#▫️Jedi Ultra+ and Emotional Support Group

1 messages · Page 2 of 1

ocean hollow
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yes it's not console commands, it's the LOD definitions

ocean hollow
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*LODS 😂

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omg i have brain problem

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i just washed a bag of cashew nuts with a load of washing 🤔

ocean hollow
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but the problem with this is it still doesn't solve the asset streaming issues, because they switch the assets using blueprints

rocky hemlock
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Well I be damned

odd gulch
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lol wut

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who in the world is buying new games on xbox one and ps4

quiet oriole
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They have been preparing an update on Steam for a while now looking at its SteamDB page... maybe they did some proper optimization and fixing many of the game's systematic flaws?....... 🤣 Sorry, don't think so.... expect the last-gen port to be a technical disaster honestly...

sturdy fractal
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it's unreal engine though. maybe they stripped all the custom stuff and let unreal do its thing. maybe it's not the same team porting

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EA sounds like the type to do contract work

rocky hemlock
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Or maybe PS3 version of Shadow of Mordor will find it's match

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Finally

quiet oriole
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To my knowledge Panic Button did the porting to the then current-gen of Fallen Order: https://panicbuttongames.com/games/star-wars-jedi-fallen-order/ So, likely them again, but god that port had large stuttering and performance issues.... so not that hopeful honestly...

The Empire seeks to eradicate all Jedi after the execution of Order 66. You, a Jedi Padawan-turned-fugitive, must fight for your survival as you explore the mysteries of a long-extinct civilization in hopes of rebuilding the Jedi Order.

rocky hemlock
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Hollup
PC was the main platform?

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Good god

quiet oriole
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May god have mercy on us all

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Honestly amazes me that these technically bad games are even allowed on the PlayStation Store, while CP2077 got removed from sale because of issues like that...

rocky hemlock
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CP2077 was crashing constantly IIRC

quiet oriole
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Ok, true

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But good gravy the experience for the Respawn Star Wars games are bad

quiet oriole
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In addition, the developer confirmed that a new update for the PC version of Jedi: Survivor will be available "in the coming weeks," teasing that the update will improve the game's technical performance and controls while also introducing a slew of quality-of-life improvements. https://www.ign.com/articles/star-wars-jedi-survivor-is-coming-to-last-gen-consoles-next-month

IGN

EA has announced that Star Wars Jed: Survivor, Respawn's sequel to the action-adventure Star Wars game featuring Cal Kestis, finally has a release date. It'll be out September 17.

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So, an update is really comming, but honestly don't expect that much myself of it

dense thunder
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supposedly perfomance patch

sturdy fractal
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they just stole all of @ocean hollow 's work and put it in a patch. half joking. Bethesda also did some LUT scaling for Starfield like I had done for their "HDR" support

odd gulch
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so this game came out almost 1.5 years ago

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and finally they decide they'll patch it

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🤔

dense thunder
quiet oriole
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I think we could better expect the minimum so it can only work out better than we expected

odd gulch
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You don't have overwhelming faith in EA?

quiet oriole
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Not after Fallen Order and Dead Space Remake no... but then just better in my opinion to lower expectations so things can only surprise you

ocean hollow
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the used all my frame timings and RHI thread changes verbatim

ocean hollow
ocean hollow
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3.0-rc2

  • Reintroduced scalability (Epic = Ultra+, High = Epic, Medium = High, etc.)
  • 10+ GB VRAM use Texture Quality Epic
  • 8GB use Texture Quality High
  • 6GB use Medium
  • 4GB use Low
  • Reworked literally everything
jovial patio
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Where you wait 2 years or more for games to actually be finished

dense thunder
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or wait for sammi to do her thing

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😎

odd gulch
ocean hollow
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season pass? no.

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lemme know what you think of v3?

quiet oriole
# odd gulch No interest in this game. Looks like utter trash

Well, Avatar: Frontiers of Pandora was to my knowledge a very stable Snowdrop engine game with good visuals and performance. Star Wars Outlaws is also made by them with the same tech. I'm confident it will be technically impressive. Regarding gameplay it might feel a bit Far Cry-like from the reviews, but the footage itself looks good to me.

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Season pass is basically just a bad name here for some single-player story DLC.

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They just get flack for it because they announced it pre-release....

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At least how it comes over to me

odd gulch
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I'm usually just put off when i see a game coming out and there are season passes and pre order exclusives advertised

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like in my opinion, season pass dlc should be for future dlcs

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in this case they're just paywalling a main mission that they already made

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that pisses me off

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this isn't DLC

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it's just making people pay extra for stuff that's in the base game

red moth
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The gameplay I’ve seen looks horrendous

quiet oriole
ocean hollow
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yep. i'm done with them. sorry, there will be no U+ for this one. they can work out how to fix it themselves (or not)

ocean hollow
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i know how to fix survivor, in fact i'm pretty sure it's "fixed" except for the blueprints issue where it's sidechaining mesh loading outside of the streamer

quiet oriole
# ocean hollow Outlaws

I think that will be ok... Avatar game was already very ok, so, don't expect huge issues in Outlaws. Same devs, same tech

ocean hollow
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in v3.0 above, this is the only remaining stutters, when you move through specific locations, there is a script that switches out the cliffs, and because it's outside of the UE streamer this means the textures and shaders can't be made ready, causing a stall

ocean hollow
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that is a hard line for me. my values don't bend

quiet oriole
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It is one single quest though... but not nice still indeed to keep a main quest exclusive day one to a season pass

ocean hollow
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yes, i don't like it

rough moss
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Downloading Survivor again to test the mod

ocean hollow
ocean hollow
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just remember, if you used to play on Epic, that's now High

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Epic will extend draw distances, especially Foliage, View Distance, and Shadows so be careful with those two especially with ray tracing. I've been careful, but be warned 😊

deep sonnet
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I might just let them scam me 18€ so I can play for a few days and then move to Space Marine 2 on Steam. I doubt this game will hook me enough to purchase it at full price on the Ubi store.

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Although the 109,99 € edition is on top sales in many regions already.

odd gulch
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💀

quiet oriole
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To be the devil's advocate; you don't have to pre-order the game though and you don't have to buy the season pass to enjoy the game... you would only miss one single quest

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Back to myself: still not fan of early access periods as it then often contains more bugs and is just a tool to gather more pre-orders....

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But calling it a "scam" is a bit exaggerating in my personal opinion

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You could also just wait a few months till it gets released on Steam with a big discount....

odd gulch
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It's not a scam. A scam would be like the studio never gives you the mission

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More just "fucking bullshit"

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lol

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or "exploitative"

deep sonnet
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18€ for a month and then maybe 45 on grey market is cheaper still than paying the 109,99€ second tier edition. God! It's even cheaper then the 70€ basic edition.

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Of course "scam" is an exaggeration. But this is still a Jedi Games Emotional Support games, so emotions are high of course when it comes to Star Wars.

