#✅Luma: Prey (2017)

1 messages · Page 4 of 1

subtle plover
subtle plover
#

I've added a feature to change the SDR tonemapper (Hable) to work in BT.2020, causing much more saturated "filmic" shadow and highlights.

#

I think it's kinda cool and fits the game.

valid kiln
#

damn look good

karmic smelt
#

looks great

subtle plover
#

Schedule:

  • Fix weapon FOV resetting on level loading
  • Move DLSS before grading
  • Separate UI composition
  • Finalize LUT extrapolation
  • A few minor things
lusty moss
#

before grading?

subtle plover
subtle plover
#

I fixed this. Disabling screen space reflections ended up running a different g-buffer composition shader, which I had never captured, so my code to track the state of the game's rendering would break.

#

There's a good chance i've missed more though, given that there would be even more combinations.

#

*seems fine now, i've tested around.

subtle plover
#

Does anybody think that the sun (or starts) are too bring in Prey Luma and can be annoying to see when on screen?

lusty moss
#

do you have screenshots?

subtle plover
lusty moss
#

so you mean in action?

#

hmm

#

yeah idk I haven't played with it

#

haven't played the game in a long time

#

despite launching it practically every day lol

subtle plover
#

so, it doesn't apply to that

lusty moss
#

I don't remember which one I have

#

doesn't luma do hdr though?

subtle plover
twin haven
#

Hm I didn't notice anything blinding me

paper scroll
subtle plover
deft dock
#

How can we try the latest version of the mod that's compatible with the shuttle bay fix mod?

lusty moss
#

does luma change the way stands/"info kiosks" display textures?

subtle plover
lusty moss
#

well yeah it breaks my edits

#

I mean I should check again just to be sure but the gray screen is noticeable and it wasn't there before

subtle plover
lusty moss
subtle plover
lusty moss
#

nah

#

vanilla and touch up, it's supposed to note a hull breach

subtle plover
lusty moss
#

not just with it, I'm puzzled how it's even come up

#

it seems to have happened after I installed luma right now

subtle plover
#

Ok so we have no bug

lusty moss
#

then I installed it, and it's here. but it's still here without it

#

which is strange

#

🤔 also

#

well actually idk. but some uninstall thing could be neat I guess, idk

lusty moss
#

reverted stuff, something happened on mine at some point

lusty moss
lusty moss
#

I can't get back to this option if I cycle

subtle plover
#

You can fix it with the advanced options though.

lusty moss
#

how so?

subtle plover
subtle plover
#

And tonemapper type

#

Check the tooltip and change them

lusty moss
#

is it still kind of a thing?

#

I vaguely recall trying a version from nexus without CL and it wasn't pixelated

subtle plover
#

Without Luma that show is awful. Try it.

subtle plover
#

Yeah?

lusty moss
#

idk it all looks not good

#

is 0 actually totally how it was in vanilla?

#

or is it still affected by hdr and such

subtle plover
subtle plover
#

I don't have a full vanilla SDR mode yet.

#

But overall, the sun is basically in that scene only.

#

So it doesn't matter much.

lusty moss
lusty moss
lusty moss
subtle plover
lusty moss
#

(it's the alpha)

#

also does the dlss affect the UI?

subtle plover
#

No

lusty moss
#

hmm

#

luma makes the menu text sharper though

#

what did you do there?

subtle plover
celest jewel
subtle plover
#

I have code for that in Prey.

#

Literally copy and paste.

lusty moss
#

The higher res causes jaggies in the inworld loot interface

#

I could switch to DSR to alleviate that before iirc but with luma it seems to not really work anymore. Well that and I never liked how the menus became so small either

lusty moss
#

But I hope you see what I mean

subtle plover
lusty moss
#

?

subtle plover
#

Yeah. That. Don't worry.

lusty moss
#

you were saying?

subtle plover
lusty moss
#

the jaggies on the upscaled item textures

#

gone, reduced to atoms

#

well except in the search interface but I've confirmed even the vanilla textures had that problem there

cyan ledge
#

On v3 alpha think my game was running with vsync (Present(2, 0)) even it was turned of in settings. Forcing it off in Nvidia Control Panel worked.

subtle plover
#

I don't think you can force vsync off in the control panel

cyan ledge
#

Vertical sync option in NVCP.

subtle plover
#

Try updating ReShade

cyan ledge
#

Newest reshade. Just retested in main menu Present(1,0) in game Present(2,0) forcing it of via NVCP turns it off for both in game and in main menu.

subtle plover
#

Have you tried to toggle it after boot?

cyan ledge
#

Yes, dint have any effect.

subtle plover
#

Also could you try an older release pls?

subtle plover
cyan ledge
#

Sure.

#

Can copy paste over all files?

subtle plover
#

Delete all before.

cyan ledge
#

Tested v2a-testing and vanilla (no mods). In vanilla in game vsync option worked fine while in moded didn't. But it looks like that the game in both vanilla and moded snaps to half vsync if fps drops. It was harder to reproduce in vanilla but fps 1% lows were exactly half vsync lot of time, fps average was only for short time exactly half vsync. This was easier to reproduce with mod.

subtle plover
#

How do you know vsync is on? Do u have dynamic resolution enabled?

cyan ledge
#

Ok tested again v2a-testing. Vsync in game option now did work fine. This time turned on in PresentMon Sync Interval, while vsync was on it was all the time 1 vblk even when average fps would be consistently exactly half of vsync.

#

In game Adaptive Resolution is off.

subtle plover
cyan ledge
#

Tested v3 again. PresentMon Sync Interval showing that in game vsync option does work. But if vsync was on and I turn it off fps wont go over vsync value even if I reapply settings and change a litle bit fps limit, at same time if I set fps limit under vsync value it will limit fps. Another thing is if I set fps limit close to 1/2 or 1/3 of vsync value while vsync is on PresentMon SyncInterval will show 2 or 3 vblk.

cyan ledge
#

Also tested vsycn forced off in NVCP, did got fps higher then 165 (up to 240) and on Very High settings even that fps would drop under 165 it wouldn't be locked to exactly 82.5.

subtle plover
cyan ledge
#

Than it may be issue with the game, cause I did experience these issue without mod to some extent. It was much easier to notice issues with mod I guess.

cyan ledge
#

Think SMAA 1X is not working. It is same if I enable or disable DLSS. Also after game restart the Anti-aliasing option resets to TAA (DLSS Compatible), which does work but looks so bad that I'm not sure that is working as intended.

subtle plover
cyan ledge
#

From looks of it DLSS can't be turned off and SMAA 1X used instead of it.

subtle plover
#

Just use TAA with dlss or not.

twin haven
#

TAA becomes dlss

viral raptor
#

Could anyone help me figure out how to stop the new FOV settings from resseting everytime i start the game?

subtle plover
#

Leave the weapon fov unchanged for now. The other fov doesn't reset. We are working on it.

soft totem
#

hey, just wanted to thank you for Prey's Luma, game looks so much better now ❤️

cloud geyser
#

First of all, I wanted to say thanks for all your work!

