
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Do you used UUU or this other UE4SS? UUU is really easy to use but sometimes goes into a lockout loop or just does not recognize my keyboard.

deep sonnet
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Also noticed r.StaticMeshLODDistanceScale makes not a significant quality difference if moved lower from default 1 and it takes a noticeable performance hit.

deep sonnet
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Also! Many .paks on Nexus Mods are not working. You dump them into the corresponding folder and when you actually check in the console it tells you a different value of that that the description page tells you the mod is supposed to be doing.

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Noticed this with shadows like pretty evidently then started to dig a bit more until I got to this conclusion.

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For now I'm applying it all manually on startup.

quiet oriole
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I've bought Jedi: Fallen Order just before Survivor's release when it was extremely cheap on Steam. Not my favorite kind of game maybe, but these technical hiccups (especially the stutters), made it unbearable for me to enjoy. Might do some vanilla gameplay tonight and compare that a bit with gameplay while your mod is in use ๐Ÿ™‚

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Lets see then if it's really "fixed" ๐Ÿ˜‹

deep sonnet
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I think this one is one of the many that I've tried running around Koboh that actually helps. r.Streaming.AmortizeCPUToGPUCopy 1.

deep sonnet
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I've been testing some of the commands in the description. Many were already by default in Jedi Survivor. Most made things worse than default ones. But this one r.Streaming.AmortizeCPUToGPUCopy it might help in CPU bound scenarios. Although the guide tells you to set then r.Streaming.MaxNumTexturesToStreamPerFrame to 3. And although this helps I've noticed that many textures were not properly loading so I set it to unlimited 0.

quiet oriole
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I meant what does the command actually do

deep sonnet
# quiet oriole I meant what does the command actually do

r.Streaming.MaxNumTexturesToStreamPerFrame limits how many textures can be loaded per frame which eliminates a GPU performance hit and a direct source of stutter while allowing optimal performance adjustment. r.Streaming.NumStaticComponentsProcessedPerFrame works similarly, but instead limits how many static objects in the level are processed by the game per frame. ๏ปฟr.Streaming.AmortizeCPUToGPUCopy simply enables r.Streaming.MaxNumTexturesToStreamPerFrame, which is ignored otherwise. r.Streaming.FramesForFullUpdate is used to calculate how much data to process per frame by spreading operations across a set number of frames. It's the default method used by the game to reduce stutter, but it is inconsistent and imprecise compared to directly setting the exact amount of textures loaded and objects processed per frame.

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By mod description.

deep sonnet
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Also about loading mods in Jedi Survivor... I made this one work by naming it starting on ZZZ as SammiLucia is doing. Most are named pakchunk99+whatever. Coudl this create a conflic for the game to read them if they start with this instead of zzz_?

ocean hollow
ocean hollow
ocean hollow
ocean hollow
ocean hollow
quiet oriole
ocean hollow
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s.MaxIncomingRequestsToStall=1 == stall the CPU every single request

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those settings are badly wrong

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also if you enable CPU to GPU amortization you really need to enable the IO cache. anyway

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the only reason the FF7 works is because it limits textures to 3 per frame, which is extremely low. but they haven't limited virtual textures per frame, which will be too high. anyway. I can possibly give you some generic settings for FF7 that will work

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or if someone sends me the ini files from FF7 I can correct them

ocean hollow
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and streamer temp memory to about 1400 (1.4GB) seems to work well

ocean hollow
quiet oriole
# ocean hollow all good! ๐Ÿ˜‚

I'm so disappointed in myself. So, instead of admitting that, I'm gonna go in denial. Ok with you that I close this topic to assist in my denial?

ocean hollow
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frames for full update is how frequently the engine checks the LODs of all meshes/textures. about 5 is fine, this won't really affect performance unless something is badly wrong with the engine

ocean hollow
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time for kohi

quiet oriole
ocean hollow
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I played for another hour last night. I really like this game

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it's working really well for me except for what respawn has done to the camera which goes weird sometimes

deep sonnet
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I enjoyed FO so much. Enjoying Survivor a lot, is a bit different and when it does not choke it's an amazing game. Although for now I think I find FO being a more tight experience.

rocky hemlock
# ocean hollow or if someone sends me the ini files from FF7 I can correct them

Can do Can not do, it's all encrypted in the pack files
There is however a list of CVars registered by the game https://pastebin.com/sLqrhLXE
Taken from here: https://www.nexusmods.com/finalfantasy7remake/mods/74?tab=description

Nexus Mods :: Final Fantasy VII Remake

Unlocks the dev-console, giving access to console commands & easy changes to the games CVars - along with allowing loose INI config files to be loaded in from the games config folder

rough moss
ocean hollow
ocean hollow
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this is why i think i should set up a patreon, i have no interest in this game, but happy to fix it

rough moss
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I wouldnโ€™t mind supporting.

red moth
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If you make a ko-fi page people can do donations without any kind of subscription like Patreon

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Maybe it has better margins too idk

ocean hollow
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yes that's fair. I don't like patreon as a company

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it just seems to be [the stupid] standard

ocean hollow
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i know, i'll do an onlyfans ๐Ÿ˜‚ ๐Ÿ™„

ocean hollow
rough moss
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When you increase foliage density does it really do anything?

copper lynx
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Looks like that Survivor patch I was talking about is near. The build has been uploaded and just waiting on steam approval/respawn pressing the big red button. ๐Ÿคจ Please don't be shit. Please don't be shit. Please don't be shit. ๐Ÿ˜ฌ

rocky hemlock
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They did jack shit to fix the game on PC for over a year, I dunno why folks are still holding out hope for the miracle patch

rough moss
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i have low expectations. I've beaten the game but want to see it in good shape for New Game Plus playthrough

odd gulch
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they're actually patching this game?

copper lynx
copper lynx
odd gulch
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since when

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I don't believe that

copper lynx
odd gulch
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EA owns them

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EA tells them what they can and cannot spend time on

copper lynx
odd gulch
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yes

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it's EA

copper lynx
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I disagree

odd gulch
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That is fine

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We are speculating so I cannot say who is correct

copper lynx
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I talked to someone over at respawn about 4-5 months after release and I know that everyone at respawn are unhappy with how the game turned out on the performance side. The problems are deep rooted and he was unsure if they were ever going to get a chance to fix them. My heart disagrees with you because I love the game but my head has to agree with you I guess.

odd gulch
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I just am so disappointed in how the industry is run these days

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and all the layoffs

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I feel like they've sucked all the creative juices out of it

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and there are likely so many prospective game developers who look at the industry and go "yea fuck that. i'll find another career"

rough moss
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public opinion can affect sales, so EA will alwaus care to some extent. i think the devs take pride in their work but there are production and publisher goals that are out of their hands

odd gulch
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i mean idk, I'm not in their finance meetings

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i have no idea

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i'm just guessing

rough moss
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for sure, I'm not expecting a game fixing patch, especially with how deep seeded some of the issues are per Sammilucia that they've discovered

copper lynx
rough moss
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I'm also curious how EA FC will change next year, they sold less copies than the previous years but made more money from Ultimate Team microtranscactions. will be interesting to see if they double down or try to course correct because community sentiment is very down

copper lynx
odd gulch
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well then let's hope they fix it for real

rough moss
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they did release a PS5/XSX patch for JFO years later.

copper lynx
rocky hemlock
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Let's be honest, PC gamers are the third class citizens for the big publishers, the only decent ports we have seen in the recent years are because either someone high enough in the food chain gives a shit, or there is an expectation that the game will do really well on PC

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And by really well I mean as good as on consoles, if not better

ocean hollow
rough moss
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Play with shadow and view distance any?

ocean hollow
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yes, not much difference where I was testing it

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well, no difference for shadows or AO view distance

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decals distance makes quite a big difference

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I think I increased that

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I'm going to take another look at survivor after the patch

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surely it can be improved

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most of the problems are to do with their RT doing too many updates

dense thunder
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im tentatively excited and curious for the new patch. i hope it does something. anything

ocean hollow
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running jedi fallen order on linux like a badass

ocean hollow
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for the record, i'm not ever thinking about charging money for my mods

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i'm not sure how i feel about it. i normally tell people to go plant a tree. trees make me happy ๐Ÿ˜Š

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it mainly comes up when someone says could you fix game X, and i'm not interested in playing it at all, but i'd be happy to fix it, and then i'm like but it's $60 for the game CattoSideEye

quiet oriole
deep sonnet
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It'd be great for me to know more and investigate what those do, see what the games have as default and try tweaking a bit from there.

ocean hollow
rocky hemlock
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And also yeah, the money for the games

deep sonnet
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But in my little experience I'd say that RT in games usually is either bloated or a very mild implemention.

ocean hollow
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but the secret is using a tool like UUU (Universal UE Unlocker) and clicking the button to dump the CVars in there. or you can search the exe for them

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the respawn RT by default from memory does 2048 updates per frame (which I would argue is too many for most cards) and traces foliage (especially grass) too many times

deep sonnet
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Started with The Ascent for which a post in reddit suggested some tweaks and some were really impactful on performance and made the game look even better. Like decreasing reflections roughness.

ocean hollow
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but from memory we can reduce the amount of RT (or quality of the RT) that happens on the vegetation

deep sonnet
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I'd trada RT quality from vegetation, even turn it completely off, for more reflections quality.