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I'm not seeing reviews or nothing and is interesting how many people got codes to try it out. YouTube is full of videos of it. I just want to play it as soon as possible and see it with my own eyes. Don't have great expectations but Snow Drop is a great engine to build detailed worlds. I played a lot of The Division games and always thought to myself... Imagine this in a Star Wars universe....

odd gulch
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I hated the division

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thought it was the most boring game i've ever played in my life

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rofl

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but a lot of people liked it

deep sonnet
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Was amazingly beautiful. The atmosphere it created of Now York during almost Christmas all empty and devastated is really hard to forget.

odd gulch
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Yea I'll give it that

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Did you ever play Star Wars Squadrons?

quiet oriole
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Lets continue this conversation at #💬chat 🙂

rough moss
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And are high settings close to vanilla epic or are some still improved?

ocean hollow
# rough moss Which new epic settings are most taxing?

definitely view distance, I extend it to 1.4x ... and lighting gets extended to the same. the second would be shadows, I extend them to 2x, but they weren't too bad for me. if I don't sprint around the map like a lunatic it's actually very smooth for me, the biggest problem is still when the script switches HLOD1 for HLOD0, there is a hitch or stall

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if it's working you should notice the intro movie is smooth for the first time, and whatchamacallit turning around shouldn't stutter most of the time now

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we need to find a way to disable the scripted HLOD switching, it's not a good way to do it Respawn

rough moss
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I know on my version it still stuttered for me.

jovial patio
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We are the test guineas afaik

ocean hollow
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v3 is completely redone, it has basically nothing to do with v2

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I want donuts

ocean hollow
quiet oriole
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Good luck when the new patch soon arrives... you might have to redo a lot of work...

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Or not if it turns out they actually did very little haha

ocean hollow
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I mean really I hope they fix the game

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I don't really care I just want people to be able to play it

odd gulch
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when does the patch come out again?

rocky hemlock
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Probably in September, around the release of the last gen ports

jovial patio
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only problem i've seen so far, barely touched the game to be fair (game's native HDR was on, SK injected)

ocean hollow
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how's it running?

jovial patio
# ocean hollow how's it running?

A lot lot better, hoping this and the patch next month will finally make this game playable. Did see some heavy brief drops on camera cuts but I assume that’s due to shaders loading

ocean hollow
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i need someone who can do blueprint and asset modding to help me fix it because it's not directly an engine problem

jovial patio
jovial patio
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right now the fix helps a lot which is awesome

ocean hollow
jovial patio
ocean hollow
jovial patio
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plenty of jobs available haha 😉

quiet oriole
jovial patio
rocky hemlock
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Stig Asmussen left to form a new studio, possibly some employees followed him

quiet oriole
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Quite some open spots for tech staff, hope they are more capable than the ones previously working on Fallen Order and Survivor haha

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Would be amazing if EA also went back to Dead Space remake to improve its very regular loading-related stutters 😅

rocky hemlock
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It's not that the people working on those games where incompetent, but they where pushed out the door too early and EA has no interest in funding patches beyond what they are contracted to

quiet oriole
rocky hemlock
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Many of those are systemic UE4 problems

quiet oriole
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But yeah, crunch and not getting enough time to fix the underlying issues by EA could contribute

quiet oriole
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See games like HiFi Rush, Gears 4, Gears 5 etc.

ocean hollow
quiet oriole
rocky hemlock
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Maybe, but stuttering is emblematic to UE at this point

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Especially late UE4

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UE5 seems noticeably better in this area so far

quiet oriole
quiet oriole
ocean hollow
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same as Hogwarts

rocky hemlock
ocean hollow
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the root causes are a) bad defaults by Epic that nobody knows to change and b) nobody understanding the streamer

rocky hemlock
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Epic themselves admitted so when they announced partnership with CDPR

ocean hollow
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the problem is there is no single guide on how to do it

ocean hollow
quiet oriole
# rocky hemlock Epic themselves admitted so when they announced partnership with CDPR

Not per se, not really, they just announced a partnership to IMPROVE capabilities of the engine for open worlds. The agreement concerns the terms under which the Company is permitted to make use of Unreal Engine and provides a framework of collaboration with Epic Games on further development and improvement of this engine in order to adapt it to the requirements of open-world games

ocean hollow
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UE4's defaults settings are:

  • 1024x textures
  • most background workers off
  • stall the CPU every 30MB
  • stall the CPU every 100 requests
  • allow 30ms per frame for (33 fps) background shader compilation
  • allow 15ms per frame for foreground shaders
    a lot more problems. it's all wrong
rocky hemlock
ocean hollow
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no it's fine as is tbh

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I'm not concerned I'd have any problems getting stock UE4 working well in a large detailed open world game

quiet oriole
rocky hemlock
rocky hemlock
rocky hemlock
quiet oriole
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Keep in mind that in all cases just because a user can't get something done when using something doesn't mean it CAN'T be done. For example, just because I can't shoot someone from 10 meters, my neighbor can't and my mother can't, doesn't mean someone else can't either. Pumbo might be very good at it... Get where I'm going?

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Seems that is also the way it is with UE4

quiet oriole
quiet oriole
rocky hemlock
ocean hollow
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I'm not saying it can't be improved. I'm saying the large open world games I've worked on so far did not need to have any problems

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and also, I doubt their original frame time graphs had all of the correct optimisations

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so once again, we are optimizing a non-ideal setup

quiet oriole
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True, but also of the opinion while even though the defaults might be wrong, it also gives me the feeling that many devs simply don't (want) spend time actually looking into it.

ocean hollow
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I can't say it more clearly. Epics defaults are wrong

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they don't

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and I don't even think Epic remembers about those settings

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I've seen threads where epic staff recommend various fixes, but not the basic ones

shut relic
quiet oriole
ocean hollow
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I could write a set of instructions

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a lot of the edits are internal ini files (not engine.ini)

quiet oriole
rocky hemlock
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Faced with the challenge of building massive environments from over 60,000 mesh components, including fields of real-time simulated debris, the engineering team at Creative Assembly needed to find a way to reduce level streaming costs and optimize rendering of unique instances.

In this talk, Grant Johnson, Senior Graphics and Engine Programme...

▶ Play video
ocean hollow
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no... because games are built differently, then there's plugins and source code changes

ocean hollow
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it's about 4.18 to 5.2 that were the problem

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where they improved the performance of the streamer massively and left old settings that choked it

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it's a drum buffer rope problem (Theory of Constraints)

shut relic
quiet oriole
rocky hemlock
ocean hollow
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ugh, fuck Lyme disease, seriously

ocean hollow
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it struggled loading one texture per frame lol

ocean hollow
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the reality is I can't mod every game 😂

shut relic
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nice

ocean hollow
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and the drum buffer rope problem is, if there are small stops and starts at the beginning of the render pipeline, they result in massive hammering by the end of it

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like cars in heavy traffic

rocky hemlock
jovial patio
quiet oriole
ocean hollow
quiet oriole
ocean hollow
ocean hollow
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9...

quiet oriole
ocean hollow
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I'm so sore today

ocean hollow
quiet oriole
ocean hollow
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what you're supposed to do is play every corner of the game and record the movements

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then let the engine bake all the shaders etc.

quiet oriole
ocean hollow
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I haven't seen a game yet with complete shaders

rocky hemlock
rocky hemlock
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It's as far from ootb as you can get

quiet oriole
jovial patio
jovial patio
quiet oriole
ocean hollow
jovial patio
rocky hemlock
ocean hollow
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way too many people edit the engine.ini and reload the game and it's almost all confirmation bias

quiet oriole
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But honestly, comes over to me as devs really want UE to be the one-for-all solution with actual not many changes needed, how it actually should be of course. Devs and companies seem to really focus on that, causing tech-knowledgable people becoming less and less in existence over time... when UE then craps, nobody knows how to properly fix it... at least how it comes over to me.

ocean hollow
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the stuff I've learnt hasn't been easy to find either

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nn guys 😊 x

jovial patio
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heh i cant even see the gears5 process in UUU, greaaat

quiet oriole
jovial patio
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rip This game has Easy Anti Cheat. The tools won't work if you just start the game. You need to bypass the EAC. This also means you can't run a multiplayer game.

jovial patio
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r.FinishCurrentFrame=1
that's enabled, right? not 0?