Secondly I wanted to report my experiences running the latest test build under Proton. Namely the SDR colour space seems to be having the issue that this file fixed for older versions (gamma being very dark) and given it looks like a lot of the shader code got changed in it's organisation I'm not wholly sure how to go about fixing it myself.

subtle plover
reef thunder
#

Hey Pumbo , i'm trying to install the new 1.7 beta version of your mod. When i follow the instructions and place the files to their correspondent location, i get this message when i try to run the game. I'm using the GOG version

subtle plover
#

reinstall the game otherwise

#

clean the mod etc

cloud geyser
subtle plover
cloud geyser
#

Nope, it's my primary OS on desktop. I tried the simple thing of mimicking the change you did on the prior shader to the new version but that didn't get me anywhere.

cloud geyser
#

yep, that fixed it!

rustic oracle
#

hey folks, is this still required when using this with the Epic Launcher Version?

rustic oracle
#

is there a way to make this value editable (or change it directly in any config/file)? I can't seem to click it to change it, and I'd like to try changing it to sRGB since my display runs in sRGB mode and there seems to be massive black crush and banding unfortunately

#

if there's anything else you people suggest to fix this, Ill gladly take any tips 😄

rustic oracle
#

i cant, funnily enough

#

i can edit some values, but not this one

#

just wont let me click the field to change the value

subtle plover
#

Maybe because you are running in HDR mode?

rustic oracle
#

i dont think so?

celest jewel
#

Reshade ui looks like srgb stretched over pq

rustic oracle
#

yeah, it does look very saturated, ill give you that. Can I change this? (i dont have hdr enabled in windows)

#

might this have something to do with my monitor being HDR capable (very poorly that is, hence I run it in SDR mode)? this is also the only game where the reshade overlay looks this funky, its usually not this saturated for any other game, looks as it should with everything else

subtle plover
rustic oracle
#

Hmm, I'm out of ideas then what I could further do. Something appears to be wrong though if I compare my screenshot with the others further up, their Reshade overlay looks normal.

waxen knoll
#

hey everyonee about to try out Luma and I'm about to install reshade. What effects should I install or is standard effects and sweetfx good enough? thankss

rustic oracle
waxen knoll
#

yeahh thankss just jumped the gun and installed it with both installed and nothing else and it works lmao

rustic oracle
#

Ye, that works, too. Even if you downloaded some shaders with the ReShade installer they shouldnt be enabled by default so the end result should be the same.

rustic oracle
subtle plover
#

Does your display support it?

rustic oracle
#

yes, it does, hdr is very poor though (IPS panel), so I dont enable it and instead run it in SDR

jolly loom
#

Under the [Prey Luma Advanced] section, add

Define#2Name=GAMMA_CORRECTION_TYPE
Define#2Value=1

And change the value to what you want.

rustic oracle
#

hey, thank you

#

that section is just called [Luma Advanced] for me

#

but I think that might be because Im using the newer generalized version posted on here for epic users?

#

its the one with all the shaders hashes 😄 is that the correct one?

jolly loom
#

It's possible the name changed. If you change any other settings it should appear in that section, then you'll know.

rustic oracle
#

ill give it a try and see if the value changes in game

jolly loom
#

That's the one, add them at the top like this:

rustic oracle
#

Yeah, the Luma Advanced Section is the correct one, if I change any of the values I actually am able to, it shows up there on the top as you said

#

however when putting the gamma one in there (one of those I cannot change in-overlay), it just gets removed from the file and ingame is set back to the original gamma_correction_type xD

jolly loom
#

Are you changing it while the game is running? It may overwrite it while it's open, I forgot to mention I did it before launching the game.

rustic oracle
#

is the #n in "Define#2Name" the number that setting appears in the list view in the overlay for you?

#

because GAMMA_CORRECTION_TYPE isnt the second in the list for me

#

im wondering if I have to change it to #5, its the fifth in the list for me

jolly loom
#

Let me grab a screenshot to compare, it's #2 for me if you exclude the developer option.

rustic oracle
#

this is how mine looks

#

ill try #4 then 😄

celest jewel
#

Reshade detecting the wrong color space (reason the UI looks messed up) is a recent bug that was fixed in a beta version. Maybe try downloading this version of reshade:

#🧩renodx-dev message

jolly loom
#

I think 4 should be correct for you, it lines up with how mine is numbered.

rustic oracle
#

Yeah, the manually added lines just get yeeted every time, even when set to #4

rustic oracle
#

also thank you @jolly loom for trying to help, much appreciated

jolly loom
#

No problem, hopefully Musa's suggestion will fix things up for you. Strange that it gets overridden, maybe there's a check in place in the newest version.

rustic oracle
#

same issue unfortunately, even with that beta reshade version musa linked 😦

#

ah well, since im out of ideas now and I don't exactly want to buy the steam game version instead of the epic one just to try this, I guess that's it for me and Prey Remastered 🥲

jolly loom
#

I double checked with the newest version and the setting sticks for me weirdly enough. You could try setting the file to read-only before launching.

#

I will say that the setting does get removed if it's set to the default of 1, but this stuck for me:

Define#4Name=GAMMA_CORRECTION_TYPE
Define#4Value=2

rustic oracle
#

i set it to 0 because i want to try sRGB gamma correction

#

but that didnt stick either

#

ill try read-only though

#

it sticks with set to read only, but its not applied ingame anyways, overlay still shows the setting set to 1

jolly loom
#

That's bizarre. Do you run any mods? There must be a reason it's getting ignored, maybe an incompatibility that we're overlooking?

rustic oracle
#

nope, just a fresh installation of Prey and the LUMA HDR mod

#

I thought it might be related to my monitor being HDR capable, but me not using it and running SDR instead

#

but nothing I can think of doing here except disabling HDR in windows (which it already is)

jolly loom
#

Maybe launch Prey with admin rights? I'm struggling to think of why that specific setting won't take. I suppose it's possible that your monitor and Windows could be interacting strangely, but I don't know what could be done to work around that.

rustic oracle
#

I tried launching as admin/without admin already unfortunately

jolly loom
#

I'm at a loss unfortunately. I'll poke around a bit more after work to see if I can think of anything else, it can't be "unfixable"

rustic oracle
#

thats awesome, you dont have to do that though if you got better stuff to do 😄

subtle plover
rustic oracle
subtle plover
rustic oracle
#

well, blacks were still extremely crushed with extreme banding and the ReShade UI still looked way oversaturated, so changing GAMMA_CORRECTION_TYPE apparently didn't have the effect I hope it would.

#

maybe im just some freak-edgecase of hardware and pc configuration xD

#

it seems to work for everyone else

subtle plover
rustic oracle
subtle plover
rustic oracle
#

yeah, the lagom nl testimage blends in at 2.2 so it seems to be pretty accurate as far as gamma goes

#

same with the eizo test

subtle plover
rustic oracle
#

well, it is set to sRGB, but the difference seems to be very small, 2.2 still blends in pretty much completely on those tests.

#

the black crush and banding is really extreme ingame, that cant possibly be the result of the sRGB <->2.2 Gamma difference

#

its not minor, its really bad/extreme black crush

#

and banding in dark areas

#

just to make sure I'm not just imagining things, everything is fine with no banding or black crush at all again once I rename/remove reshade's dxgi.dll, effectively disabling the LUMA stuff.

#

I think ill just stop trying to fix this at this point and just play without LUMA. I appreciate everyone that tried to help ❤️

subtle plover
summer lichen
#

pcsx2

subtle plover
crystal estuary
#

Is it normal for screenshots taken while using Luma to be dark (as if trying to view a HDR picture on a SDR monitor) despite not using HDR?

#

I should note I don't have a HDR display, I was hoping to use Luma for DLAA. (which, I should state, works without issue; also the game looks fine on my end while actually playing it)

subtle plover
crystal estuary
#

Used nVidia App and Steam's screenshot tool. Both had this issue.

#

Thinking it might be some colorspace-related issue. If that's the case, not really anything I can do due to having a SDR monitor.

crystal estuary
#

A bit too late, uninstalled the mod. (may try again later though)

fossil igloo
#

Latest Reshade takes HDR screenshots in HDR PNG

summer lichen
#

*That reply was for Pumbo. Not used to discord.

pallid briar
#

Is it normal that the game does not fully utilize the gpu. It only draws half the power and útil is at 70%.

pallid briar
#

Cpu is at 30 to 60% so that's why I was confusef

#

On all cores

exotic rain
#

what's the best way to run the Prey HDR stuff with the EGS version of the game?

subtle plover
muted kite
#

Not sure if this is the right place to ask but is the prey remastered mod supposed to lower my fps this much, game usually runs at a pretty consistent 144 on very high graphics but after installing the mod it fluctuates between like 40-70 fps

lean basin
#

Does anyone else get a random blur over the entire screen every 30 seconds to a minute or so? I thought it was my reshade DOF, but it happens without reshade.

lusty moss
#

do you have adaptive resolution on?

wintry kestrel
#

I'm having some issues with performance (GOG version) and wondering if expected? Without the reshade addon (all other fixes from your file) in a scene im able to get hit the 240fps cap with 85%GPU util (177W) and 38% CPU util. With the addon, I'm only getting 101fps with 84% GPU util (100W) and 24% CPU util (rx 9070 and 5700x3d). Seems something is causing some under utilisation. Going to try with the steam version and see if reproducable. Tested with no other mods and fresh install. Also with optiscaler on and off
EDIT: Same performance in steam version

subtle plover
#

Then try to disable the new AO in the Luma advanced settings.