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But I not sure how this game handles assets and if they behave in the same way while trying to target those on RT. I've tried change terrain LODs in every way I've found around but no way to change them.

ocean hollow
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let's see what the update brings

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yes they all seem to be half res ๐Ÿ™„

rocky hemlock
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and probably nothing else

deep sonnet
# rocky hemlock Denuvo removal

Just guessing or there's more info? In the end I think Denuvo is not really the performance destroyer everyone has always believed.

deep sonnet
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See if I can learn something along the way. Haha.

rocky hemlock
odd gulch
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I think on older processors it used to have more of an impact?

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idk

quiet oriole
deep sonnet
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Hey people. How is it going? I was wondering about how hard would be for someone who has never touched more than a console unlocker to create a .pak so I don't have to manually input all those commands every time I boot up the game. So if anybody could lead me to a guide or something it'd be great. Thx^^

ocean hollow
odd gulch
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Which commands do we have to input each time?

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i haven't looked at this yet

deep sonnet
# odd gulch Which commands do we have to input each time?

I'll post the exact one once I'm back on desktop. But basically increase viewing and shadow distance, anisotropic x16 and check that the resolution is at 100%. Although this last one I think is not necessary anymore since they fixed it already I'd say.

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I've been trying to increase terrain LOD to decrease pop in as well but gave up. Haha.

odd gulch
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Are thoee tweaks part of this mod? Or are they just separate further tweaks to make things look better?

deep sonnet
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I don't know all the exact changes there are in Ultra+ but I bet the few ones I use are already there. I'm just trying to make some slight visual changes because Ultra+ with RT is really unplayable on my system.

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But with the guide SammiLucia provided I bet I can get a better picture of what's going on on Ultra+ and maybe extract some few more once I figure out what those do. Haha. I'm a very average PC user and this is way beyond my league but might be a good way of stepping in.

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r.ScreenPercentage ?
r.Tonemapper.Sharpen 0.8
r.ViewDistanceScale 3
r.Shadow.DistanceScale 2
r.MaxAnisotropy 16

deep sonnet
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Why this game does not read the .ini so we mere mortals can do our humble tricks and call it?!

ocean hollow
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and yes screen percentage is already 100 ๐Ÿ˜Š

ocean hollow
deep sonnet
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What commands did you use to reduce pop in or increase terrain such as rocks? I'd like to see it working live using the console. Usually I find like a really hard line in which LOD just goes from potato to full.

deep sonnet
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So now I'm just trying to create some minor tweaks to enhance it visually without being very intensive. Been testing with the console and my current method is a notepad document and copy paste some minor tweaks. Haha.

ocean hollow
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oh are you talking about survivor?

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yes okay I need to update that one

ocean hollow
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though I use Diffinity so I can compare the original files to my modified files

ocean hollow
deep sonnet
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Also checked your Ultra+ with console and r.Shadow.DistanceScale remains in default 1 even on Epic settings. Moving it to 2 have almost no performance impact and the visual leap is day and night.

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I'm also using r.ViewDistanceScale at 3 which improves a lot the image and not that much of performance hit as 4. I think 3 is a good sweet spot.

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Although it's crazy how Ultra+ cuts the VRAM usage like in almost 5 GB for me.

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Also about s.IoDispatcherCacheSizeMB not sure what value to put there. On Ultra+ console says is 0 so I guess that's unlimited. I was using 512. Source? Some other random mod for another game when I searched on Google. Haha.

deep sonnet
#

Ultra+ looks way sharper and detailed in the textures of the boots and the ground. Also the near wall seems to have better occlusion and less artifacts. May I asked what you tweaked here and if it'd be possible to see in using console so I can add it to my mod/notebook page? Haha.

#

Anisotropic filtering and sharpness are the same on both pictures. Both Epic and RT on.

deep sonnet
#

OK. I think it was mostly due to r.MipMapLODBias which mine was at 1 against -2 that U+ have. About occlusion or shadows... Cannot pinpoint. But the most impactful one was definitely mipmap.

ocean hollow
ocean hollow
ocean hollow
deep sonnet
ocean hollow
#

r.StaticMeshLODDistanceScale is based on scalability (graphics/video settings)... at Epic it's already 1.0

#

and yes io cache is not implemented in UE 4.21

#

this should help you to understand a) it's much more than engine.ini edits, and b) all the differences

#

what i would suggest is to install Meld or Diffinity, then right click the "original_files" folder > Set as Left ... right click the ultra_plus folder > Set as Right ... this will give you a complete comparison of the originals vs my files

#

these are the changes to the textures you're seeing for example ... they're barely even related to the originals

#

(note my sharpening on the right)

#

and i've deleted all their nonsense so i can see what i'm actually doing

ocean hollow
deep sonnet
#

I'll try figuring it out just out of curiosity. Although not that savvy. Haha^^

ocean hollow
#

all good! i just realised you might not check this channel if there's no @

#

it's all good. basically most UE games need similar changes. game dev's proficiency at the configuration of UE is about 4/10

deep sonnet
ocean hollow
#

I freaking love this game lol

#

I just drove a walker thingy

deep sonnet
ocean hollow
#

I wonder if there are any

#

the particle thing was fun

deep sonnet
#

When you slide trough the gaps where they store the bikes inside. FO was so datailed and tight.

ocean hollow
#

yes it really is

#

the hitching is such a pita though

#

I think I got it a bit smoother but it's still not perfect

#

I need to do a frame time analysis on it

#

but I also just kind of want to play a game for once lol

rocky hemlock
#

Are u using it with DXVK? I don't know how, but the latest version (2.3.1) improves the hitching/stutter in DX11 UE4 A LOT

#

I've noticed that RTSS reports lower single core utilization with DXVK than DX11

ocean hollow
#

Vulkan is just a lot newer tech than DX11 at this point

#

Notable with DXVK 2.3.1 is VK_NV_raw_access_chains support for more efficient shader code generation on NVIDIA GPUs.

#

I might as well run it on Linux then

#

it will probably run a lot better anyway

#

umm... we can also force UE into Vulkan mode I believe, so it doesn't even need to be emulated

#

I'll make a build for Vulkan tomorrow

#

it looks like it can be forced by running the game exe with -force-vulkan

rocky hemlock
#

I think optimalisations might be DXVK specific?