ocean hollow
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you'll likely lose 10% fps but microstutters should be gone

jovial patio
ocean hollow
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or it might need to be baked into a pak

jovial patio
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It uses custom UE 4.11 engine

ocean hollow
jovial patio
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Engine.ini only contains following ignoring bit I've added

[WindowsApplication.Accessibility]
StickyKeysHotkey=False
ToggleKeysHotkey=False
FilterKeysHotkey=False
StickyKeysConfirmation=False
ToggleKeysConfirmation=False
FilterKeysConfirmation=False

[/Script/Engine.RendererSettings]
r.FinishCurrentFrame=1

[SystemSettings]
r.FinishCurrentFrame=1

main game settings appear to be in GameUserSettings.ini under [ScalabilityGroups] and [/Script/GearGame.GearGameUserSettings]

ocean hollow
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see if that helps?

jovial patio
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i tried adding it to both gameusersettings and Engine.ini but I'm not sure it's making a difference

ocean hollow
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hmm okay, it's quite likely it's not reading them then

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what's the game?

jovial patio
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Gears 5

ocean hollow
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there's almost no mods for it I think, so I doubt it will work

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you could try making a section [ConsoleVariables] and put it under there but again, I doubt it

ocean hollow
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Jedi Survivor is getting good feedback

ocean hollow
odd gulch
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when is the PC patch supposed to drop for survivor

copper lynx
jovial patio
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eta wen son

ocean hollow
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just hack steam depot

ocean hollow
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oooh nice logo

next frost
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Does this mod have a way to disable the post process sharpening adjustment mentioned in the changes?

solemn gorge
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Still no update, damn it.

jovial patio
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coming weeks probably means 2 months lets be real its respawn

solemn gorge
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True

ocean hollow
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v2.6
Much smoother again...

  • Reduced lighting and shadow pop-ins
  • Fixed a texture-related hitch (tiled textures were trying to pre-tile, but it's too intensive for the non-Oodle streamer)
  • Reduced face texture sharpness
  • Increased texture loading speed
  • Fixed a shader-related hitch
  • Slightly improved fog
  • Fixed stretched intro movie
  • Fixed some grass shadows missing
rocky hemlock
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Finally out of beta?

sturdy fractal
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Denuvo DRM has been removed.

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just in time for my GPU to bork. starting RMA process

rocky hemlock
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I wonder if that's where those CPU optimizations are coming from

rough moss
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We’re live folks

dense thunder
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i think it was proven awhile ago denuvo doesn't impact performance

jovial patio
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But do we will need sammis fix on top 🧐

dense thunder
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even if im still personally skeptical of that. there's a lot of confirmation bias there though

rocky hemlock
dense thunder
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sami's updates also change graphical quality and fidelity

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and they are really nice changes

jovial patio
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Well yes but if it don't work well with the new update

dense thunder
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yeah no we'll see

dense thunder
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lol, lmao

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'we have reduced the load of ray tracing on the CPU'

jovial patio
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On new update, DLSS version is: 3.1.13

Dont know if changed

rocky hemlock
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Shitty phone recording but I didn't wanted recording to take any resources

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It's not perfect but it's a massive improvement

jovial patio
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Animation stutter gone?

rocky hemlock
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No, the camera still skips frames in some places

jovial patio
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3840x2160, 13700KF+4090
DLSS Quality, no frame gen, RT ON

Can lock to be about 80fps with relatively flat frame graph

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RT is very heavy, can do 110FPS without

rocky hemlock
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Memory utilization is still absurd, I need to drop textures to low at 1440p to fit into 12GB of VRAM

jovial patio
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4K60 RT DLAA (with dips)
or
DLSS Q 110fps no RT

😫

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Also couldn't get the shaders thing to pop up

copper lynx
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But then of couse the hitching ruined the experience no matter what the framrate.

rocky hemlock
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RT still trashes CPU performance (12600K is not enough for the stable 60fps on Koboh)

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Probably won't be revisiting the game unlit I get 16gb card

jovial patio
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Sammis fix is very broken with this update 😅

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Textures were all muddy

copper lynx
jovial patio
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Kinda wish I didn't upgrade lol
Sammis fix on the last version worked really well

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For the start anyway, can't speak to the rest of the game

ocean hollow
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well hi

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they have actually fixed some things

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PhysX, Blueprints, and frame time fixes

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but they've also reduced particle light quality

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most importantly they seem to have fixed the bug where per texture biases are being thrashed (queried too many times)

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per texture biases aren't even used, afaik

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i think i can actually work with this patch

quiet oriole
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Bit annoying that quite some (in my opinion) toxic people on Steam forums and X seem to attribute the improved performance and reduced stuttering blindly to the removal of Denuvo...

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Not realizing actually systematic issues within the game were the main cause of these issues

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Some people are seemingly extremely biased because of their hatred for Denuvo

ocean hollow
sturdy fractal
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No better placebos than self-validating ones

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Well, maybe not placebos considering this is a performance upgrade, but people will believe what they want

ocean hollow
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yes well the comparison videos I've seen th fps and stutters are basically.... the same

dense thunder
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in terms of where jedi is, it honestly doesnt feel much different

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sammi's work is still better then what they've cooked

ocean hollow
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hmmmm making some progress. i'm getting crashes with DXGI_ERROR_INVALID_CALL. turning on debugging so i can see what's causing it

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there's some weird changes they've made, i can't set a fixed pool size

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and i don't think Denuvo has the performance cost it used to

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why is this so crashy

rocky hemlock
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So most people are probably seeing VRAM related stutters

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But before my memory gets flooded completely the game runs significantly better than before (see the video I posted earlier)

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Before the ranch run would result in the major stutter every few steps no matter the settings

ocean hollow
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I'll see if I can find a workaround

ocean hollow
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I've just got everything working, it took me a while to bifurcate the but with forcing the streamer pool to stay in vram. what a pain bc without this as soon as it goes over vram it will swap back to CPU memory which puts huge overhead on PCIe. anyway back to it tomorrow! 😂

ocean hollow
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*bug not butt

quiet oriole
jovial patio
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i still have no shader compilation at the start, no idea whats going on there, i had like a 5s pop up and then i've not seen it since

rocky hemlock
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I had one as I did a clean driver install a day before but not since then
It's how it should be
they even said in the patch notes they fixed that

jovial patio
jovial patio
quiet oriole
jovial patio
quiet oriole
ocean hollow
narrow wren
ocean hollow
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it's okay. they've done some things behind the scenes. they have actually analyzed the game and frame timings to see where the biggest hitches were, like garbage collection clustering, which i had tried to fix another way, they've done it better

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and i suspect they've improved their ray tracing code/pipeline to remove the bottleneck we've talked about in the past, which i don't have any control over because we don't have source code

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but there are still many things remaining causing frame time instability which i'll try and solve... for example grass has too many polgyons, so i've forced it to be +1 LOD (which you can't even see) to reduce polys. Respawn ray tracing doesn't seem to have a big problem with intersecting meshes from kitbashing (grass and trees which intersect the landscape usually cause rays to be recalculated more than once, which is BAD, but the Respawn engine doesn't seem to have a huge problem with this) ... however they do have an RT global illumination / transparency effect on grass and trees which is quite expensive... this is one of the big reasons Koboh grinds to a halt, especially up high... because the amount of vegetation gets dense. so i'm trying to reduce polys without modifying meshes. thankfully UE has the ability to bias mesh group LODs so this is easy

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and there are several other settings they've left that are wrong, and cause frame time instability in late pipeline stages

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if you want the technical explanation ... this is the problem