#

It's the most expensive feature.

wintry kestrel
#

Thanks for that Pumbo will give it a go! (Mod does make the game look amazing)

wintry kestrel
#

Yea no luck improving unfortunately. With reshade addon version and no luma getting the same fps as vanilla. With LUMA even if I disable every setting in the advanced menu and reload the shaders still getting the same performance as with everything enabled.

fossil igloo
subtle plover
wintry kestrel
#

Yea tried both again to no luck (also tried different reshade add-on versions from 6.3.3 to the latest pinned unofficial 6.4.1. Also disabled the unneeded add-ons and no FX. Seems odd. I don't think I was having this problem before with my 3060ti so it could be something to do with a 9070 (sold so can't test it out). I might try a different LUMA mod and see if I get similar behaviour as could be a weird driver thing. RenoDX mods are all working normally.

subtle plover
wintry kestrel
#

Nah same issues with unloaded shaders. I do notice however that the GPU usage improves while CPU usage remains the same. Fps also stays the same.

#

Yea does seem to be something is making it so the CPU is under utilized on my end with the mod. Facing a wall making it GPU bound I'm able to get 200fps at 91% GPU usage and 219w (CPU usage goes down to 21%). As soon as I turn around FPS drops to 60, GPU utilisation goes massively down but CPU util seems to cap at like 27%

subtle plover
#

It's not connected to amd or Nvidia gpus, because the execution of the cpu code isn't affected by the gpu.

#

The mod doesn't do anything basically if shaders are unloaded.

bleak hill
#

Chiming in with the same issue:
I recently got a HDR monitor finally and I wanted to try this mod for my first playthrough of Prey. The mod is amazing, but something is hampering performance.

Looking out at the skyline in the first room I'm getting 75fps with Luma, and 150fps if I disable the mod in Reshade and restart.
CPU usage remains the same at 30-35% and core utilization looks to be the same whether its on or off. GPU utilization takes a dive.

5700X3D , 32GB 3600mhz DDR4 on an updated B350 Strix. 7900 XTX (driver 25.5.1). 4K 165hz monitor.
Luma v2a. Reshade 6.4.1 add-on version with nothing but the base features.

Tried, with no effect:
Setting SSAO and SSR to vanilla.
Test version unloading shaders.
Disabling Steam overlay.
Disabling SAM.
Disabling Windows scaling.

I also need to alt+tab after starting the game because of a black screen.

loud idol
#

the mods is better on Nvidia GPU than AMD GPU due to DLAA+DLSS
i try to use optiscaler for FSR 3 but it's complicated

tender osprey
#

you guys made me curious. I should have the game on GOG. I have a 5800X3D and a RX 6900XT, gonna try when I arrive home from work. But it's wild that one goes from 240 to 101 with a RX 9070 and 150 to 75 with a 7900 XTX with just Luma.

#

The impact seem massive. And I have Luma installed on Kingdome Come Deliverance and I don't think I have terrible performance there

subtle plover
#

Thanks. I will look into when I can.

tender osprey
#

I can confirm what the others are having. There is something seriously wrong with the mod.

Checked on my game, set everything max apart from SMAA x1, 1440P with a 5800X3D, 32GB @3600 Mhz and a RX 6900XT. All data taken with Intel PresentMon so I can check if there is a bottleneck somewhere. Just checked inside the room at the start of the game.

  1. Vanilla 281 FPS, GPU utilization at 96%, CPU utilization at 26%. GPU enters wait time (around 1ms) so it means that there is a slight CPU bottleneck.

  2. With the mod it went down to 115 with a GPU Utilization at around 72%, CPU Utilization at 23%. GPU enters a longer wait time ( 2.5ms) than before.

#

@subtle plover

novel spindle
#

Im using this mod with chairloader and its crashing after like 15 minutes everytime, any solutions ?

subtle plover
#

what's the crash?

novel spindle
#

but it depends on locations its not always 15m

subtle plover
#

please try all combinations

#

and see if there's anything specific to it that might cause issues

wintry kestrel
#

Hey team, I find that when I try to use this mod on linux reshade stops working. I've tried following all the winetricks etc from the pinned post but no luck. WIthout the mod install, reshade opens as expected and i get the GUI. But as soon as I install the mod cant open the GUI which i believe means its not being loaded

wintry kestrel
#

Have worked out a little work around which is just to install the binaries folder. Have access to the reshade GUI and HDR is working. Not sure what issues not having the other files will have though haha

subtle plover
covert raven
#

working fine for me under linux, just nevermind the performance (fsr4 + rdna3 is pretty but runs terrible, great as a novelty though, lol)

wintry kestrel
#

So turns out when I install It on the steam version all is fine, but not on gog via heroic. Weird!

tawdry niche
#

Hey, anyone here who also tried this mod with the shuttle bay fix, which needs the touch-up mod, which needs the chairloader? Game crashes for me instantly

cyan perch
#

hi

#

how do you use optiscaler with this mod

#

i can either install reshade or optiscaler, but if i install both it does not work

lilac bridge
valid kiln
rich swan
#

I tried it on my steamdeck and it works now (wasn't at launch). Everything is great except a few things. When changing the mod settings in the advanced tab on reshade the game crashes. I wanted to reduce the quality of some settings (AO and SSR) because the performance hit is severe on the steamdeck but I can't do it at the moment. Is there another way ? Another issue is the AO is very noisy. The mod recommends to install DLSS to help with that but no DLSS on the steamdeck. I tried to install optiscaler to use FSR3 but the game doesn't load in that case when the mod is installed. Anybody managed to change the mod settings on the steamdeck and also use optiscaler with FSR 3 ?

subtle plover
rich swan
#

I found answers to change the setting files directly. I also see some people managed to use optiscaler on linux but the same process doesn't work for me. I was looking for people who specifically managed to make it work on steamdeck, maybe they have the answer.

eternal sand
#

hello, sorry to ask but this is the first time i'm playing prey and wanted to try playing with this mod

#

is the alpha build that's posted here the last build or is there going to be an update soon ? just wanted to know if i could wait a bit more for final build

subtle plover
#

go with it

#

currently stuck with other work

eternal sand
#

alright thanks for the hard work put into this already

knotty grotto
#

so i can't configure anything

#

also the mirrors don't work lol

knotty grotto
ivory agate
#

Don't know why, but the Peak Nits slider resets back to 775 every time I restart the game. My display has a peak brightness of 1,500 nits, if that helps.

subtle plover
subtle plover
ivory agate
subtle plover
ivory agate
#

Hmm.

subtle plover
#

775 isn't hardcoded in Prey Luma

#

so maybe you put it there

#

or maybe that's actually the display calibration value from Windows.

ivory agate
#

More likely the latter than the former. The annoying bit is the resetting of the value in between game restarts, honestly.

ivory agate
#

I will when I have a sec.

knotty grotto
# subtle plover what does that mean?

its been a while and i forgot the mirrors in prey don't actually have reflections, i spent like 2 h trying to debug it before i remembered its always been like that

subtle plover
#

Did you leave a comment on nexus about it too?

knotty grotto
#

i saw it tho

#

i came here searching to see if that guy ever got an answer lol

knotty grotto
#

optiscaler seems to be the only way to fully configure the DLSS stuff, however it makes reshade not have any accessible menu

subtle plover
knotty grotto
#

am i doing something wrong? no one else has reported it on the optiscaler github

subtle plover
knotty grotto
subtle plover
knotty grotto
#

there's like a toggle for it but no way to say like "enable dlaa" or change the dlss presets

subtle plover
#

I put a test if the optiscaler/FSR DLL are loaded.
All it does is change the name in the UI to FSR instead of DLSS. Never even tested it.
Glad to hear it works if it does.

molten wharf
#

@subtle plover should i use real light ?

subtle plover
#

nor made a comparsion, nor seen one

molten wharf
subtle plover
#

without ReShade, that's got SDR ReShade post processes.

lilac bridge
molten wharf
subtle plover
#

read my readme

#

it says it all

molten wharf
subtle plover
#

i don't think the mod is applied correctly

subtle plover
#

This is the latest build btw.

molten wharf
#

i will try again

ivory agate
# subtle plover check the config file.