#

Besides FO crashes with DX12, I guess vulkan might be the same

#

Won't hurt to try however

ocean hollow
#

I don't think so? dxvk just translates DX to Vulkan. it has some opportunity to reorder and optimise the pipeline, but I'd be surprised if translating is better than native

rocky hemlock
#

I've been trying earlier versions of DXVK with FO and I didn't had such results before pretty sure

ocean hollow
#

but, UE 4.21.2 won't be Vulkan 1.3 compliant. so dxvk may be translating to a newer version of Vulkan, which would be an advantage

rocky hemlock
#

It wouldn't be the first time DXVK improves performance, it does miracles to GTA4

ocean hollow
#

mm. Vulkan 1.3 has the shader pipeline improvements. maybe that's what DXVK 2.3.1 is translating to

#

yes, now you know why I run Linux ๐Ÿ˜Š

ocean hollow
#

it's not as fast on raytracing though. although that's changing

#

the biggest difference is just 50fps on Linux feels like 90fps on Windows

rocky hemlock
#

Lower latency?

dense thunder
#

when frame gen is usable in linux and RT performance catches up more ill probably swap

#

if i had AMD i probably would've swapped awhile ago tbh

ocean hollow
#

DirectX flip is a big improvement but doesn't feel as smooth as Linux

#

yes I'm so tired of windows

#

but alas no FG for 30 series I think

rocky hemlock
dense thunder
#

no FG for 30 series, yeah. i think you can still use AMD FSR3, though

rocky hemlock
#

Yeah I find I almost always need to use frame rate limiter even if I'm hitting display native refresh rate

ocean hollow
#

... but I have VRR?

rocky hemlock
#

Yeah, even with VRR

#

I usually cap the frame rate to avoid fluctuations as much as possible

#

Also helps to avoid oled VRR flicker somewhat

ocean hollow
#

I'd rather just use Linux ๐Ÿ˜‚

#

these are pretty much the reasons I moved

#

it started with a Windows update but where the cursor was clicking about 40px up and left of where the cursor actually was

#

which was just the last straw at the time lol

#

and then I played a few games in Linux and was like .. oh wow wtf

#

the only reason I still have windows in dual boot is I haven't had a chance to virtualize it yet

narrow wren
#

you can still use special k too

#

but its buggy

rocky hemlock
#

I was talking about Windows only
I'm too stupid for Linux

ocean hollow
#

no you're not

rocky hemlock
#

YES I AM

ocean hollow
#

just use nobara linux, it does everything for you, and is made by the guy who works on proton-GE (GloriousEggroll)

#

NO YOU AMT

narrow wren
#

Ugh look man I tried Nobara linux once

#

I couldn't get games to stop having shader comp stutter

#

And I was on amd too

rocky hemlock
narrow wren
#

Gpl worked, but this was during the early gpl days

rocky hemlock
narrow wren
#

So it sucked

#

It'd just peg your cores on the gow title screen for a whole minute

#

If you tried rushing through it you'd get visual bugs

#

No shader cache yet either

#

Ended up just giving up on it. And sticking to the steam deck being my only Linux system

#

The shader cache stuff works there

ocean hollow
#

dammit, i can't force vulkan

#

it has to be DXVK

rocky hemlock
narrow wren
#

Yea

#

They announced it back when the deck was revealed basically lol

rocky hemlock
#

Nice

narrow wren
#

Still nothing though

#

Holoiso is our best bet

ocean hollow
narrow wren
#

It was still during the deck times

ocean hollow
#

a lot has happened in 12 months from Valve, Intel, AMD, NVidia

narrow wren
#

So fossilize or whatever was functional

#

It just wasn't working on my system for some reason

ocean hollow
#

interesting

#

this is caused by tiled deferred shading

ocean hollow
#
  • fixed light occlusion not working (screen going bright) by enabling a small minimum (1,000... default 1,000,000) for tiled deferred shading again
  • adjusted shader compilation timing and threads to further reduce hitching
  • increased lighting draw distance from 1.0 to 1.5 which includes a lot more lights (this setting is expensive, but seems to be working okay)
  • increased view distance scale to 2.0
  • slightly reduced foliage occlusion count
  • reduced occluder distance from 200m to 100m
  • reduced subsurface scattering strength (scale) from 1.5 to 1.2. 1.0-1.1 is ideal for cut scenes, 1.4-1.5 is ideal for in-game. this is a balance
  • reduced textures and virtual textures per frame to further reduce hitching
  • disabled more debug/stats
ocean hollow
#

does anyone know why i'm getting a crash trying to use DXVK 2.3.1? D3DRHI->GetFactory()->CreateSwapChain

#

nvm

ocean hollow
#

this should be pretty smooth now

  • adjusted shader timing and batch sizes for DXVK, it should work well with both DX11 and DXVK now
  • removed upstream pipeline bottleneck (increased s.MaxInitResourcesPerFrame to 100 - this is a drum-buffer-rope problem)
ocean hollow
#
  • significantly improved temporal upscale ("dynamic resolution") quality so it's now playable ... 50% extra fps
  • minor optimisations
  • increased DoF quality for non-cut-scenes
  • increased D3D11 zero buffer memory from 4MB to 16MB
  • increased streaming temp CPU memory to 6GB
  • completely disabled tiled deferred shading (it's pretty broken)
ocean hollow
#

new dynamic res

#

30-40% better fps is probably more realistic

ocean hollow
#

who needs dlss anyway

#

this is running really nicely

#

in DXVK or dx11

quiet oriole
ocean hollow
#

holoiso is dead

#

nobara or cachyOS

#

cachy is probably a bit bleeding edge for

narrow wren
#

Rip

ocean hollow
#

cachy and nobara both share code

#

I hate lethal company

ocean hollow
#

yay fixed another hitch from GC clustering

#

๐Ÿ™„

#

omg I love this game

quiet oriole
#

When Ayaneo announced they would use SteamOS for a new budget-oriented device... only a day later admitting it was actually based on HoloISO, which was at the time already hugely outdated... only to drop the whole SteamOS/HoloISO idea a while later ๐Ÿคฃ

#

In my opinion: Ayaneo is a joke by just constantly pumping out new versions of their handhelds with the most bleeding-edge powerful hardware.... Which they will likely never be able to properly support long-term. Plus Windows is still not really ideal for handhelds...

#

12 models they have released so far if my count is correct.

#

15 if you also count their "retro-like" products

#

Also love how the hardware in that is so much more powerful than Steam Deck's hardware, but they are often only 10 to maybe 50% faster ๐Ÿ˜‚ SteamOS is seemingly much better optimized. See for some good benchmarks: https://www.youtube.com/watch?v=lffnqmn_GoU

With the cross-gen era now mostly behind us, we're starting to see games like Alan Wake 2 and Avatar: Frontiers of Pandora push boundaries on current-gen machines... so how do the most advanced PC handhelds hold up? Are they capable of delivering a decent experience on this new breed of demanding game? Rich examines the Lenovo Legion Go, OneXPla...

โ–ถ Play video
ocean hollow
#

they probably run nobara well tbh

#

if not I can see if we can add support

#

(nobara runs on steam deck)

quiet oriole
ocean hollow
#

true. we support Lenovo, Asus, and Microsoft laptops/tablets as well as steam deck and some other hardware ๐Ÿค”

narrow wren
#

Ah

#

Can't forget about bazzite

ocean hollow
narrow wren
#

Dope

#

I saw this one Nobara dev over in lgd

#

Who has his deck on bleeding edge kernels and whatnot. So he posts a lot about the issues he encounters.

ocean hollow
#

but a lot of the newest hardware is all properly supported now

quiet oriole
ocean hollow
#

๐Ÿ˜‚

quiet oriole
#

๐Ÿ˜‚

ocean hollow
#

great minds ๐Ÿ˜‚

quiet oriole
#

My mind goes dirty far too quickly... Good slightly sexists series like Boston Legal aren't really helping with that haha

#

Working at a secondary school regarding IT and my mind caused me to inadvertently make comments that could be seen as advances towards a female student... oops..... Immediately said sorry of course as soon as I realized it haha.

#

Though my hallmates have been truly suffering because of my existence ๐Ÿ˜ˆ

ocean hollow
#

so much testosterone ๐Ÿ˜‚

#

tbh I see so much man and woman hating online lately I just want men to know all the 95% of women who aren't on YT/Tictoc/OF we still love them ๐Ÿ˜Š

quiet oriole
# ocean hollow oh I love Boston legal!