CPU memory > CPU (stall every 30MB or 100 requests) > PCIe > GPU memory (streamer pool) > GPU (never wait/stall) > GPU Scene (never wait) > screen (wait for scanline)

this is the UE default and it's WRONG

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to go into why it's wrong i'd have to go into drum-buffer-rope from Theory of Constraints, but stalling a pipeline at the beginning is a really bad idea. you can do it, but it will be much harder to fully fix hammering/hitching/stuttering issues at the end of the pipeline, because they become amplified

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what should happen is

CPU memory (always primed/ready and waiting for requests) > CPU (always primed) > PCIe (always primed) > GPU memory (always primed) > GPU (always primed) > GPU Scene > Screen (_pulls_ requests from the preceding queue)

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in addition, what Respawn are doing is
CPU memory > CPU (stall every 30MB or 100 requests) > PCIe > GPU memory (streamer pool) > GPU (never wait/stall) > GPU Scene (never wait) > screen (wait for scanline)
and also
(try and sneak meshes (and hence textures) outside of this pipeline)

rocky hemlock
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It's better than it was, still far from perfect

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Memory usage seems to be the biggest issue now

ocean hollow
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they enabled blueprint garbage collection clustering... look at my notes

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the problem i have is... trying to optimize a game that's been optimized the wrong way 'round

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i'd love to hear @sturdy fractal opinion on the drum buffer rope issue in terms of graphics pipelines, because you have far more experience with graphics pipelines i'm sure

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i'm a systems engineer, so i see something like this and... how to explain
it's like taking 1000 cars on a highway, and starting and stopping the first car, then trying to make the 1000th car smooth... it doesn't make any sense

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make the first car smooth!

sturdy fractal
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it waits until buffer is full on CPU before piping to GPU?

narrow wren
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Damn

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Thanks

sturdy fractal
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pix will tell you what shader specifically is taking longer per draw, but to catch a hitch is likely some CPU/GPU code choke. frame rate issues are much easier to target than "random" hitches

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i'm stuck on cyberpunk nonsense again, so i'll have to read up what's going on here.

ocean hollow
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i need donuts for this work 🙄

winter bone
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I see the ghosting issue with native HDR support and frame gen still isn't fixed 😩 . Is their any decent alternatives to the built in HDR support that don't cause issues with DLSS framegen?

ocean hollow
rocky hemlock
ocean hollow
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also what's this about. why are LOD1 (i assume) textures so blurry?

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i'm far too grumpy to be doing this 😂

winter bone
ocean hollow
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(watching frame time)

ocean hollow
winter bone
ocean hollow
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it's because they're sideloading assets outside of the streamer

ocean hollow
#

RGGHHH i give up

#

no i don't really

#

CDPR break cyberpunk and Respawn break Survivor on the same day

#

but on the other hand, i have pizza

sturdy fractal
#

i have pizza too!

#

cdpr actually broke film grain in their game. that's why i couldn't find it where to inject my film grain

#

the patch needs a patch

ocean hollow
#

do these people not do systemized regression testing?

#

i think i've fixed the crashes at least in survivor. i might just have to do a lightweight and visual only fix

sturdy fractal
narrow wren
sturdy fractal
#

yeah, my gpu actually broke. if you think debugging is hard, try on integrated intel graphics

#

wait on the RMA response

rocky hemlock
#

Except the next patch will break something else and will need another patch, which will brake something else...

ocean hollow
#

dare me to send this to their HQ? 😂

sturdy fractal
#

i do screenshot diffs for my web components.

#

a big game like this should honestly have that super early in testing. a cmd line to start the game with a save (already exists), and take snapshot. diff

ocean hollow
#

100%

sturdy fractal
#

film_grain_off.png vs film_grain_on, with all the variations (fsr, none, dlss, etc)

ocean hollow
#

you would normally have automated testing in the form of unit tests and systemized tests (like you just said), manual regression testing (proceduralized), and freedom testing

sturdy fractal
#

also, discord is full of free beta testers

ocean hollow
#

yes!

ocean hollow
#

WHY are irises missing?!

#

or dilated rather

#

wtf

ocean hollow
#

I think I've got it running pretty good

ocean hollow
#

i keep finding hitches

narrow wren
#

nice

ocean hollow
#

this will be a little slower than normal, i've increased raytracing samples from 1 to 2 because in several darker places there's a lot of flickering due to too few samples

#

several hitches are fixed, but it's not perfect

solemn gorge
#

Is the in game HDR good enough or can it be improved?

Ive just got a DisplayHDR 1000 monitor and i want some eye candy 😀

#

Also on my 7800xt - The central koboh area (around pyloons) is still stuttery,. Its definitely better but still enough to annoy 🤔

The other areas though are much much better.

sturdy fractal
#

F rating on BBB

quiet oriole
sturdy fractal
#

Better Business Bureau (US)

quiet oriole
#

Sounds like a scam company

sturdy fractal
quiet oriole
#

I liked Battle for Bikini Bottom more

sturdy fractal
#

In the US companies use it as a an accreditor for good business practices

quiet oriole
sturdy fractal
#

No. Because people file complaints and the BBB logs them. Companies respond and accreditation is based on responding to customers and whether custom felt the were able to reach a solution. Companies can ask BBB to weigh in as well as third party

#

It doesn't take much to have a B.

quiet oriole
sturdy fractal
#

Doesn't take much means actually respond to your customers

#

And not ghost them

quiet oriole
#

ah

sturdy fractal
#

Like I have a client who needs tech assistance with Vonage (a VOIP company) and I've called 6 times and none of the techs know what they're doing and ask me to leave voicemails on their departments. BBB complaint would light a fire under them. I'd do it, but I rather provide them VOIP myself and cut Vonage out completely.

#

Basically, BBB is like "we're going to review this custom transaction" so you know they're going to behave.

#

PayPal is similar with disputes

solemn gorge
ocean hollow
#

it may be worse or better lol

#

because I've increased shadow draw distance

#

then again it could be better 🤔

#

it's definitely better or worse

solemn gorge
#

Performance worse compared to vanilla

odd gulch
#

So what's the verdict on the patch?

ocean hollow
ocean hollow
odd gulch
#

Cool, so exactly what we predicted

#

🙂

ocean hollow
#

yes 🙄

#

I might try a different approach

#

damn this game is so good though

#

Jedi Games Emotional Support Group

#

Jedi Ultra+ and Emotional Support Group

ocean hollow
quiet oriole
#

What did they change likely that caused this regression?

rocky hemlock
ocean hollow
#
  • fixed shadow hitches
  • enabled pre-streaming system (fixes more hitches)
ocean hollow
ocean hollow
#

quick fix for potato textures at some quality levels

quiet oriole
quiet oriole
#

A mix of orange juice, aspirine, ketamine, XTC and a bit of coke is completely healthy right?

ocean hollow
jovial patio
#

i noticed that the in the base game with no sammifix, slowly move the camera left and right and it seems to warp the textures on the edge of the screen. saw this indoors. like shadows going crazy, kind of hard to explain, wonder if sammi can fix that

quiet oriole
#

Or the thing simulating a camera lense?

jovial patio
#

it was on a wall texture

#

it looked like a shadow warping around at 100x speed

#

perhaps some aggressive culling?

jovial patio
#

Could be the vignette I suppose

shut relic
#

maybe frame gen doesn't properly handle the vignette

#

if you use that

ocean hollow
#

it does. is it the anamorphic lens distortion? would help if you can give a screenshot

jovial patio
#

Frame gen wasn't on, I'll get a video

jovial patio
#

Sorry had HDR on

quiet oriole
rocky hemlock
#

That's culling

#

it has been doing that since the first patch

jovial patio
rocky hemlock
#

It's probably too aggressive tho

jovial patio
#

RT is so heavy in this, like ridiculously so

rocky hemlock
#

RT is always stupidly heavy in UE4

#

@ocean hollow can you add this?