Yeah so Luma:ScenePeakWhite in ReShade.ini reflects what I set it to with the slider (i.e. 1500), but when I go back into game (after a game restart) the slider value resets back to 775.

subtle plover
ivory agate
#

K, one sec.

subtle plover
ivory agate
#

OMG, I feel like an idiot, I had a feeling something was off.

#

It never used to say that. It always used to say 1,500 nits out of the box. Don't know what changed.

#

Looks like I'll have to use the HDR calibration tool to fix this.

subtle plover
#

775 sounds more likely than 1500 if it's an OLED monitor

#

1500 is the Windows default

#

it's often errounenously put there

#

also when u swap monitor

#

sometimes Windows breaks and shows 1500 even if u calibrated

ivory agate
#

It says 1,500 nits on the spec sheet for the TV, so I have no idea if that was what's going on, or the Windows default. Ugh.

#

Well whatever, mystery solved.

molten wharf
molten wharf
molten wharf
subtle plover
#

The mod doesn't even need the other files beside shaders.

#

No idea how you could even get it to not fix the broken shadow.

rough harness
#

Hi guys. I just wanted to play Prey (for the first time), installed latest alpha version of Luma from here + PREY Enhanced Mod + Shuttle Bay Fix + TOUCH-UP MOD.
I have 5800X3D CPU + 7900 XTX GPU, but the performance is very low. In one of the first rooms where is the helicopter simulation, I even have under 50 FPS when looking on the PC screen. But GPU usage is very low (56%, VRAM 33%). CPU is not limiting nor RAM.
Is this normal?

subtle plover
rough harness
#

I'm looking into the readme but I don't see it here :/

subtle plover
rough harness
#

I already tried to play with the settings, but it doesn't affect FPS. Setting SSAO to 0 lower GPU usage from 55% to 50%, but FPS are still the same. Changing SSR doesn't have big effect. I tried to disable all post processing, again no change in FPS.
When I tried to change in-game setting from very high to high, there is some FPS lift, but pretty low and still low GPU usage :/

I will try tomorrow vanilla game.

#

The mod otherwise looks working fine. HDR is working, switching e.g. FOV fix is also working.

subtle plover
#

Try running in windowed at a lower res, see if the FPS goes up

rough harness
#

switched from full screen to window borderless and lowered resolution (from 3440x1440 to 2560x1080).
FPS are still the same (around 47), only GPU usage lowered to around 40% :/
I restarted the game for sure after changing the settings.
I'm going to bed now, I will try to test more tomorrow.
Thanks!

subtle plover
wintry kestrel
subtle plover
#

I do not have an AMD GPU.

#

There's nothing Nvidia specific about the mod, beside DLSS which can be turned off.

tender osprey
#

the only thing we know for sure is that it affect people with an AMD CPU and GPU (IMO it has mostly to do with the GPU)

subtle plover
#

I can't do anything without an AMD GPU unfortunately

valid kiln
#

the issues happen on intel gpu too, i don't think its related exclusively to amd gpu, but maybe amd cpu ?

subtle plover
rough harness
#

Thanks for replies
I tried to play with the settings in game and changing FOV changes the FPS proportionally. When I changed the FOV from 120 to 60, I got around double FPS.

subtle plover
#

that would imply that the performance is butchered by the amount of draw calls.

#

the more objects on screen, the more draw calls.

#

ReShade adds a fair amount of overhead for draw calls, Luma adds its own on top.

#

if you look at the floor, performance goes high a lot too?

rough harness
#

I will try to fire up OBS 😄

rough harness
#

not the best quality, but FPS counter is readable.
140FPS is max FPS (limited now by RivaTuner)

subtle plover
#

Jesus what is that quality 😄

#

do u see the shadow blocky/pixellated as in the left screenshot?

#

seems like a draw calls bottleneck to me

subtle plover
rough harness
#

yeap, I have this pixalated shadows.
I will try to setup and build from the source code, it will just take me some time, with 5m old children it's worse with a free time XD

subtle plover
#

maybe it's slow cuz it's literally spamming errors every frame

#

did you check the log?

#

for Epic store, the shaders need to be put in different folders.

#

probably that's what @molten wharf had gotten wrong at first too?

molten wharf
rough harness
subtle plover
#

in the game exe folder

rough harness
#

I don't see any errors, but lot of warning like TheHuntRider about loading CustomShader

subtle plover
#

that's it then...

#

CPU usage is low, GPU usage is low

#

the bottleneck is the log being written on disk

#

every frame

rough harness
#

Yeap, 970 Evo 1TB nvme

subtle plover
#

or just in some particular moments?

#

u can see the log from within ReShade interface too, in game.

#

Log tab.

rough harness
#

it generates only when I move, when I stand still (or even do only slight move by mouse) it doesn't generate.
So it's not really the problem of the low FPS, but it's probably problem, why movement in the game is pretty choppy and frametime is very inconsistent

#

BTW in chairloader I just got errors:
[Error] CLoaderCGF::LoadCompiledMeshChunk: Bad geometric mean face area. File [objects/characters/aliens/mimic/mimic01_lod2.skinm] Chunk [Mimic01]
[Error] CLoaderCGF::LoadCompiledMeshChunk: Bad geometric mean face area. File [objects/environment/props/gameplay/door_decontamination_a/door_decontamination_a01.skinm] Chunk [Door_Decontamination_A01]
[Error] CLoaderCGF::LoadCompiledMeshChunk: Bad geometric mean face area. File [objects/arkeffects/characters/aliens/mimic/limb/limb_mimic01.skinm] Chunk [Limb_Mimic01]
[Error] CLoaderCGF::LoadCompiledMeshChunk: Bad geometric mean face area. File [objects/characters/aliens/mimic/mimic01_lod1.skinm] Chunk [Mimic01]
[Error] CLoaderCGF::LoadCompiledMeshChunk: Bad geometric mean face area. File [objects/characters/aliens/mimic/mimic01.skinm] Chunk [Mimic01]
[Error] CLoaderCGF::LoadCompiledMeshChunk: Bad geometric mean face area. File [objects/environment/architecture/simulation/apartment/window_apt_sim_a/window_apt_sim_a01.skinm] Chunk [Window_Apt_Sim_A01]
[Error] CLoaderCGF::LoadCompiledMeshChunk: Bad geometric mean face area. File [objects/environment/props/gameplay/door_securitybooth_a/door_securitybooth_a01.skinm] Chunk [Door_SecurityBooth_A01]

subtle plover
subtle plover
#

I will try it

rough harness
#

For sure I tried to fully delete the game and start over.
With vanilla game, I have smooth 140 FPS (my limit) with 65% of GPU usage. Movement is smooth, frame times are flat.
Then installed reshade (no change in performance), then I installed the v3 alpha 1 Luma (without any other modes).
In the first room 60 FPS with 60% GPU usage.
I also noticed that after installing Luma, the game starts to use "standard" folder for save games (Saved Games\Arkane Studios\Prey). Epic use by default Saved Games\Arkane Studios\Prey_Epic.
but I don't think it should be a problem

#

The shadow now looks ok, so maybe the pixalated shadow is connected with other mods:

#

I also noticed that the low performance is already in intros and menu.

subtle plover
wintry kestrel
#

Has anyone been able to disable reshade logging as a potential fix. I've tried [INSTALL]
EnableLogging=0 and doesnt seem to work

#

Was able to disable logging with
[INSTALL]
Logging=0
but made no impact on performance. No reshade.log was generated.

subtle plover
wintry kestrel
#

Not that I have noticed in gameplay but will have another look. I'm getting the Custom shader warning and same behaviour of looking at the floor get max FPS and then looking in a direction with lots of objects it drops (i.e crew quarters from the stair case). Dynamic Res kicks in dropping the resolution to about half but no change in FPS then if dynamice Res off

subtle plover
#

Dynamic res is broken in prey, it should be avoided.

wintry kestrel
#

No sorry I mean dynamice res enabled on the mod performs the same as dynamic Res disabled on the mod in terms of FPS for me

subtle plover
wintry kestrel
#

Nah so the resolution going down does not increase the performance

#

It stays the same

#

So my thought is that it is a non GPU bottleneck (I e CPU)

#

Since despite it going down to like 540p, the FPS stays the same as if it hadn't decreased the resolution

subtle plover
#

I have a couple of ideas but I will need a lot of help.