"Hi, Alan Shore" Wanting to shake hands with a woman after peeing at the toilet "Surely you intent to wash that hand first" > "I keep an extremely clean penis" ๐Ÿ˜‚

ocean hollow
#

lmao

quiet oriole
#

"Ah, you want something from me. I guess it is sex, let me take my clothes off."

quiet oriole
quiet oriole
#

Or "If you keep yelling, you owe me sex" (don't know if that one is from Boston Legal tbh)

ocean hollow
#

I like californication too lmao. I need to watch it again

quiet oriole
ocean hollow
#

it's David Duchovny

#

you're welcome

quiet oriole
#

Loved Boston Legal, because the jokes are incredibly sexist and rude, but they make it all so rediculous that you know they mean nothing with it haha

ocean hollow
#

yes it's such a breath of fresh air

#

my goal is usually to offend everyone in one statement. I don't like to discriminate ๐Ÿ˜‚

#

my husband usually tells me "you can't say that!" ๐Ÿ˜‚

#

when I've just offended several groups in a single sentence ๐Ÿ˜‚

quiet oriole
#

Or me telling a hallmate kinda "You think I'm rude specifically to women? Don't worry, I treat everyone the same and equally... crappy"

#

(I'm eventually nice to everyone, but just like to joke around a bit haha)

#

I'm lately tempted to scare one of my new younger hallmates... she's so innocent, but sadly she has thus been falling victim to a large Adrenaline spike daily for the last few weeks... oops

#

Also know a guy at the gym, who is a bit of a boy-scout, bit like James Wilson from House MD. So, can't resist to tease him now and then about whatever I can think of. Like seeing his face go all like "Euh, ok, don't know how the fuck I should respond to this". No sexual jokes, typically at least haha, but mainly me joking about him talking to girls in the gym and his dating-life

quiet oriole
#

Long before that somebody didn't believe me on that he was such a boy-scout, so said like "if I would hit him on the shoulder, he won't hit me back". Person didn't believe me, so had to test the hypothesis.... The guy at the gym looked really confused afterwards and turned out I was right haha

#

Yeah, sorry, horrible person here

ocean hollow
#

I think

ocean hollow
#

ngl, House is hot ๐Ÿ˜‚

quiet oriole
ocean hollow
#

oh yeah ๐Ÿค”

quiet oriole
#

Wilson is House's best friend

#

Btw, the sexual bickering between house and cuddy is just ๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜๐Ÿ˜

#

But need to sleep, so bye

ocean hollow
#

I could watch this all day ๐Ÿ˜‚ https://youtu.be/CiFclbeiwpo

Much to his own annoyance, House becomes fascinated by the newest patient at Princeton Plainsboro Teaching Hospital, who researched Houseโ€™s โ€˜workโ€™ in-depth upon arriving to the hospitalโ€ฆ

Stream full seasons on Peacock:ย https://pck.tv/39BlAG0

From Season 7 Episode 23 ''Moving On'': The team treats a seriously ill performance artist (Shohreh Agh...

โ–ถ Play video
#

nn ๐Ÿ˜Š

ocean hollow
#

100% fixed here

ocean hollow
#

I'm having so much fun

#

dxvk is a little smoother, but probably 80-90 fps in DX11 vs DXVK 2.3.1 60-70 fps ?

#

I'm looking forward to finishing this and hopefully working out survivor next

rough moss
#

runs a little heavier for me for sure at native 4K with a 3080 Ti, but looks really good

ocean hollow
ocean hollow
#

yes i turned up the lighting distance 50% ... a lot of the indoors lights pop in constantly with the default settings. it's a LOT better with 50%, but this is an expensive option

rough moss
#

Will have to try it with RTSS running.

ocean hollow
#

I'll move lighting distance to scalability (video settings) later

#

I think I just worked out the actual command to enable all cores via the ini files

#

well, llama did

#

chatgpt 4o just gave me pages of nonsense

#

IQ of 155 my cute butt

rough moss
#

more core suage in UE4?

rough moss
#

Iโ€™d say my GPU usage is pretty low with the 60 FPS lock

#

Using RTSS

ocean hollow
#
  • reduce more hitches to do with frame timing
  • reduced streaming boost from 2.0 to 1.5... 1.5 fixes a lot of popin, 2.0 is more costly but has little improvement
  • limited shadow predraw from unlimited to 1.0ms per frame
  • enable all settings for Linux
ocean hollow
#

r.StaticMeshLODDistanceScale=1.0 (default - left) ... = 1.5 (right)

#

1.0 (left) ... 3.0 (right)

#

this setting is a bit buggy. i think i'm going to increase mesh quality in the mesh definitions

rough moss
deep sonnet
rough moss
#

With DXVK gpla async or whatever itโ€™s called the game runs really smooth outside of when it encounters a new shader for the first time.

quiet oriole
#

Plus watch some episodes with a hallmate whenever he does in the kitchen

#

Never bores me haha

ocean hollow
quiet oriole
ocean hollow
#

ohh it's backwards ๐Ÿคฆโ€โ™€๏ธ

#
r.StaticMeshLODDistanceScale | 0x60 (, Scalability)
        Scale factor for the distance used in computing discrete LOD for static meshes. (defaults to 1)
        (higher values make LODs transition earlier, e.g., 2 is twice as fast / half the distance)
#

of course it is. why would it be the same as every single other distance scale

ocean hollow
quiet oriole
#

BR4P maybe?

#

@odd gulch have you ever watched House MD?

rough moss
quiet oriole
ocean hollow
# rough moss Does it actually make a difference?

it will depend on the game. it makes less of a difference on FO but games like Hogwarts seem a lot more stuck on just a few cores. but this is also because the devs switched out UEs shader compilation with another one (I can't remember the name) and didn't configure it properly

ocean hollow
#

fuck the 7th sister

odd gulch
ocean hollow
ocean hollow
#

this is how ... by specifying ScreenSize that the LOD is reduced at

ocean hollow
#

for my own reference

ocean hollow
#

okay

  • increased quality of tree meshes
  • increased some other mesh qualities
  • adjusted mesh LOD distances / screen percentage
  • enabled bokeh for DoF for non-cinematic
  • incresed static mesh LOD distance by 50%
  • reduced texture streaming to 2 per frame
  • reduced Respawn reflections to 2 per frame
rough moss
#

Do you think texture upscales would help with either game? @ocean hollow

ocean hollow
#

I've just kept them at the higher res. the higher res meshes also look kind of amazing

rough moss
#

did notice more like mesh transitions but i donโ€™t know if thats DXvK iโ€™m trying

ocean hollow
#

hmm yes I'm still fiddling

#

dxvk seems to get more hitchy the longer you play

jovial patio
#

there's no fixes for jedi survivor yet?

ocean hollow
#

no I'm waiting for the patch

jovial patio
dense thunder
#

they're working on one, actually

deep sonnet
jovial patio
#

Going to need a source on that

rocky hemlock
quiet oriole
#

See SteamDB

ocean hollow
#

hi! this is the experimental version that doubles some mesh qualities (especially trees, vegetation) to compensate for some lower poly meshes i've seen in various places.

it also moves r.StaticMeshLodDistanceScale to scalability (video settings), so "Epic" View Distance = 0.75 (which is 50% farther mesh view distance), "High" is back to 1.0. this fixes many objects which change in front of your eyes, but not all of them (i'm trying to balance performance). thanks to @deep sonnet for this fix.

to balance/control the above CVar, i've also reduced the screen size/percentage meshes reduce quality at, again trying to prevent meshes from obviously changing in front of you.

disabled garbage collection clustering and parallelism altogether just as a test, i think it might be causing a final (hopefully) hitch

finally, i've added a script to delete Jedi FO and Nvidia shader caches, which is probably wise at this point, given all the changes made. there is a picture of how to clear the AMD shader. this won't clear your user PSO caches if the game has created one (which catches hopefully the last remaining pipeline state objects)

lmk how you go! ๐Ÿ˜Š

ocean hollow
rough moss
#

getting this error on crash:
LowLevelFatalError [File:Unknown] [Line: 1800] Failed to find shader map for default material WorldGridMaterial(/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial)!

ocean hollow
ocean hollow
#

make sure to install dxgi.dll and d3d11.dll

#

i should probably check that mine runs ๐Ÿค”

ocean hollow
#

debugging

ocean hollow
#

oh wow that's smooooth

#

i wonder if i should be deleting the compute shaders as well

#

๐Ÿค”

deep sonnet
#

But yes, that setting is quite taxing once you go under 1.0 values and 0.75 is definitely the sweetspot as far as I could tell checking on Survivor.

#

I still owe you some r.Shadow.DistanceScale comparison screenshots. Haha.

ocean hollow
ocean hollow
#

i managed to play through two save points tonight then got back to work ๐Ÿ˜‚

quiet oriole
copper lynx
quiet oriole
#

If they are gonna fix any performance and hitching issues, I would be amazed

copper lynx
quiet oriole
copper lynx
#

I know the devs care and want to fix things, but fuck management for not letting them

quiet oriole
dense thunder
#

i feel like some of the Denuvo performance claims have been all over the place

#

does it affect it?