r.MotionBlurQuality=4
r.MotionBlurSeparable=1
r.MotionBlur.Max=5
r.MotionBlurPerObjectSize=0.5
r.MotionBlur.TargetFPS=0```
shut relic
#

are those the best UE motion blur settings?

rocky hemlock
jovial patio
#

Can only just hit 4K60 DLAA RT with a 4090/13700kf

#

With dips

quiet oriole
ocean hollow
ocean hollow
#

it's normal to increase occlusion boxes a bit to prevent this. it's partly Epic's fault for not having this as a default, but it's fairly easy to fix with no performance cost

ocean hollow
#

if you don't want that, reduce AA to High (it doesn't reduce AA 😊)

jovial patio
#

if there's anything that can be done to make RT less heavy that would be great lol
cries in 4090

ocean hollow
#

i've made a few changes which save a few fps, but that's all we have control over, most of the ini settings make no difference to FPS

ocean hollow
#

well that's annoying

#

i've included 3 samples because it fixes ALL instances of flickering, but it costs a LOT. 2 fixes 90% of them

ocean hollow
#

got frametimes? KevinSmile

jovial patio
#

ill try 3 tomorrow, plus 4K DLAA 🙂

dense thunder
#

i will try 3 later! im in raid in WoW atm. thanks for the hard work sammi. also glad you're doing better

ocean hollow
#

you're welcome! 😊 thanks

ocean hollow
#

i enabled motion blur for frame gen, it's sooo nice

covert idol
#

so on nexus it says to place in swgame/paks, but that folder is in swgame/content/paks. Is it a typo or do we have to make a paks folder there? blobosmilesweat

#

ah, seems the full path is in the actual instructions, guess that answers that

ocean hollow
#

oh, oops, that's just a typo

#

ty, fixed 😊

covert idol
#

lol, np

#

I'm seeing some black splotching on the ground

#

southern reach meditation point on koboh

#

I just booted it up with the mod so idk if this is anywhere else

#

this is with 3.3.0 above

ocean hollow
#

do you have any other mods installed?

#

it looks like a post process/alpha channel bug but I don't modify that

covert idol
#

no, I do have special k injected though

#

I can try without that

#

didn't fix it. But uh, in-game vsync isn't working either. Maybe my install is fucked someway, lemme verify that...

#

I'll just reinstall

#

I'll get back to you one 130 GB download later lol

ocean hollow
#

okay 😊

#

hmm I think RT is using standard PSO caching

covert idol
#

okay yeah still seeing that splotching with the mod installed, gone when it's not. Also vsync is broken only with the mod

#

nothing else installed or injected

#

maybe I need to clear shader cache

#

same result

#

idk why it would differ but this is with the EA launcher version (game pass)

#

black splotching gone with 3.2.3, vsync still broken though

ocean hollow
#

it will automatically sync to the frame draws

covert idol
#

without forcing in special k I was getting screen tear and framerates higher than my screen though, so something seems screwed up still

quiet oriole
ocean hollow
#

look up DirectX Flip presentation 😊

covert idol
#

everything I know about directx flip presentation suggest vsync is still an important part of it tbh 🤔

quiet oriole
covert idol
#

I could be misunderstanding some semantics about frame synchonization though

ocean hollow
#

most games won't use it any more

quiet oriole
ocean hollow
#

god donkey why is post process running as a compute shader 🤔

#

i didn't tell it to

#

I don't know why they still support it

#

you can override it in the per game settings in Nvidia or AMD control panel

covert idol
ocean hollow
#

something I've changed has forced the post processing to run as a compute (CPU) shader

#

which doesn't work because it doesn't have access to alpha

#

fixed

#

okay. if this works, the ray tracing is a LOT faster

#

IF it works

#

this is 3 samples per pixel, with full caching enabled

#

(and fixed the alpha issue)

#

it's working here but it's night time

jovial patio
quiet oriole
#

Yeah, suspect Sammi is mistaken here this rare time

jovial patio
#

Vsync is required for proper gsync support

jovial patio
#

btw jedi survivor launches twice through the EA app, even without SK injected
absolute garbage software
check it's not running 2 game instances when testing, cause it seems completely random

lusty dock
#

how is the new patch?

#

The release notes mention that the gameplay is smoother and that they fixed a lot of the hitching and stuttering

#

is it true? lol

jovial patio
#

better than before, although sammi's fix before the update worked well

jovial patio
#

The RT is the main source of the bad framepacing in this game tbh. I can do 4K60 DLAA with flat frametimes without RT.

Can do DLSS quality at like 90FPS lock.

jovial patio
ocean hollow
ocean hollow
# covert idol everything I know about directx flip presentation suggest vsync is still an impo...

no, they're not the same. they both sync to vertical scanlines. let me explain.

VSync

  1. GPU renders a frame
  2. GPU waits for the monitor to finish scanning the old frame (for the "scanline" to be ready to start a new frame")
  3. GPU "presents the frame, synchronized with the top of the monitor "scanline"
  4. GPU starts rendering the second frame. GPU waits for the monitor to be ready for the next frame

in this mode, the GPU waits for some percentage of the monitor frame. this doesn't necessarily show as lower GPU usage percent, because GPU % measuring is not so simple. frame presentation is synchronous. sometimes a single frame is presented for 2 monitor refreshes, because the GPU was waiting. the GPU has to be frame-locked to the monitor. as we know, VSync often costs 20 or 30% fps.

DirectX Flip presentation

  1. GPU renders a frame
  2. frame is held in a buffer waiting for the monitor to finish the previous frame, GPU starts on 2nd frame
  3. monitor finishes scanning the previous frame, displays already completed 2nd frame
  4. GPU finished 3rd frame to the first buffer
  5. monitor flips to the 3rd frame

in this scenario, there is no performance loss, and the GPU is always running at full speed. also, two other things can happen:

  1. the GPU can often present the next frame at e.g. 90% of the monitor scanline (a little in advance of the next frame), without the user noticing (I'm doing this in Jedi)
  2. the monitor can change its scan rate (Hz) to sync with the GPU

both methods are sync'd to the vertical sync. the old method is very inefficient, and doesn't support fsync/freesync.

wait, what? but vsync does support gsync/freesync?!

no it doesn't. using VSync, a few things commonly happen:

  1. the same frame is displayed twice
  2. the GPU stops and waits for the next frame
  3. the monitor syncs to the GPU (ideal)

it's much more difficult to get right.

the first two cause unstable frame time (which you may not see, but you feel it).

those things don't happen with Flip.

#

probably the easiest way to think of DX Flip, is it's like triple buffer. it's more efficient than triple buffer, but it's a very similar idea

#

old VSync sucks

#

enable vertical sync in the AMD/Nvidia control panel, and use DX flip. most new games come with DX flip (and if your monitor has variable refresh rate, will not tear when VSync is disabled)

#

did you guys try the 3.3 ray tracing?

#

it's working really well here... except after an hour or so of playing the game starts to crap itself and needs a PC restart. I'll see what I can do

#

(and I've needed to restart my whole PC... which is super weird)

covert idol
# ocean hollow no, they're not the same. they _both_ sync to vertical scanlines. let me explain...

I appreciate the technical explanation, but surely vsync is used as an anachronism then? flip model has presentation intervals, right? Presentation interval 1 being ideal. All I'm saying is on my non-vrr screen I'm getting screen tear and no frame synchronization unless I force it via sk or the driver, which isn't ideal. I can force it, it's not a big issue to me, it just seems like good behavior for the end user to make that vsync toggle work as expected is all.

ocean hollow
#

yes i can probably enable the old behaviour

#

yes UE 4.27 allows flip to be enabled separately

#

(4.21 did not)

#

so for Survivor i can enable both... Fallen Order - not (with Flip enabled, you have to force vsync in the GPU CP) 😜

covert idol
#

being dx12, isn't flip the only way it can work anyway?