#

I could send builds with features disabled and then you tell me which one is faster.

wintry kestrel
#

Yea I'd love to help out however I can! Just send me whatever and I'll test it out. I'm guessing you aren't having issues on your setup haha

subtle plover
wintry kestrel
wintry kestrel
subtle plover
#

Try to drop in there the generic renodx unreal addon and see if performance is crap too

celest jewel
#

disable generic depth and effect runtime sync addons if you haven't already

wintry kestrel
subtle plover
#

Good to know.

#

I'll send some tests next week.

wicked mural
#

I have so many flickers with this mod installed. Like windows in the distance will freak out and lighting/shading will just not load in, in certain area making everything look cartoony

subtle plover
wicked mural
subtle plover
acoustic sapphire
#

Is there a way to save the advanced settings without reloading shaders? Reloading shaders seems to hard crash me every time running on Linux.

Also - can I clear the Luma shader cache outside of the game?

Am trying to see what might cause highlight flicker with the Lossless Scaling Linux port when using Luma, but cant save any changes on advanced settings atm

subtle plover
#

Reloading shaders shouldn't cause crashes.

#

I'd like to investigate why.

acoustic sapphire
#

Im guessing it's probably a Linux specific problem

Does Luma write a log? I'll try pass one along tomorrow.

#

Mod looks epic BTW, so great to have HDR in one of my favorite games

acoustic sapphire
# subtle plover Reshade does yes. Exe folder.

okay so for some reason, after quite a few days of crashing every time I attempt to reload shaders, its not doing it anymore 😄 seems to be working fine.

the only issue I have now is that once HDR is activated, if Lossless Scaling framegen is used highlights all tend to flicker like crazy. It's odd cause I don't see any issue with HDR in other games/HDR mods. But the problem might be in LSFG itself

subtle plover
acoustic sapphire
#

Thanks, I will chat to the dev about it

acoustic sapphire
acoustic sapphire
#

Ok cool, thanks, I think you found the smoking gun. Another user on the LSFG discord complained about flickering in another game that uses scRGB

#

Thankfully I dont need FG to enjoy Prey since it doesn't run like dogshit, thanks again for the mod 🚀

forest tinsel
#

i'm new to reshade and wanted to ask is this the correct just the luma one checked not the default reshade preset ?

#

also now the game look yellowish is it supposed to look like that ?

subtle plover
flint palm
#

My game is all red like this,I had the epic version installed before but read that the mod is not compatible so now I have the GOG version. Is it a shader problem or something?

subtle plover
flint palm
#

I used vortex and files are correctly applied. Guess I will try again with the epic version. I thought it was a problem with the shaders or something.

#

Oh nevermind I wrote that already. I will just try anew

flint palm
#

Okay maybe that's the problem. One more thing, would you recommend using the real lights mod also or is that redundant?

flint palm
#

So I tried multiple times with reinstall of Epic and GOG and did excactly like in the readme, but I still get this red like in the screenshot. Everything seems to work fine I can use reshade and the options menu. No idea what the problem is.

#

Didnt use vortex either this time

flint palm
subtle plover
#

Dunno. GPU driver. Broken GPU. Can't help.

flint palm
#

this is the only game that does this. I will try to update GPU driver

cyan ledge
flint palm
#

Yes I had it forced in control panel and that was the issue for me. Only with this game though.

wild meadow
#

Just installed the Luma mod for Prey and reshade shows that it's loaded. However, I'm trying to use it on an AMD 9070XT so need optiscaler but reshade fails to load when I install optiscaler. Any ideas?

wintry kestrel
wild meadow
subtle plover
#

Luma: Prey (2017)

subtle plover
#

New version coming soon.
Shaders compilation wasn't using optimization and that might have affected performance.
c++ compilation also wasn't optimized as it could.
There was a mistake in the DICE tonemapper that made highlights shift in hue.

valid kiln
#

can't wait to test itboomer

subtle plover
valid kiln
#

nope sadly no, sorry pepePray

subtle plover
valid kiln
#

yes i think the last time I tested it, you told me to do that it didnt fixes anything

#

I don't remember which GPU I was using, but in the meantime I switched from amd to intel, yet the performance issues persisted (same cpu ryzen 5600)

subtle plover
valid kiln
#

that ?

subtle plover
#

yes

#

do you not have .cso files?

valid kiln
#

i have

#

i delete everything ? even the folders ?

subtle plover
valid kiln
#

ye i moved the "luma" folders

#

no i don't see any difference (I had to check several times)

subtle plover
#

can you set all the game render quality settings (in the game itself) to the lowest?

valid kiln
#

yes the cursor position determines the fps, looking at the floor or the ceiling or in the opposite direction affects it quite a bit, the gpu usages stay very low at 35%

#

I test on low when the storm has passed

subtle plover
valid kiln
#

Yes

subtle plover
valid kiln
#

I should check to be sure

#

It's been a long time since I played without Luma, but I remember it was highter lol

valid kiln
#

on low i get 20% more cpu usage and more fps

subtle plover
subtle plover
# subtle plover

this basically disables many of the mod hooks, if the performance is fixed, then I can narrow down where to look.

#

It won't load shaders, gamma might look off, but it doesn't matter.

valid kiln
#

well i get like 20 more fps so its a bit better

#

instead of 44 fps im getting like 70

subtle plover
#

the mod should kill performance, especially if shaders aren't even loaded.

valid kiln
subtle plover
#

try without first and then with

valid kiln
#

with luma folder - 90~99% gpu usage (very high preset)

subtle plover
subtle plover
valid kiln
#

oh yes

#

yes adaptative is off

#

im getting 120~190 fps (i deleted the image, i think they are not relevant)

subtle plover
#

ok

subtle plover
#

and then try without ReShade

#

and give me the performance for the same scene with and without each

#

THX!

valid kiln
#

ok

#

i keep the shaders right ? ?

#

And when you talk about performance, are you referring to GPU percentage or a capframex record? hehe

valid kiln
#

i made 3 capframex record

#

without luma is addon deleted

subtle plover
valid kiln
#

i dont think, without luma or reshade its similar perf

#

i lose 50% perf with luma addon atleast on fps

subtle plover
subtle plover
valid kiln
#

no with the v3 alpha from the pinned

#

i think with the lastest luma addon, i would have the same fps as without luma or without reshade

#

It would be very similar

#

i will record the fps

cyan ledge
#

Could be vsync issue. Check with Present Mon "Sync Interval" should be 0 after you turn it off in game.

subtle plover
# valid kiln

ok so the new Luma addon fixes performance.
Even with the shaders in the Luma folder?

valid kiln
#

I think luma shaders was present, but I can only confirm it tomorrow feelsGoodMan

subtle plover
#

i can try give u a couple more builds for more tests

valid kiln
#

Why not pepePray You can send them tomorrow if you want, I could test them

wintry kestrel
#

With the above prey-luma.addon and 'V3 Alpha 1' base I get an error code:
4:53:55:603 [ 320] | ERROR | Failed to load add-on from 'Z:\home\jcd\Games\Heroic\Prey\Binaries\Danielle\x64-GOG\Release\Luma-Prey.addon' with error code 126!'.
If I use the prey-luma.addon from V3 Alpha no issue. Using pinned reshade

wintry kestrel
#

Tried on GOG on linux, GOG and Steam on Windows and same issue. 5700x3d RX 9070

subtle plover
wintry kestrel
#

Pinned one from RenoDx channel?