#

jedi survivor might feel a little better if so

rough moss
#

i feel like i've watched every denuvo before and after video there is on YouTube, it's case by case it seems to be if removal helps any

#

i will say it won't hurt

dense thunder
#

yeah I do feel like Iโ€™ve seen a lot of contradictions there

#

it helped in village according to earlier benchmarks. it helped in Callisto Protocol supposedly

quiet oriole
#

And it was coupled to in game actions in the beginning

#

Which caused frame drops

#

Which was fixed later on

dense thunder
quiet oriole
#

Df did a video on it

#

Resident Evil Village for PC has been fixed, addressing the DRM performance issues. But does the patch fix all of the issues, and how does AMD FidelityFX Super Resolution compare to native rendering and the game's pre-existing interlace mode?

FidelityFX Source Code: https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/ffx-fsr/ffx_fsr1....

โ–ถ Play video
ocean hollow
# dense thunder i feel like some of the Denuvo performance claims have been all over the place

it seems this way with UE in general. I played v2.3 for an hour last night and it was buttery smooth, someone else tried it and it was a hitch fest. what's different?

UE is very sensitive to

  • having control flow guard enabled
  • having Defender or any AV scanning the folders OR exe
  • on AMD, possibly memory integrity
  • reBar should be enabled
  • AMD Chipset drivers miss some critical drivers, you HAVE to run their driver auto detect tool
    -SSDs more than 80-90% full
  • probably a few things I'm forgetting that are listed on the mod pages
#

I know all those things are controlled for on my PC. in mod posts a LOT of issues are fixed by doing them. Hogwarts for example of the ~4000 posts, there were only a couple of people who we couldn't resolve issues, and there was suspected hardware problems. granted I don't know 100% responded to my messages, so it's hardly a study, but it's probably some of the better data I've seen

#

also if those above things are not controlled for, systems like denuvo can amplify problems. keep in mind that when testers are testing, they will also find and solve system level problems like the above, so their PCs are also probably "ideal".

this is my biggest argument about games testing

  1. they should be tested on lower end PCs (I don't believe they are - it's simulated by e.g. restricting vram)
  2. testers should be properly trained. it's actually a high skill job. if you're going to invest in good game developers, bet your boots you should invest in good testers
ocean hollow
#

starting on survivor

copper lynx
#

haven't played it in a long time but thinking about replaying before returning to survivor

quiet oriole
ocean hollow
ocean hollow
ocean hollow
#

there's a few critical settings that I got wrong in survivor

#

and there's a few settings relating to grass / foliage that slow down respawns RT enormously

#

it does about 4 translucency type passes through vegetation. which looks amazing, but is just too expensive when there's 1,000,000+ polys on screen

ocean hollow
#

I'm wondering if I can do a cheaper version of their RT with some visual compromise

quiet oriole
ocean hollow
#

yes but mostly grass. what happens is the grass starts looking less translucent (so, more like raster)

#

but I'm hoping there's an in-between

#

(together with reducing grass polys)

#

as I say the issue with survivor is there are some super low poly trees and logs, combined with super high... so this might need manual fixing. if anyone's good with UE assets... nows your chance to help ๐Ÿ˜Š

#

bc this is the only reason I can't reduce tree polys which also cause RT issues

#

(and I didn't know about the characters on screen issue, they may be poorly optimised too)

#

basically survivor assets are built out of FO assets and purchased asset packs

odd gulch
#

Jedi survivor is like 50% off rn

#

What is the current state of things?

#

Is it playable now with the mod?

rough moss
#

what's in your rig?

#

what is playable to you?

red moth
#

it stutters like shit with ray tracing

#

sammi says that with rt off her mod fixes stuttering

#

idk if that includes fixes to the animation stutters that df pointed out

rough moss
#

I played it with RT off, 4K 60 with DLSS Quality and it ran well enough vanilla on a 5800x3d/3080 Ti/ 32 gb 3600 CL18 ram

#

used the mod at points but didn't use ray tracing ever

jovial patio
red moth
#

ya honestly stutter can make some games straight up not enjoyable

#

idk how I even finished the game

#

get sekiro

#

fallen order/survivor takes some cues from sekiro/souls with its combat

#

but the feeling of parrying is significantly worse

#

and they do that annoying thing where it goes into slow mo every time you parry

#

so you can't get a proper rhythm

#

hdr is good at least

rocky hemlock
#

Those Jedi games are fine, I guess
But
If you want souls like there are better games to play
If you want metroidvania there are better games to play
If you want ARPG there are better games to play

#

Problem with Fallen Order/Survivor is that those games never reach a critical mass

#

Like, they have everything they need to archive greatness, they just never reach for it

#

That plus shocking amount of jank for a AAA releases

red moth
#

Ya the platforming is actually pretty solid

#

Puzzles are decent

#

They jog your brain enough to be entertaining

#

Hard for me to rate the game cause of how much the performance sours the experience

#

I suspect I would like it almost as much as Ragnarok if it ran well

#

Ragnarok was a solid 7 for me

#

Maybe 7.5 even

#

So Iโ€™ll give Jedi a 5. Would be a 6.5 if it ran well

rocky hemlock
#

Aside from the technical issues there is nothing in those games that is objectively bad, it's that there is also nothing that's objectively great
They are almost, like, grown in a lab to be a perfect 7/10

red moth
#

Graphics are objectively great

#

But ya gameplay wise nothing is great

#

Actually Iโ€™d say the bloat is kinda annoying

#

Not much benefit to Koboh being so big

#

Also the backtracking is boring

rocky hemlock
deep sonnet
#

Finished it yesterday. Enjoyed FO way more.

dense thunder
#

honestly i loved jedi survivor a lot. fallen order was good too but

#

i just wish the performance problems were not as pronounced

deep sonnet
#

For me the story felt a bit clueless at times and the open world approach did not help it either. The final stages were more intense and I enjoyed those. But FO made me feel more thrills and awe. Also the game have like 2 biomes that are either barrens with a bit of forest or a desert with a bit of barrens. Coruscant is a waste since we don't experience much of its metropolis side and spend most of the time in rooftops.

#

For me FO had way more unforgettable moments and places than Survivor. Just that. Haha.

rocky hemlock
#

Yeah, for a game sold as an cinematic action adventure, having like 3 biomes and one decent setpice is pretty poor

#

In general, Survivor really doesn't build on the foundations laid by the FO in any satisfying way, there is no iteration on the mechanics or the way player interacts with the game, it's just more content for the sake of more content

#

It really feels like the critical reception is carried entirely on the back of the IP and visuals here

#

I also saw people unironically calling it the greatest story in the SW game or the greatest SW story in the Disney era
Like, opinions and all, but my god, what is the media diet of those people?
The twist regarding certain character is so obvious that it makes Cal seem like an idiot for not seeing it coming from mile away

#

Not to mention legitimately groan worthy stuff like ||Vader AGAIN, Boba Fett, Bode being a former Jedi, Merrin romance coming out of nowhere, and Bode's kid being this perfect little angel that has zero issues with people that murdered her father right in front of her||

#

||Cal's dark side ark is also laughable, he gets pissed at the empire (like he wasn't before?) tries to choke the admiral guy, Merrin tells him to knock it off and he's immediately back to normal, lol||

deep sonnet
#

Spot on.

ocean hollow
#

it's insane how much of an improvement they made in later versions

ocean hollow
dense thunder
#

not yet! havbe you done one new for jedi survivor?

narrow wren
odd gulch
#

ugh i just really want to play this game but I keep hearing that the performance is still bad

#

how much does the Ultra+ mod for this game improve things?

ocean hollow
#
  • Now correctly detects fast travel & prepares PTNext
  • Completely reworked game load/unload detector circuit
  • Fixed crazy window sizing
ocean hollow
ocean hollow
ocean hollow
#

i haven't had a chance to look at Survivor again since my laptop died but i will get to ti

#

*it

odd gulch
#

it's fixed?