#

then again devs manage to add exclusive fullscreen to dx12 so who knows

ocean hollow
#

no..

#

it requires the game to support it i believe

#

a game can also do whatever they want, really..

covert idol
#

gotcha lol

ocean hollow
#

tbh this is actually becoming a lot simpler on Linux, which is getting really good and fairly universal support for VRR (variable refresh rate)... games just tend to work even without explicit support for it, because they're rendering to Linux's framebuffer, which handles the VRR transparently

#

you can mess around on windows and hopefully get a game smooth... but then on a really new build of Linux, it's just smooth to start with. like, crazy smooth

#

and the other thing that's happened is VRR monitors have mainstream support. the experience is so much better on them, in general

covert idol
#

does linux vrr support work on multiple monitors yet?

#

and normally I'm hooked up to a vrr monitor, I just have my pc out at an older LG OLED right now lol

ocean hollow
#

you can also run a game on gamescope

#

(which can do DLSDR type stuff)

covert idol
#

hmmmm that makes me kinda interested in trying out linux again on my main rig 🤔

#

that was the deal breaker for me in the past

ocean hollow
#

yes i'm super curious to see how Survivor runs under (Linux) Vulkan, too

#

i wiped my Linux i'm about to reinstall it

quiet oriole
#

Or is the Vsync toggle kinda "hacked" in into games using the flip model to make users able to turn this vsync behavior off to allow for VRR?

ocean hollow
# quiet oriole But if this is all really true, then why?: - Does Vsync in all games still make ...
  • i think the confusing thing here is the naming. Flip includes vertical synchronisation by design. both methods have vertical synchronisation. but VSync is the name for the old presentation tech. confusing!... i much prefer Linux's naming which is basically VSync or VRR...
  • that is the question ... if you display a little early, usually the user doesn't notice. some sensitive users might. if any tearing happens it's right at the bottom of the screen so out of the central vision. this has to do with what's called "fovea" .. the highly sensitive part of the retina, which is actually seeing ... a lot of the vision around that area isn't necessarily what you think you see, the brain partly constructs it based on what it's expecting to see. so you can often hide things in it. this is similar to what illusionists/magicians do
#

complex topic 😜

jovial patio
#

It's worth remembering that Windows 10 and 11 can already convert games to flip model by default with windowed optimisations although I don't think that's the case for DX12

quiet oriole
ocean hollow
#

DX Flip is a specification... afaik the specification includes sync

ocean hollow
#

i thought window optimisations was to do with multiplane overlay... but i actually don't know

quiet oriole
# ocean hollow no..

So the flip model is thus disabled when people disable the "vsync" option in-game?

ocean hollow
#

now i'm trying to make the game run with the oodle 9 dll 😂

#

i think it's actually an improvement

quiet oriole
ocean hollow
#
  • increased pak cache from 128MB to 512MB
  • disabled DLSS auto-exposure, hopefully reduces ghosting
  • disabled shader draw debugging (probably not enabled in shipping, but who knows)
  • enabled thread resuscitation
  • disabled multi-threaded GC as it's hitchy
  • disabled forcing DX Flip presentation
  • reduced PSO cache size back to 100, 150 causes memory issues
  • enabled lazy loading of shaders, hopefully should work now PSO cache is configured correctly (but may hitch first time as user PSO cache is built)
quiet oriole
# ocean hollow yes

Is there any public documentation regarding just dropping in a newer oodle dll and if that is really supported without any issues? Where do you see improvements with it?

jovial patio
quiet oriole
ocean hollow
#

i think you're overthinking it

jovial patio
#

But directx 12 games requires flip, so I don't understand what you're forcing on

ocean hollow
#

i'm not............

jovial patio
ocean hollow
#

i'm tired of talking about it so i've stopped doing it

jovial patio
#

Ok

quiet oriole
#

It is not important for this mod anyways...

ocean hollow
#

exactly 😊

jovial patio
#

are the eyes meant to be like that? i have no idea 😄

lusty dock
#

ah yes this game is the worst when it comes to VRR flicker

ocean hollow
deep sonnet
odd gulch
#

of course the downsides.......

gentle forge
#

can limiting the FPS resolve some of the flicker? Helps in Cyberpunk and Alan Wake 2

lusty dock
#

frametime is never 100% stable

#

even when the framerate is rock stable the flickering still happens

gentle forge
#

ooof ok

lusty dock
#

it's a lot less noticeable at higher framerates though

#

locked 60 looks bad

gentle forge
#

im gonna try and pick this game up soon

gentle forge
#

that sucks

lusty dock
#

Sammi's mod helps a lot but it can't fix it unfortunately

gentle forge
#

sounds like a terrible optimization job... or skipped over it completely

#

Ive seen worse though recently

lusty dock
#

it used to be super broken

#

I loved fallen order even with the stuttering issues

gentle forge
#

denvu nonsense yeah

lusty dock
#

but this game is soo much worse

lusty dock
#

it's still a mess

#

lol

gentle forge
#

maybe I'll just wait lol but HDR looks soooooo good

lusty dock
#

oh yea the game looks amazing imo

#

except the light sabers ofc

lusty dock
#

weirdly saturated lightsaber cores

#

I want WHITE cores

gentle forge
#

didnt I see a movie accurate lightsabers mod recently

lusty dock
#

yea

gentle forge
#

welp im getting ahead of myself, I dont have the game yet but just lining my ducks in a row for when I buy it

lusty dock
#

I guess it's HDR what messes up the saber colors

gentle forge
#

very possible

#

try it

lusty dock
#

I will

ocean hollow
ocean hollow
# lusty dock frametime is never 100% stable

this is why i was setting GTSync to 2

r.GTSyncType | Int32 | 0 | 0x0 (SetByConstructor)
        Determines how the game thread syncs with the render thread, RHI thread and GPU.
        Syncing to the GPU swap chain flip allows for lower frame latency.
         0 - Sync the game thread with the render thread (default).
         1 - Sync the game thread with the RHI thread.
         2 - Sync the game thread with the GPU swap chain flip (only on supported platforms).
#

it's the most stable option once you've made frame time stable

lusty dock
#

Oh nice! I would not consider the game "playable" without your mod, it's a lot more stable with it.

#

Thank you! 🙏

ocean hollow
#

there's still a few hitches i haven't figured out

jovial patio
#

RT seems unstable no matter the framerate. I cannot get RT on with flat frametimes even capped at a really low framerate.

lusty dock
#

yea the same

#

but I want to play with RT on

ocean hollow
#

and what CPU?

jovial patio
#

13700KF / 4090 / DDR4 3600 32GB RAM

ocean hollow
#

is Control Flow Guard disabled for JediSurvivor.exe? and is the JediSurvivor.exe and game folder and shader cache folders excluded from AV scanning?

quiet oriole
#

Sure it wasn't done manually by you or by a mod?

lusty dock
#

you have to disable CFG manually

#

If I remember correctly, it's recommended to disable it for DX12 games

quiet oriole
#

As the performance costs of these security options have changed a lot over the years

#

Not to be annoying, but you could be right actually

lusty dock
#

I think it really helped FF7 remake's DX12 mode

quiet oriole
jovial patio
jovial patio
ocean hollow
#

and it's important to exclude both the folder AND the exe, because most AV hooks those separately, so if either one is used, it will be scanned

quiet oriole
ocean hollow
#

i.e. it's an OR not an XOR

#

which really applies to all games

ocean hollow
#

(CFG may not help all games, it depends on how they're made)

#

also if you have AMD, i believe the advice i still to disable core isolation

quiet oriole
quiet oriole
#

Even if it gives you a tiny bit of performance, sacrificing your security for it is worth nothing

jovial patio
#

Fine I'll turn it back on 😛

quiet oriole
#

Newer hardware and improvements within Windows also reduced the performance impact of these security features by a lot

#

These older Reddit posts about it are hugely speculative and often hugely outdated

narrow wren
#

wasn't core isolation off by default before?

quiet oriole
jovial patio
#

tested with ~UltraPlus_v3.2.3_1RTSample_P.pak
SK injected DLSS 3.7.1
SK forced vsync on (game off)
3840x2160p, DLSS Balanced, limited to 60FPS via SK

#

you can see the ships being all juddery

ocean hollow
#

intense combat frame times (no FG)

#

now to fix the textures issue 🤔

quiet oriole
ocean hollow
# quiet oriole How do you do something like that btw without access to the source code or proje...