#

Tested both the Pinned RenoDx one and also vanilla 6.5.1 with addon suppot and still the same issue

wintry kestrel
cyan ledge
#

DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING is being set for swapchain, but I cant see DXGI_PRESENT_ALLOW_TEARING being set in present as it should according to documentation and my tests. So I hooked present and added DXGI_PRESENT_ALLOW_TEARING, and now it works as expected and also it solves the FPS lock bug with low GPU usage.
Here is the minimal code example to implement this:

#include <MinHook.h>

// IDXGISwapChain::Present
typedef HRESULT(__stdcall *Present)(IDXGISwapChain* swapchain, UINT sync_interval, UINT flags);
static Present present = nullptr;

static HRESULT __stdcall detour_present(IDXGISwapChain* swapchain, UINT sync_interval, UINT flags)
{
    flags |= DXGI_PRESENT_ALLOW_TEARING;
    return present(swapchain, sync_interval, flags);
}

void OnInitSwapchain(reshade::api::swapchain* swapchain, bool resize)
{
    static bool hook_installed = false;
    if (!hook_installed) {
        auto native_swapchain = reinterpret_cast<IDXGISwapChain*>(swapchain->get_native());
        auto vtable = *reinterpret_cast<void***>(native_swapchain);

        // Try to hook IDXGISwapChain::Present
        present = reinterpret_cast<Present>(vtable[8]);
        if (MH_CreateHook(vtable[8], &detour_present, reinterpret_cast<void**>(&present)) == MH_OK && MH_EnableHook(vtable[8]) == MH_OK) {
            reshade::log::message(reshade::log::level::info, "Hooked IDXGISwapChain::Present");
            hook_installed = true;
        }
    }
}

BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved)
{
   if (ul_reason_for_call == DLL_PROCESS_ATTACH) {
      if (MH_Initialize() != MH_OK) {
         return FALSE;
      }
    }
    else if (ul_reason_for_call == DLL_PROCESS_DETACH) {
        MH_Uninitialize();
    }
}
#

Interestingly if you force vsync off in Nvidia CP the game will act in the way as if DXGI_PRESENT_ALLOW_TEARING was set even when it isn't set.

subtle plover
#

which tbh are horribly named and documented anyway

subtle plover
acoustic sapphire
#

Going to try the recently shared addon, was just about to report a very strange 40 - 50% fps drop when looking at the elevator in the lobby

#

that wouldnt change no matter how I altered my settings (goes away if reshade/the addon isnt loaded)

#

I am on Linux through gamescope though, so I'm not sure if that has something to do with it, I suspected some kind of double buffering or something might be happening

#

getting the same issue as reported above with latest reshade: 17:26:46:142 [ 324] | ERROR | Failed to load add-on from 'Z:\var\home\bazzite.local\share\Steam\steamapps\common\Prey\Binaries\Danielle\x64\Release\Luma-Prey.addon' with error code 126!

#

Will try updating my redist now...

#

same issue unfortunately

#

Interestingly, going back to the v3 alpha without loading shaders still has the same perf drop

#

from 106 fps to 48-50

#

as soon as I look at the middle of the lobby...hmm

#

this sounds a lot like some kind of vsync issue

#

updating vc redist through proton tricks is causing my shaders not to load, so thats just a me issue, but its interesting that even though the shaders didnt load correctly, the perf drop is still there

#

how do I manually clear the shader cache? Weird issue since recreating the prefix:

cyan ledge
acoustic sapphire
acoustic sapphire
acoustic sapphire
# subtle plover https://github.com/crosire/reshade/pull/365

Okay, so when I use the most recent unofficial reshade build triggered by this PR,

The v3 alpha addon causes the "memory could not be "read"" error

The addon sent above fails to load with error code 126

is this potentially just a vcredist problem?

#

okay, wow, excuse my rambling.

it most definitely is - not sure if this might help other linux players, but installing vcredist through proton tricks UI wont work, the only way to get it working is to actually download it yourself and run the installer using the proton tricks commandline using Prey's prefix

sorry for spamming this channel! Maybe that will help someone.

acoustic sapphire
#

Okay so -

The version with hooks removed is still giving the 126 code error, but I can at least say that:

With reshade but no luma - looking at the lobby elevator, fps stays stable - 95
With reshade and luma - looking at the lobby elevator the fps drops by about 45 or so. 45-50

This is using the latest build triggered by your DXGI present flags PR.

GPU usage is hitting 100% in both scenarios.

Adaptive resolution down to 33% only improves the final fps by about 3 or 4

@subtle plover

#

Changing graphical sett8ngs doesn't affect it at all, and the Luma advanced settings are all at default

#

if it helps, CPU is 7800X3D and GPU is 7900XT

subtle plover
#

@acoustic sapphire @cyan ledge @wintry kestrel @valid kiln @rough harness @tender osprey
New version with proper VRR support, it might fix low frame rates.
Test pls. ReShade is included as I had to change a thing in it.

acoustic sapphire
#

Sweet will test it now

valid kiln
#

Can can test in 2-3 hourd

acoustic sapphire
# subtle plover <@478306767705473024> <@882379174793314354> <@319705316000399360> <@113448700322...

Okay so it defintiely feels smoother and the drops I reported in the lobby are less drastic. Tested borderless/fullscreen/vsync on and off, frame limit set at 165

I've narrowed down the lobby frame drop to a very specific concentration near the security booth and the bathrooms on the left hand side (when facing morgan's office)

Here are some screens

In the very first shot, fps has dropped down to a 45-52 range (the most drastic drop - from about 80fps average)

In the next 3 as I'm slowly turning it goes from 70ish down to about 50 as the flame particles and bathroom areas become more visible

#

If you want me to do some more detailed tests let me know, I know this seems quite anecdotal so I'd like to help more thoroughly if I can 😄

subtle plover
#

looking at big rooms will slow down performance, the mod isnt' free

#

i just care about comparsisons without the mod.

acoustic sapphire
#

Further up the stairs its less drastic, near 60. Back in Morgan's office area its back at 85. Looking towards the back of the lobby and its back up to high 70s

acoustic sapphire
#

Without the addon enabled, even with all the other changes Luma makes, there's no differential in FPS walking around these rooms, its all basically locked.

#

I understand the mod isn't free but such a big jump feels slightly odd considering my rig, but maybe it's just a linux thing.

subtle plover
#

also, delete all the .cso files cuz the new version compiles them in a more optimized way

#

but only if they weren't there already

#

the others had clear CPU utilization problem

#

I don't know if this is it

acoustic sapphire
#

Ok cool will give it a try

subtle plover
acoustic sapphire
#

Yeah, it was definitely a vcredist thing. Installing it through proton tricks just isnt good enough - the latest download from your link posted above is what solved it

#

Deleted all the .cso files, going to test again and then try the previously pinned alpha again and let you know

#

Performance is definitely better by about 4-5 fps in the new version and it feels smoother/better latency (at least to me) - especially after deleting the .cso files

However, I think perhaps the issue in the lobby is a red herring. Just did another uncapped test without luma and the drops are still there - the fps is just higher so I dont notice it so readily.

Thats 150 fps down to 110. Apologies @subtle plover I think in my previous test I had forgotton to turn off my fps cap/vsync

#

This is maybe just a game optimization issue but I suppose the only way to truly verify that would be to remove all the mods and do a true vanilla test

#

After deleting the .cso files, I dont seem to drop below 50 fps in the same situation, so way more manageable. I take it the difference otherwise is just a consequence of adding new shaders and remastering to the game's pipeline - like you said, its not free

#

This really does feel like Prey remastered though, thanks for all your hard work on this. Just having better shadows and AO is a game changer alone but HDR truly takes this game to the next level

valid kiln
wintry kestrel
#

I still seem to be having utilization issues with my setup. Luma addon loaded, 80fps in crew quarters with low utilisation. Addon not loaded, 203fps with maximum gpu utilisation.

valid kiln
#

i just checked and the gpu usage stay lows

#

feel a bit smoother i won't lie

#

What I mean is that the camera movement seems smoother with the variation in fps, but maybe it's just a placebo effect frenzy

#

(i chcked if the game has vsync, its disabled ; checked with but nothing changes)

subtle plover
valid kiln
#

yes i reinstalled the whole game

subtle plover
valid kiln
#

no, i remove the whole luma folder?