#

i never had any real issues with FO

ocean hollow
ocean hollow
dense thunder
#

honestly worth replaying for the higher settings

#

and lower end desktops really benefit from other optimizations

#

that said Iโ€™ll hold off any survivor playthrough until you do your thing

jovial patio
#

unless they plan to fix the camera stutter, i'm not touching the game ever

odd gulch
odd gulch
ocean hollow
#

i won't get to survivor for likely a month

jovial patio
sturdy fractal
#

it's still going

#

grand total

sturdy fractal
#

582 shaders needed to play the intro movie

red moth
#

is having so many different shader permutations something you're supposed to avoid in dx12

#

and is that likely a result of developing for console first

ocean hollow
sturdy fractal
#

this puts it as #2 most shaders i've dumped. after batman arkham knight

dense thunder
#

could that be a part of the problem with the performance of the game?

sturdy fractal
#

there's a shader that runs that fills a buffer, and like once per slot. it runs 200 times per frame before rendering. never seen anything like that

#

they definitely messed with the tonemapper as well

quiet oriole
#

Any theories as to why Respawn would have done anything this way? To maximize quality, stupid UE-defaults, having to rush things so doing them inefficient is allowed or just some lack of technical knowledge on how to do those things properly?

#

Or maybe too much outsourcing and thus loosing good overview and quality-control over the changes made to the core engine code for the game?

rocky hemlock
#

All at once? But mostly rushed development cycle I recon

quiet oriole
sturdy fractal
#

they botched the arri c3 lut sampling #1258518848064454708 message

#

like, i'm not a big fan of unreal, but why is it almost every time somebody decides to "add on" they bork something

rocky hemlock
#

Probably because they want to bend the engine to their liking and do this in the most hacky way possible

quiet oriole
#

Sad that it seems EA doesn't allocate enough budget to fix issues in their games; both Jedi-games and the Dead Space Remake still suffer from major issues.

#

From what I heard, especially Motive didn't like the technical state of their game, but didn't get the budget to fix it.

rocky hemlock
#

Although HDR might be a one thing the game does well, at least from the end user perspective

sturdy fractal
ocean hollow
#

Survivors 3D is very unusual

sturdy fractal
ocean hollow
#

it looks like some kind of reservoir based path tracing

sturdy fractal
ocean hollow
#

you can see it using a temporal reservoir on distant RTGI

#

spatiotemporal

#

I've never seen anything like it

ocean hollow
sturdy fractal
#

yeah

ocean hollow
#

@sturdy fractal one immediate problem I noticed is the 3D "rays" or "passes" on vegetation take a lot of time. I'll see if I can find the command to reduce them

#

what do they do? ... nothing ?

sturdy fractal
#

it just writes to a buffer, like a couple of bytes per shader

#

200 times, even for the intro movie

ocean hollow
#

oh okay I thought you meant full screen write

sturdy fractal
#

it's just unorthodox. also they do their custom vignette math in PQ, not linear

#

just a mess

#

might even be double tonemapping

#

or triple (not sure yet)

ocean hollow
#

that tracks. well i think their 3D plugin is quite brilliant, but madman brilliant. not elegant brilliant

#

it works. it's kind of amazing. is it production ready? noooo

#

it's close though

#

finding commands

#

oh, there's a lot of UE debugging left turned on too. some weirdness could be that

#
r.GPUStatsEnabled                            ; LOOK
r.GPUTracingStatsEnabled
r.GPUCrash.DataDepth=0                        ; (-1)
r.SkinCache.Debug=0.0                        ; (1.0)
r.ForceDebugViewModes=2                        ; (1)
r.XGEShaderCompile.Mode=2                    ; (2)
;r.ShowShaderCompilerWarnings=0                ; (0)
;niagara.ShowShaderCompilerWarnings=0        ; (1)
r.CompileShadersForDevelopment=0            ; (1)
r.EnableDebugSpam_GetObjectPositionAndScale=0        ; (1) disable particle logging
;r.AOUpdateGlobalDistanceField                ; (1) DFs not used (this crashes FO)
memory.logGenericPlatformMemoryStats=0        ; (1)
fx.ParticlePerfStats.Enabled=false            ; (true) TEST
fx.EnableCircularAnimTrailDump=0            ; (2)
p.Chaos.VisualDebuggerEnable=0                ; (1)
r.VT.EnableFeedBack=1                        ; (1)
net.ShareShadowState=0                        ; (1)
net.ShareSerializedData=0                    ; (1)
;p.RigidBodyNode.EnableSimulation=0            ; (1)
r.MaxVertexBytesAllocatedPerFrame=1073741824                ; (33554432) 32MB -> 1GB before starting panic logging
r.ReadBuffer.MaxRenderingBytesAllocatedPerFrame=1073741824    ; (33554432) 32MB -> 1GB before starting panic logging

this will disable most of the debug and stats

#

it's these i think

r.RayTracing.Respawn.SamplesPerPixel                        ; (1) improve pulsing of some low-pixel areas
r.RayTracing.Respawn.BlueNoiseDithering                        ; (2)
r.RayTracing.Respawn.ShadingSequenceLength                    ; (3)
r.RayTracing.Respawn.ProbeR2Seq                            ; (1)
r.RayTracing.Respawn.ProbeResolution                        ; (8)

one of them especially is the difference between fps or crash with high vegetation

ocean hollow
#

@sturdy fractal if you can see why r.Streaming.UsePerTextureBias=0 causes a freeze when opening the menu/map there's a potentially big speedup by disabling it (40-50% fps?)

sturdy fractal
#

untonemapped / no LUTs

ocean hollow
#

it could be worse lol

sturdy fractal
#

With SDR LUTs at 1.5x

#

With ACES on the SDR x 1.5 (no custom shaders)

jovial patio
#

new HDR mod? ๐Ÿ‘€

sturdy fractal
#

does the game render in AP1? or SRGB? based on the unreal settings?

sturdy fractal
#

i need to free up some disk space

ocean hollow
#

from memory it didn't respond to UE tonemapper commands

sturdy fractal
#

the input for ACES is clamped, which makes no sense for it to come out with more luminance unless they're doing that Cyberpunk style stretching

ocean hollow
#

these are some defaults

r.HDR.Aces.SceneColorMultiplier | Float | 5.000000 | 0x20 (RenderThreadSafe)
r.HDR.DarkExposure | Float | 0.000000 | 0x2000020 (RenderThreadSafe, SetByGameSetting)
r.HDR.DarkExposure.MaxOffset | Float | 3.000000 | 0x20 (RenderThreadSafe)
r.HDR.Display.ColorGamut | Int32 | 0 | 0x60 (RenderThreadSafe, Scalability)
        Color gamut of the output display:
        0: Rec709 / sRGB, D65 (default)
        1: DCI-P3, D65
        2: Rec2020 / BT2020, D65
        3: ACES, D60
        4: ACEScg, D60
r.HDR.Display.OutputDevice | Int32 | 0 | 0x60 (RenderThreadSafe, Scalability)
        Device format of the output display:
        0: sRGB (LDR)
        1: Rec709 (LDR)
        2: Explicit gamma mapping (LDR)
        3: ACES 1000 nit ST-2084 (Dolby PQ) (HDR)
        4: ACES 2000 nit ST-2084 (Dolby PQ) (HDR)
        5: ACES 1000 nit ScRGB (HDR)
        6: ACES 2000 nit ScRGB (HDR)
        7: Linear EXR (HDR)
        8: Linear final color, no tone curve (HDR)
        9: Linear final color with tone curve
r.HDR.EnableHDROutput | Int32 | 0 | 0x2000020 (RenderThreadSafe, SetByGameSetting)
        Creates an HDR compatible swap-chain and enables HDR display output.0: Disabled (default)
        1: Enable hardware-specific implementation
r.HDR.MidExposure | Float | 0.000000 | 0x2000020 (RenderThreadSafe, SetByGameSetting)
r.HDR.MidExposure.MaxOffset | Float | 1.000000 | 0x20 (RenderThreadSafe)
r.HDR.UI.CompositeMode | Int32 | 1 | 0x20 (RenderThreadSafe)
        Mode used when compositing the UI layer:
        0: Standard compositing
        1: Shader pass to improve HDR blending
r.HDR.UI.Level | Float | 4.000000 | 0x20 (RenderThreadSafe)
        Luminance level for UI elements when compositing into HDR framebuffer (default: 1.0).
jovial patio
ocean hollow
#

r.HDR.EnableHDROutput=0 so, disabled

sturdy fractal
#

yeah, but by default. it runs ACES with 0.01 and 1500

#

neither are standard

ocean hollow
#

r.Photomode.DisableHDR=0

sturdy fractal
#

i'm seeing 3u for TONEMAPPER_OUTPUT_ACES1000nitST2084

ocean hollow
#

yeah, i think they have their own tonemapper

sturdy fractal
#

they have two Arri C3 800EI luts

#

one for color, one for luminance

#

and then they still feed it into ACES

ocean hollow
#

r.AllowHDR=1 ; default

#

you could try setting ShowFlag.Tonemapper=1 to try and force enable the UE tonemapper

sturdy fractal
#

i'm working it backwards from the lut sampling, almost there:

// Custom?
  float _491 = mad(0.0473663508892059326171875f, _486, mad(0.3395121395587921142578125f, _483, _480 * 0.613191545009613037109375f));
  float _497 = mad(0.013450006954371929168701171875f, _486, mad(0.916335761547088623046875f, _483, _480 * 0.070206917822360992431640625f));
  float _503 = mad(0.869606792926788330078125f, _486, mad(0.10956729948520660400390625f, _483, _480 * 0.02061887271702289581298828125f));

  // AP1 => ARRI Wide Gamut (with Bradford)
  float _509 = mad(0.05743134021759033203125f, _503, mad(-0.096242554485797882080078125f, _497, _491 * 1.03881204128265380859375f));
  float _515 = mad(0.1847389042377471923828125f, _503, mad(0.859861314296722412109375f, _497, _491 * (-0.044603057205677032470703125f)));
  float _521 = mad(0.958378970623016357421875f, _503, mad(0.0513990223407745361328125f, _497, _491 * (-0.0097798742353916168212890625f)));

  // Alexa Wide Gamut Y
  float _523 = dot(float3(_509, _515, _521), float3(0.2919540107250213623046875f, 0.82384097576141357421875f, -0.11579500138759613037109375f));
#

so what goes to ap1 is the last question

#

looks like BT709 to AP1 with bradford again

ocean hollow
#

idk how you find what's connected to what

sturdy fractal
#

it just renders really red so i was a bit confused

#

but that's bt709... apparently

ocean hollow
#

it doesn't look like 709 ๐Ÿค”

sturdy fractal
ocean hollow
#

my screen is 709

sturdy fractal
#

LUTs really change the color

ocean hollow
#

mmm

#

i'm gonna try and force the UE tonemapper

sturdy fractal
#

the matrixes come out backwards left to right in decompilation

ocean hollow
#

๐Ÿ˜„

#

also idk how they can ship it with the intro animation so jerky

sturdy fractal
#

publishers aren't devs

#

they probably didn't care

ocean hollow
#

yes. they've had several patches to fix it though.

sturdy fractal
#

definitely unreal's aces:

#
// AP1 => AP0
float _3063 = mad(0.16386906802654266357421875f, _3060, mad(0.140678703784942626953125f, _2897, _2733 * 0.695452213287353515625f));
float _3066 = mad(0.095534317195415496826171875f, _3060, mad(0.859671115875244140625f, _2897, _2733 * 0.0447945632040500640869140625f));
float _3069 = mad(1.00150072574615478515625f, _3060, mad(0.0040252101607620716094970703125f, _2897, _2733 * (-0.0055258828215301036834716796875f)));
// AP0 => AP1
float _3072 = mad(-0.214928567409515380859375f, _3069, mad(-0.236510753631591796875f, _3066, _3063 * 1.45143926143646240234375f));
float _3075 = mad(-0.0996759235858917236328125f, _3069, mad(1.1762297153472900390625f, _3066, _3063 * (-0.07655377686023712158203125f)));
float _3078 = mad(0.99771630764007568359375f, _3069, mad(-0.0060324496589601039886474609375f, _3066, _3063 * 0.0083161480724811553955078125f));
#

ap1 to ap0, and then right back again

ocean hollow
#

lol what

sturdy fractal
#

it's part of of the way ACES functions are built. it does operations with ap0 as input, goes to ap1, and returns it back to ap0 at the end of the function.

#

the compiler doesn't optimize inverse matrices

#

AP0 is the "storage" format, and AP1 is the "working" format. so you feed it storage format, it does work, and converts back. but when you chain those functions, it's a lot of switching back and forth

ocean hollow
#

like transforming in a particular colour space?

#

wow, apparently i'm running RT at 130 fps now

#

1600p lol

sturdy fractal
#

with the d3d12 proxy?

ocean hollow
#

idk how

#

it's still jerky

sturdy fractal
#

none of this code makes any goddamn sense

#
float _785 = _629 - _659;                    // lut_out_linear - lut_out_log r
float _786 = _630 - _669;                    // lut_out_linear - lut_out_log g
float _787 = _631 - _679;                    // lut_out_linear - lut_out_log b
#

linear - log? what

rocky hemlock
sturdy fractal
#

yeah, black floor isn't 0.02 at least. it's 0.01.

#

but it looks clamped to me

#

could also be the LUT

ocean hollow
#

yeah this RT is caching to some kind of reservoir

#

there's no control over it though

#

the other thing they do is destroy garbage without testing whether it's in use, which is a really bad idea in UE

#

@sturdy fractal can you let me know if you see PSO caching in your travels?

#

OMG they left this in here
rs.Streaming.WaitMethod ... endpoint to disable Respawn's streamer modifications!

#

this was basically the fix in FO, to disable Respawn's streamer modifications then configure UE's streamer correctly

#

they also have some method for rs.ParticleWarmupTimeEnabled which i figure is similar to background shader compilation

#

?

ocean hollow
ocean hollow
#

hmm, something wong

ocean hollow
#

that's better

ocean hollow
#

rgh wtf

ocean hollow
#

hmm can't enable the DX PSO disk cache

ocean hollow
ocean hollow
#

okay, workin

sturdy fractal
#

Were you able to get Pix to trace the game? I don't know what those buffers are for, but there's way too many IMO

ocean hollow
#

to be completely honest the idea of trudging through 18000 shaders is not appealing right now ๐Ÿ˜‚

#

if there's something specific i can help with i'm happy to

sturdy fractal
#

Pix is usually pretty easier to navigate. You can see how the game draws and in what order

ocean hollow
#

oh nice, okay

#

okay v3.0-test2 don't install in ~mods .. put directly in Paks folder

  • this has NO scalability in it at all, some scalability (graphics) settings will be overridden (like shadow resolution, draw distance, etc.)
  • increased texture qualities and sharpened per v2.2
  • increased max brightness of ray tracing (based on roughness)
  • improved sky haze (disabled fast apply on opaque)
  • tried to reduce RT pop-in (this might be expensive)
  • tried to reduce the cost of Respawn diffuse RT (foliage, HLODs, which seem to be the main problems)
  • fixed some more white flashes at doors
#

left: stock RT, right: brightened

#

left: stock, right: brightened

#

(difficult to capture because the light/clouds are always changing)

#

basically i felt the grass was too bright for the rest of the scene... i reduced the grass brightness but it looked dull, so i increased the scene brightness and i like it

#

left: default, right: brighter RT

ocean hollow
ocean hollow
jovial patio
jovial patio
ocean hollow
ocean hollow
#

thankfully ShortFuse has given me a way to look at the shaders. from what I saw last night, most of the hitches are being caused by HLODs and foliage

#

HLODs being hierarchical LODs, where several meshes are combined in realtime to build larger objects (cliff faces, buildings). I think the problem here is several things coming together...