API access (CVars)

; ----- audio -----
; command audiomemreport
AudioThread.EnableAudioThreadWait=1            ; (1)
au.DisableParallelSourceProcessing=0        ; (1) enable async source processing
au.FlushAudioRenderThreadOnGC=0                ; (0)
au.ForceRealtimeDecompression=0                ; (0) 0=force decompression on load, 1=force realtime while playing
au.NumPrecacheFrames=128                    ; (0) default is 256 or ~5 seconds at 50 fps
au.RenderThreadPriority=1                    ; (0) 0=normal, 1=above normal, 2=below normal, 3=highest, 4=lowest, 5=slightly below normal, 6=time critical
au.UnderrunTimeoutMSec=5                    ; (5)
au.WaitForSoundWaveToLoad=0                    ; (1) TRY 0 - don't wait for USoundWave
au.adpcm.ADPCMReadFailiureTimeout=64        ; (64) try 64 times?
au.nrt.RenderEveryTick=0                    ; (1) TRY why would you call RenderAudio every single tick??
au.nrt.RenderFrameSize=128                    ; (256) TRY number of frames to render in a single callback
au.streamcache.BlockOnChunkLoadCompletion=1                ; (0) CPU memory and CPU is not a concern
au.streamcache.DispatchToGameThreadOnChunkRequest=0        ; (1) TRY 0
au.streamcache.SoundWaveDefaultLoadingBehavior=1        ; (0) TRY, or 2
au.streamcache.priming.BypassRetainFromSoundCues=1        ; (0)
au.streamcache.priming.PrimeDelayNodes=1                ; (0)
au.streamcache.priming.PrimeRandomNodes=1                ; (0)
au.streamcaching.BlockForPendingLoadOnCacheOverflow=1    ; (0)
au.streamcaching.PrimeSoundOnAudioComponents=1            ; (0)
au.streamcaching.StreamCacheSizeOverrideMB=512            ; (0.0) what's the default??
#

the defaults in UE 4.27 are fine for 8 year old computers

#

they're terrible for todays computers

#

(defaults are in brackets)

ocean hollow
ocean hollow
# jovial patio rtx on

yes... you're not really going to know until you're in Koboh and running around and fighting things though

jovial patio
ocean hollow
#

i think it depends on whether you're focused on getting perfect frame times, or actually playing the game

jovial patio
#

its probably just a UE4 RT thing

#

my eyes are just sensitive to stutter tbh and you can see the ships in my rtx on video juddering around

ocean hollow
ocean hollow
#

you will lose 15% of FPS

jovial patio
ocean hollow
jovial patio
#

oh

ocean hollow
#

you need to remember, i am not optimising for 1% lows. it's pointless to try. i'm trying to balance between visual quality and frame stability.. very different goal

jovial patio
#

ok fair, brb

quiet oriole
ocean hollow
#

depends which part you pull out

#

by far the most important is not falling for scams, not going to dodgy websites, and keeping the OS patched

jovial patio
#

rtx off = 60fps cap
rtx on = 50fps cap to hold fps (couldnt hold 60)

#

still juddery ships with rt, i'm just going to play without 🙂

ocean hollow
#

i wonder how they're animating the ships 🤔

jovial patio
#

Dno but it's seems super broken with RT

ocean hollow
#

there is also still shader compilation instability entering new areas 🤔 everywhere else i'm running around like a lunatic and FT is completely flat

ocean hollow
#

i suspect the shader batch size is still too big. WHY did Respawn choose a shader batch size of 520? ... how did they come up with this number?

ocean hollow
#

mmm mochi

copper lynx
#

Is it just me or are pupils still dilated? Cal looks freaky as shit whenever a cinematic shows him up close.

dense thunder
#

okay. it

#

took jedi survivor away from me?

#

i can still launch it via the ea app

#

well, not from the app itself

#

okay. there we go. bizarre. anyways, trying it now - textures look fantastic again. environment. far more smooth then vanilla patch 9

#

i have a 4090/13900K myself - i use RT. i do not play at 4k DLAA, though

#

if you can get it feeling better then this, i probably won't notice much personally. some of the traversal stutters? this is a playable experience. it looks good, too. 2 RT count

#

good lord this game guzzles memory, huh. this makes me wanna go 48G

ocean hollow
# dense thunder good lord this game guzzles memory, huh. this makes me wanna go 48G

yes i haven't exactly told it to use less memory 😂 ... some of the defaults aren't actually clear from Epic's documentation like audio cache ... 0 = use default. what's the default? i don't know but UE 4.0 was released in 2014 i think, so "whatever was sensible 10 years ago. probably 16 MB. so i just go "okay, give it 512 MB ¯_(ツ)_/¯

ocean hollow
#

if they are.... HOW !?

#

also, i forgot 4.1 is using DLSS preset E

ocean hollow
#

hmm

ocean hollow
#

oops i missed restricting shader precompilation

#

which by default has... however much time UE wants

ocean hollow
#

HOW are the eyes broken again 😭

ocean hollow
#

seriously, it was fixed in 3.2.3 wasn't it?

ocean hollow
#

i seriously don't know! are we sure it's not a vanilla bug?

lusty dock
quiet oriole
quiet oriole
#

It uses virtualization, hence why Windows 11 increased the system requirements to only list CPUs with hardware acceleration for virtualization 🙂

lusty dock
#

Hmm I wanted to disable it and it was off on win 11

quiet oriole
#

To make sure it impacts performance as little as possible

quiet oriole
#

As in the upgrade wasn't forced?

lusty dock
#

its a fresh install and yes ofc

quiet oriole
#

Weird, possible that you ever disabled it yourself as a part of a guide?

lusty dock
#

I mean fresh as one year old

lusty dock
#

I think that it was enabled in my older win10 installation

#

and I had to disable it

#

but it was off in win11

quiet oriole
quiet oriole
lusty dock
#

Again, I did not upgrade

#

Whole new PC

quiet oriole
#

Ah, then I suspect an incompatible driver or something

lusty dock
#

but it doesnt really matter tbh

#

maybe, not sure

#

But I wanted to disable it anyways haha

quiet oriole
# lusty dock maybe, not sure

This, Reddit is already filled with advice on disabling many security features blindly... don't want that happening here too

quiet oriole
lusty dock
#

It does increase CPU performance its not a placebo, it does impact the security of your PC sure, but it’s not likely to cause issues unless you are specifically targeted

#

Never store important/sensitive data on your gamer PC imo, use a secure NAS or other server and have a second offline backup of your stuff too

quiet oriole
lusty dock
#

Well I would not recommend people to touch any of these settings if they are not power users

lusty dock
#

Its very hard to get viruses if you are careful

#

I mean people can decide on the risks they want to take. I Dont have a third party AV installed on my gamer PC either