#

this one "Luma"?

valid kiln
subtle plover
#

there's a slider in the settings

#

Disable Features

#

set it to 1 and 2 to disable more features

#

and tell me when the frame rate increases or decreases

#

thx

valid kiln
#

with shaders?

subtle plover
valid kiln
#

1&2 gives me black screen ,thats normal right ?

#

Otherwise, there is no difference between the two, except for the black screen

#

Maybe i should remove all cso?

#

no effect spongebob

subtle plover
#

still bad performance?

valid kiln
#

yes nothing changes

subtle plover
#

I've literally disabled the main features

#

nothing else is going on

valid kiln
#

idk either pepeHands

subtle plover
#

delete the Prey one.

#

it might look off, ignore that.

subtle plover
valid kiln
#

gpu usage (70%~)is still lower than without luma but the fps is way better with empty addon but less than vanilla pepeBigBrain

subtle plover
valid kiln
#

nope perf still slow despairge

subtle plover
subtle plover
blissful bison
#

Hey I managed to get optiscaler running with fsr but trying to swap to xess crashes the game with this error message every time, no other mods installed

blissful bison
#

the game also runs fairly poorly with the mod installed, about 50% gpu usage

subtle plover
valid kiln
blissful bison
#

I am using the latest nightly build and I actually am on an intel gpu

valid kiln
#

OptiScaler_v0.7.7-pre13_20250728 that version ?

blissful bison
#

yea

lunar remnant
valid kiln
#

not related at all, i own a 5600 stare

acoustic sapphire
#

Okay, I'm glad at least that it's not just me with this very strange performance drop

#

This mod is incredible as it is, I'm sure its a fixable problem but having a blast playing the game with this as it is 😺

subtle plover
#

There's a few things left before the mod is 100% finished.

acoustic sapphire
#

The Perspective Correction is such a cool feature

#

Was adding it inspired by the Looking Glass screens? @subtle plover 😄

subtle plover
acoustic sapphire
#

I definitely see why you think that. Feels a lot more like you're actually there

#

Which in a game where immersion is so important, is amazing

acoustic sapphire
#

It looks like the fps drop in the lobby slowly starts to get worse over the playthrough. When I came back now and a bunch of new typhon spawned, In some spots I am dropping from 90fps to 43fps, but it seems very inconsistent

#

But again that's probably just a base game optimization issue, and the other lower fps issue in the mod is just making it more noticeable.

acoustic sapphire
#

Arboretum is another heavy one. 95fps down to 38-40 depending on the viewing angle.

I suspect in vanilla this would be like a 150fps down to 100 fps drop (optimization issue in the level itself maybe) but the other performance problems just exacerbate it.

#

My GPU usage levels seem fine though.

acoustic sapphire
#

@subtle plover Okay so stopped being lazy and added MangoHud overlay. When I look past the elevators in the arboretum the gpu usage drops by 20-30 percent and the fps by 40 - 50 %

#

If I enable some of the more expensive luma settings - like extreme SSR and GTAO, the GPU usage actually gets better, avg and maximum fps goes down, but the minimum fps goes up

#

The moment I get behind this cargo box to the right, the fps will tank. The FPS starts steadily climbing as I walk past the wall on the right towards the fountains

acoustic sapphire
#

I'm not so clued up on how hardware usage is supposed to behave in situations like this. The GPU usage going lower i understand is a bad thing - but is it normal for a 7800X3D to be sitting at 30 percent usage in a situation like this? The GPU is a 7900XT

subtle plover
#

it's the cbuffers mapping in the CPU

#

i'll try to optimize it

valid kiln
acoustic sapphire
#

🚀 🚀 🚀

subtle plover
#

ultimately it's due to a reshade "limitation"

#

ReShade abstracts DX data to a generic format to work with Vulkan and OpenGL too etc

#

so data is converted 3 times every time stuff is done

#

when there's a lot of draw calls, that's a huge overhead on weak CPUs.

#

the cost is fixed per object on screen, independently of the resolution.

#

I've optimized:

  • Custom Pixel/Compute shader detection
  • Custom Texture Samplers detection
  • Global CBuffers detection
#

biggest bottleneck is the samplers.

acoustic sapphire
#

So that explains why it was always those specific angles. Happened to be the angles where the most objects appeared on screen at once

#

And maybe when the game isn't occlusion culling super effectively (does it even occlusion cull?) Its more noticeable

subtle plover
cyan ledge
#

Yes. Also can reproduce same issue in other dx11 app. It also solved for me the strange FPS lock to multiple of screen refresh rate if FPS would drop close to that number.

#

*multiple: so /2, /3, etc.

subtle plover
#

@acoustic sapphire @cyan ledge @wintry kestrel @valid kiln @rough harness
test this new build.
Replace the DICE shader in Luma\Includes for a quality fix too, highlights color hues were accidentally shifted

acoustic sapphire
#

Sweet will do 😁

acoustic sapphire
#

I was able to at least maintain about 38 - 40 fps in the worst bits, but now its averaging around 27 and dropping to 16 🤔 GPU usage also low

subtle plover
acoustic sapphire
#

Ok, will try

acoustic sapphire
#

ah wait no you probably mean the one with the added VRR support

#

testing now.

#

The max is a teeny bit better (also excuse the clipped highlights I have to use snipping tool to get mango hud in screenshots)

#

Going to just see what happens if I use the old reshade build you shared too to make sure its not some kind of weird issue on my end.

#

So it looks like whatever changed in the reshade assembly is what is busting things, this is reshade + build from a few days ago. Going to try latest build + reshade from a few days ago, see what happens...standby

valid kiln
#

i will give a try

acoustic sapphire
#

Okay no, looks like both builds (reshade + addon) wreak havoc in some strange way, since using just the addon I'm back to 30fps dropping to 16

#

let me know if you want me to try any more tests, I'm sure this nut is close to being cracked 🚀

valid kiln
subtle plover
acoustic sapphire
# subtle plover Sorry, could you make a diagram or something. I'm not sure.

Lol, I need to figure out how to get mango hud to export those cool benchmark diagrams that people make, but otherwise here's a basic summary (excuse the AI using emojis, always annoys me)

I think what's odd is that in my situation I have a pretty strong CPU, so maybe there's something else causing these bottlenecks? I would think it would at least try and brute force through the overhead, but maybe thats what the older build was doing (although the usage is low on the CPU side regardless)

subtle plover
subtle plover
#

Accidentally

acoustic sapphire
#

Ahhhhhhh

subtle plover
#

Reflections in mirrors are almost entirely blacked out with a weird reflective doubling effect at the edge if you look at the mirror while at an angle. There's also a slight ghosting effect on weapons when moving.

#

Can anybody reproduce this problem too?

valid kiln
#

Sadly no, game is blocked at launch stare

acoustic sapphire
#

I havent experienced that issue, no.

cyan ledge
# subtle plover Ok. I've probably attached a reshade debug build.

Probably, the file size is big and CPU usage is much higher. Other than that looked good, didn' t notice issues with mirror. Also 'Luma/Shaders/Include'? mine are all in 'Luma' folder ofc in subfolders too eg. 'Include'. Did I incorrectly setup this, cause I'm not getting errors?

subtle plover
cyan ledge
#

Looked into v3a, same folder structure that I had. Looks good to me.