  1. the PSO cache doesn't appear to be used. idk what type of caching they're using
  2. the DX12 disk cache is broken or disabled. this is a major acceleration structure that's not available (enabling causes CTD on start)
  3. the timing of the RT has to be well integrated so when the HLODs are ready, RT can be completed. ideally you want some of the information to be available to RT before the HLODs are built (e.g. occlusion), otherwise the HLODs are built JIT (just in time) > the RT is done JIT and there is a stall/hitch (i.e. they should be partly parallelized)
  4. mesh inconsistencies. I suspect some meshes are too high poly, others are too low, meaning we can't just lower the quality of mesh groups
  5. disk caching pipeline. I'm not convinced UEs pipeline leading up to Oodle is working correctly. both Oodle and mesh resizing feel quite slow for late UE 4. this could be partly due to item (3) but it still happens without RT enabled
jovial patio
ocean hollow
#

I think I need to look in memory to see what is actually being used and what's not

sturdy fractal
ocean hollow
#

but it's all hardcoded. and yes, why tf are they creating so many

#

(I'll look later I need to do some work now)

ocean hollow
#

@sturdy fractal look what i just found

#

according to UE docs, this will add 10ms extra latency to all IO even in shipping builds

#

oh no, it should be disabled as long as r.Streaming.StressTest=0. i think ๐Ÿค”

ocean hollow
#

well i just watched the intro movie with no stutters ๐Ÿค”

ocean hollow
#
  • Re-enabled contact shadows (they're used for hair/face
  • Increased IO Dispatcher memory to 1GB
  • Disabled 10ms IO (stress test) latency on streamer
  • Increased pre-cache requests in flight to 16
  • Slightly increased skin subsurface scattering
  • Increased texture streamer parallelism
  • Reduced temp memory to 1GB
ocean hollow
#

Jedha is still a bit of a mess but I played another level with no hitches at all

#

I have some ideas for Jedha

jovial patio
#

HDR working? is there a way to tell the mod is actually working?

ocean hollow
sturdy fractal
rocky hemlock
# sturdy fractal This almost feels like sabotage. Like on purpose because they were either unpaid...

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jovial patio
#

yet 8 patches later and it's still ass

lament hemlock
#

Are you absolutely sure it does not require "r.Streaming.StressTest" set to 1?

#

I've just checked, and r.Streaming.StressTest.ExtaIOLatency is set to 10 by default in Unreal

#

It might be just a bug in Unreal code that it runs even when stress test is not enabled

ocean hollow
#

unreal 4 does have several terrible defaults

#

I would have to do more testing but I'd be surprised if just increasing the IO dispatcher cache and buffer is what fixed the intro movie ๐Ÿค”

odd gulch
#

Not sure what is more likely. That this game finally gets patched to fix the issues, or HL3 comes out

#

๐Ÿค”

rocky hemlock
#

It's not getting patched

#

Respawn probably moved on on the third one

#

People where saying that the new patch is coming b/c of steamdb activity, months later and the patch is still m.i.a

#

Folks need to stop huffing hopeium, EA doesn't give a shit and devs don't work for free ||(except Pumbo I guess)||

#

And they also not putting out last gen versions months after the game hit gamepass / EA play

ocean hollow
#

they don't know how to fix this

rocky hemlock
red moth
#

which means something could happen

jovial patio
rocky hemlock
dense thunder
#

so to clawrify where iii iinstall the .pak to its just

#

here yeah?

dense thunder
#

thanks!

#

it looks really good so far by the way, really good stuff

ocean hollow
dense thunder
#

the textures for sure are better but honestly the contact shadows make a massive difference in it of itself. i notice less stutters so far too and that's nice

#

since the biggest complaint anyone has about jedi survivor is the hitching

ocean hollow
#

okay cool, it sounds like i'm heading in the right direction

#

i'm just doing an experiment, this may help stutters more

#

vanilla cascaded shadow maps (left) ... ultra+ (right)

#

vanilla shadow draw distance (left) ... ultra+ (right)

red moth
#

Whatโ€™s the performance impact

rocky hemlock
jovial patio
#

I hate it

ocean hollow
#

but i'll add those things to scalability when i'm done (graphics settings), so you can turn them down if you want

ocean hollow
#

also check out this RT noise

#

remind you of anything?

ocean hollow
rocky hemlock
#

How would you describe it then?

#

Because it doesn't look cooked to me ๐Ÿ‘จโ€๐Ÿณ

ocean hollow
ocean hollow
#

wtf is wrong with this game

#
  • Biased vegetation by +1 mip
  • Enabled mesh streaming for several LOD groups where it was disabled
  • Increased number of mesh LODs
  • Increased cascaded shadows everywhere
  • Slightly darkened RT shadows on grass
odd gulch
#

lol

rocky hemlock
#

Steamdb activity doesn't really mean much

jovial patio
rocky hemlock
#

It's unrelated to Jank Survivor, it's just an example that steamdb activity can mean different things

#

Also, NDA's are a thing

jovial patio
#

sure but the fact is, they will never come out and tell you when the games support has ended so gamers are just left guessing on when the game is "finished", there has to be a better way

ocean hollow
#

Survivor IS using PSOs, but not much (i think). there's a 20MB cooked PSO cache in the paks, and when i force it to save out user PSOs, it does, but it's only about 6MB of shaders. so i think Respawn has replaced a chunk of UE code here

ocean hollow
#

also the HDR in this game is horrible

#

ShortFuse halp

rocky hemlock
#

Although I would recommend going to 0-50 for better contrast

#

Also, you have HDR display now? ๐Ÿค”

ocean hollow
#

ยฏ_(ใƒ„)_/ยฏ

#

and a 4090 fMeatRub

rocky hemlock
red moth
#

might be worse than nothing if there's no local dimming

ocean hollow
ocean hollow
rocky hemlock
# ocean hollow true. but what i don't understand is why do i have to tune it? why can't games a...

Jedi Survivor does that actually as long you use windows color profile with correct peak brightness, generic HDMI EDID usually reports 1500 nits regardless of the actual capabilities of the display (dunno how the display port behaves)
As for the general brightness / average picture level, most games out of the box are coming out with the very boosted midtones to make HDR more daylight friendly, despite the fact that HDR is meant for the dark room viewing, and most movies / tv shows keep diffuse white at around 200 nits or below depending on the context
https://www.youtube.com/watch?v=bYS-P2bF2TQ&t=749s

Last time, we talked at a high level about the challenges facing the consumer HDR ecosystem. Now let's get specific.

Here are our recommendations for exactly how to produce HDR content - workflow, lighting conditions, how to grade on a MacBook, rules of thumb, EOTFs, what looks good and bad, deliverable file formats - all backed up by testing ...

โ–ถ Play video
ocean hollow
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roboto slab ๐Ÿ˜ญ

ocean hollow
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that was really good

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games devs should watch it ๐Ÿ˜„

ocean hollow
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oh i forgot to disable control flow guard ๐Ÿ™„

ocean hollow
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  • Adjusted frame timing (disabled extra time allowance for some assets)

this should be pretty smooth. remember to put this directly in the Paks folder (not in ~mods)

rough moss
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will redownload to help test this week. Apperciste the work per usual

ocean hollow
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but i think the visual quality is way better and it seems to be running a lot better. i haven't tried giving it a massive pool either

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this is on my laptop, without enabling the mux, it stuttered a bit while recording in a way it wasn't, and i couldn't record HDR because idk what i'm doing, but it gives you some idea

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@sturdy fractal do you know how many shaders are sensible to compile in a batch? UE's default is 10 but this seems really low

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and is there a reason to not use virtual cores for shader compilation? HT contention?

rough moss
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that dip to 29 FPS. Whew. I did notice you donโ€™t have the distant mountains tweaking out like they did for me when you paused working on the game.

ocean hollow
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yes. keep in mind that's 1600p quality without frame gen and ... a laptop

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for some reason i couldn't get game capture working in OBS, so that was just desktop capture. it was dropping to 40 real FPS and mostly sitting around 55 FPS without the screen recording

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also OMG i have a mux switch! i could be running in DLSDR!

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it's also worth realising that the tunnel people run through to test is 100% intended as a loading point. that's literally its ownly purpose, so fps can be expected to drop there. what i'm trying to prevent is frame hitching where frames are skipped (or complete stalls)

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mooohahahHAa

rough moss
narrow wren
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Yeah it's roughly in that range.

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Only sips 150w too

ocean hollow
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nice. the 3090s are powerful

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argh! which LOD group are these shitty rocks in!?

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they're not in LOD groups SadGhost

ocean hollow
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dammit. it's scripted

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also... look no LODs ๐Ÿ˜œ

ocean hollow
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they could have given him a better butt

odd gulch
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Can someone ping me when this game is fixed? Either by Sammi or EA (will never happen, so Sammi) ๐Ÿ™‚

ocean hollow
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i would really like to fix the quality of those distant cliffs, but they will need an asset replacement

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oh nice, the Jedi modding Discord has a custom Unreal Engine 4.26 build for Survivor

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*yoink!*

dense thunder
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what's that mean?

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or rather, what implications does that have for the game itself

ocean hollow
deep sonnet
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Oh. You people have been cooking here. Haha.

deep sonnet
rocky hemlock
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No, more pop in

ocean hollow