#

My laptop is fully secure

#

but I use that for work

quiet oriole
#

Idk, having your device secure under the mantel "I'm just not gonna get a virus" is ehhhhhhh in my opinion haha

lusty dock
#

btw if you sont have SVN enabled then core isolation is off by default

quiet oriole
#

But I'm ok with people's view on this, as long as you don't give the blind advice to everyone to disable it too 🙂

lusty dock
#

secure virtual machine

#

bios setting

#

if you disable it virtualization is disabled

#

you cant use software which require virtualization

quiet oriole
lusty dock
#

yea

quiet oriole
lusty dock
#

SVN was disabled in my bios by default so yea thats it

quiet oriole
#

Ah, then it is a BIOS issue as that should definitely be on by default

lusty dock
#

or not doesnt really matter

#

the windows installer does not warn you about it

quiet oriole
#

We're starting to talk in circles now haha

lusty dock
#

you are more paranoid than the rest of the power users which is not a bad thing I guess, but you are not goong to convince power users to enable something which degrades performance imo

#

or to not disable it

#

I agree that casual PC users should bot touch anything in the bios or anywhere tbh

quiet oriole
lusty dock
#

No one said that there are no risks but we just dont care haha

#

I know that people don’t follow best practices, and they store everything in an unprotected folder and that they have full admin rights all the time

quiet oriole
#

Haha

lusty dock
#

Nothing protects against stupidity

#

Nothing surprises me anymore, I was part sysadm for 15+ years lol

#

My old boss asked me to disable UAC on their home PC because it was annoying

dense thunder
#

i shut it off and i don't really care for it. that said - im pretty sure if you want to guarantee it is off, you need to check bios settings

#

lmao

#

i get that

quiet oriole
#

Also forced Windows 11 on non-supported devices

quiet oriole
#

And yeah, you definitely can use those in combination with crappy unknown teachers and students hahahaha

quiet oriole
#

IF you want to disable Core isolation, just disable memory integrity and you should be golden 🙂 Wouldn't touch the BIOS settings for this.

quiet oriole
#

Regarding things that slow down games; from what I've seen at DF quite a few times, Hyper Threading actually slows down many games....

#

Hence why Intel is gonna release CPUs without hyper threading I assume

#

@lusty dock Do you have hyper threading disabled by default?

lusty dock
#

But I do disable virtual cores per-
game basis

quiet oriole
#

Smart

#

But you leave HT enabled by default because you need it for non-gaming applications?

lusty dock
#

yea and there is an app which does it automatically

lusty dock
lusty dock
lusty dock
quiet oriole
quiet oriole
quiet oriole
lusty dock
ocean hollow
#

it costs between 0 percent performance and 30%, depending on factors that don't seem to be understood. it's up to individuals to make their own informed decisions on security, since security is about balancing usability with security

quiet oriole
quiet oriole
ocean hollow
#

I'm a security consultant, and known in some circles as a hacker, so I'm well equipped to give security advice. I realise this is your discord, but I believe I've always given balanced advice

#

in the case of stuff.mkv, I was taking a diagnostic step. I hadn't even gotten to the point of advising anything

quiet oriole
#

Well, as long as you don't give out general advice regarding this, I'm ok with it.

ocean hollow
#

in diagnostics, you need to determine "what is changed, unique, or different". we know core isolation can cause issues on some platforms (even if we don't know why)

#

there's general advice on all my mods mrtnptrs...

quiet oriole
#

In this Discord I meant

ocean hollow
#

it's a little bit difficult for me to determine what you consider general advice. I recommend disabling control flow guard for games, which you didn't seem to have a problem with

#

I'm not being argumentative, I just don't think I can actually follow your guidance

quiet oriole
#

If the game is reputable

ocean hollow
#

but if I was writing malware, I could masquerade as a game exe

#

in fact knowing people exclude games, that's exactly what I'd do

quiet oriole
#

True, but that chance is so much more less likely causing a risk than disabling whole security features as a whole

ocean hollow
#

I think this argument is pointless, tbh. I'm mature enough to say when I don't have knowledge on a topic. I have significant knowledge on security

quiet oriole
ocean hollow
#

🤷‍♀️

#

I think you should discuss this with ShortFuse.

#

and my general advice is if you want a secure system, use Fedora.

#

I'll see you for now

quiet oriole
ocean hollow
jovial patio
#

So core isolation on or off 🤜🤛🤔

quiet oriole
# jovial patio So core isolation on or off 🤜🤛🤔

From what Sammi said, it is likely that it could bring a performance-gain on AMD CPUs especially, but public data is inconsistent, seemingly differs per game and hardware and disabling it will impact the security of your device. Microsoft recommends it to stay on.

#

Up to people themselves if they want to disable it or not

#

Their very own choice

dense thunder
#

wow. the frame gen implementation in this game is still so so rough

ocean hollow
rose knoll
ocean hollow
ocean hollow
dense thunder
#

the UI is still very uh. rough

#

i do have HDR on

rose knoll
#

if it is the usual issue, r.Streamline.TagUIColorAlpha 0 should work around the bug

#

ui composite mode was discarding ui alpha in hdr so the dlss plugin would treat the entire screen as ui

dense thunder
#

ooh ill give that a whirl, thanks

rocky hemlock
rose knoll
#

it was definitely the case when they added official framegen. not sure which patch tho

rose knoll
ocean hollow
rose knoll
ocean hollow
#

it's also because alpha isn't maintained on compute shaders in UE

rose knoll
#

but, like, it is really broken if it is the case so i'm surprised you wouldn't have noticed

ocean hollow
#

mm... i haven't been running with FG enabled because it gives misleading frame time data

dense thunder
#

it definitely does give misleading frame time data, yeah

#

but if you intend on playing its not awful

#

barring the shortcomings

ocean hollow
#

on the topic of Core Isolation... this patch includes improved AMD branch prediction, which improves core isolation performance by ~10% ... apparently ... Microsoft seems to have forgotten to include this information in the patch notes, because they're bad engineers 😕 https://catalog.update.microsoft.com/Search.aspx?q=kb5041587

rose knoll
ocean hollow
#

24H2 should also include the fix

rose knoll
quiet oriole
ocean hollow
#

oh! ... yes ... your patch looks like it was only several months ago, too

#

idk why they don't pass alpha to the compute shaders for post processing either. postprocess could be done on the CPU

#

but then shaders are not really my field

ocean hollow
rose knoll
#

otherwise it'd probably still hang there unnoticed

jovial patio
#

they finally did the YFOV merge though right? 🥳

ocean hollow
#

UI seems to be working with FG and HDR

ocean hollow
rose knoll
ocean hollow
#

right. i'm not having that problem then. idk which Streamline dll i have

rose knoll
#

the dlss plugin has an optional input that is supposed to be a hud-only texture. and it would get the entire screen

rose knoll
ocean hollow
#

some people have reported horrible ghosting with FG... but i suspect their game hasn't updated properly

ocean hollow
#

ah, i'm not on the stock one

#

the included Streamline is 3.1.13.0 by the looks

rose knoll
#

it's anything after the super old 1.0.7.0 dlssg dlss

#

even the version number is weird

ocean hollow
#

this pupils/iris thing is driving me mad

gentle forge
#

hiya good folks, looks like there was some intense convo's yest lol

#

Im just here for some good HDR settings for now though pls

#

for Jedi Survivor - im running default 50 brightness and shadow details around 25. Any way to set my TVs peak brightness in game?

jovial patio
#

i run stock tbh

red moth
gentle forge
#

excellent

gentle forge
#

no raised blacks or anything to compensate for?