#

Noticed error with IMGUI.

subtle plover
subtle plover
valid kiln
#

hm the game run but the perf are worse tired_wojak

subtle plover
valid kiln
#

Yes

subtle plover
wintry kestrel
#

Yea sam performance drop for me with the newest files

valid kiln
#

but i think it improved on stutter, i think the game doesn't stutter

#

whereas before the game had stutters here game is "smooth" at 30fps 😅

wintry kestrel
#

I hope that could be why performance is different is that something is different behind the scenes haha

subtle plover
# valid kiln

in a busy view, I get from 65 fps to 48 fps. Nowhere as bad as this

acoustic sapphire
#

Will give a test in a bit 🚀

acoustic sapphire
#

Is it possible that the added validations might have accidentally added more overhead? Unless it's actually performing better than it was before on your side, and there's something else happening here

acoustic sapphire
acoustic sapphire
#

Ignore me lol, I obviously have no idea what I'm talking about with this stuff. The detection changes you made, I just wondered if maybe it added overhead by accident, but seeing as I know next to nothing about how buffers and graphics programming works, I'm sure that's wrong. I was just checking the latest commits on the repo and wondering aloud.

#

If you want me to test again just let me know 🫡

valid kiln
#

could it be related to the prey version we own ? i only own the base game

#

out of curiosity, what is your cpu pumbo ?

subtle plover
#

gotta build a new PC

valid kiln
acoustic sapphire
valid kiln
#

5600

#

i wonder if its the prey version that might matter

acoustic sapphire
#

So we all have ryzen cpus, but looks like Pumbo's is behaving

valid kiln
#

you have the deluxe or the base game ?

acoustic sapphire
#

Maybe. I am on the steam version with the dlc. Im also playing on Linux though, through Proton, so maybe that affects things too

valid kiln
#

yeah no , our problem is not that pepeHmm

acoustic sapphire
#

I'm having so much fun with this game despite the performance problems though. Soooo cool what you can do with all the abilities

subtle plover
#

i had probably uploaded a debug build again, accidentally (first time for ReShade, second time for Luma)

#

if it's still slow, u will see a Disable Feature slider in Imgui.

#

try all values from 1 to 11 and tell me which one restores the frame rate to the highest level.

valid kiln
#

ok trying

#

1,5 go for 99%gpu usage

#

6 has a little impact and go up to 50%

#

when 0 is at 20%~30%

#

rest feature stay at 20~30%

#

hope that help stare

acoustic sapphire
#

OK cool, testing now!

subtle plover
subtle plover
valid kiln
#

perf by defaut is worse than the prey version from the pinned msg

acoustic sapphire
#

I'll take some mango hud screenshots in a sec with load/fps for each mode, but yeah, perf by default is still a lot worse, around 51fps vs 95

acoustic sapphire
subtle plover
acoustic sapphire
#

Incoming screenshot spam, all in the lobby, one low complexity scene and one high complexity for each mode, open the shot to see the mango hud overlay top left (FPS capped to 60)

#

Wait, let me retake these screenshots so its easier to read lol

#

1: Big gains, minimal drop

#

2: Same as default basically, but the max is higher

#

3: Same as 2

#

4: Same as 3 and 2 mostly

#

5: Same situation as 1, big improvements

#

6: Similar situation to the previous alpha build, but the drops are less drastic.

#

7: Same problem as 2/3

#

8: more of the same

#

9: more of the same

#

10: More of the same

#

11: More of the same

#

@subtle plover so it looks like mode 1 and 5 seem to restore the performance. Does that have something to do with TAA?

#

If I uncap my fps in those modes, the lowest I go is 60 fps or so.

valid kiln
#

6 also restore it by half

#

I'm more curious to know what the 6 does, rather than the 1 and 5 snig

acoustic sapphire
#

Yes!

#

I can confirm that the same results happen in the Arboretum.

#

Okay definitely not TAA lol, since disabling AA does nothing. Only reason I ask is there are a lot more jaggies + shimmering in mode 1 and 5

#

(also, with AA off, 1 and 5 still increase performance massively)

subtle plover
#

ok so 1 and 5 determine the decoding of cbuffers

acoustic sapphire
#

🤔 the plot thickens

subtle plover
#

it's this function

#

it seems like it's particularly slow on some CPUs

valid kiln
#

what 6 do and why it boost to 50% gpu usage? gatito

subtle plover
#

so given that 5 boosts performance but 6 doesn't as much

#

the slow function seems to be the one from the screenshot

subtle plover
#

i've optimized it

valid kiln
#

stil low gpu usage at default

#

i think it improved a little, the gpu is at 36% but not totaly sure fps is highter than before

#

instead of 20~30

subtle plover
valid kiln
#

1&5 is still giving 99% gpu and 6 is giving 80~84%

#

yes 6 is almost perfct

#

this is 1&5

#

this is 6

#

6 improved

subtle plover
valid kiln
#

its a ryzen 5600

#

dunno hehe

acoustic sapphire
#

I'll give it a test in a sec!

#

7800X3d has a pretty large cache, so hopefully this helps

acoustic sapphire
# subtle plover it's this function

I was wondering if it was that! But wasn't sure if I could add anything helpful to the discussion once I saw it cause I don't know graphics programming.

Does that fire once per frame or per object being rendered?

valid kiln
#

if intel could make his ultra 235f 120€... would buy it nyehehe

#

L1 Cache
384 KB
L2 Cache
3 MB
L3 Cache
32 MB
for the 5600

acoustic sapphire
#

I wonder if some kind of caching would help there, but seeing as it's a static method that might be tricky

subtle plover
acoustic sapphire
#

This is the cache on the 7800x3d

acoustic sapphire
acoustic sapphire
valid kiln
#

yea

subtle plover
#

risky changes on DLSS/TAA

#

check if it's all looking good

acoustic sapphire
#

Cool, testing now 🫡

subtle plover
#

this will skip almost all tests.

acoustic sapphire
#

@subtle plover Looking good.

subtle plover
acoustic sapphire
#

This is the best the mod has performed since I first tried it 🚀 will removing those tests break things? Just going to run around and verify the TAA looks good (am injecting FSR3)

subtle plover
#

thing is, i play at 7680x2160 so the GPU is the bottleneck

#

CPU doesn't affect the fps

valid kiln
acoustic sapphire
#

Looking good at the moment

acoustic sapphire
acoustic sapphire
acoustic sapphire
# subtle plover i will test.

Okay, shite, it looks like loading my latest save in hardware labs, its happening again, but at a higher fps:

Enabling mode 1 fixes again. But the global cbuffer tests are still at 0 as expected, so maybe the problem is half solved?

#

so the decoding of the cbuffers maybe still has an impact?

subtle plover
#

show me this menu

#

the values printed there

#

it should be 0

acoustic sapphire
#

ok cool, one sec

valid kiln
#

wait

acoustic sapphire
#

Okay hang on, I restarted the game and its performing well again?

#

Let me just see what happens if I load a different save, then reload this save

#

When I load a different save, it comes back @subtle plover

#

but the tests all still say 0

valid kiln
#

Ok

#

i found something strange

#

from features 0 to 6 to 0 fixe the gpu usage issues

acoustic sapphire
#

@subtle plover @valid kiln same here if I toggle 0 to 6, the issue on save reload disappears

valid kiln
#

these are the performance i get

#

when i switch 0 to 6 to 0

acoustic sapphire
#

yeah, 0 to 6 and back to 0

#

Could be a placebo, and something else is happening. Cause when I do that, stuff in the distance looks shimmery

#

yeah, after full game reload, the image looks more stable.

valid kiln
acoustic sapphire
#

For the global cbuffers, would something like static variable caching in the method help?

Like,

static const void last_valid_pointer
static bool last_result

if (last_valid_pointer == global_buffer_data_ptr)
return last_result

#

I suppose that would only really make a difference in a situation where the same pointer is evaluated multiple times, and I dont know how that works 😄

acoustic sapphire
#

Ahh okay cool 🚀

#

Now to just figure out why loading into a new level changes it

subtle plover
acoustic sapphire
#

Yeah, if I load into the game fresh, it works well. But once I go through a loading screen the issue comes back, will do one more test

acoustic sapphire
#

Load in - back into lobby - back into hardware labs

acoustic sapphire
subtle plover
#

so it's not the same issue

#

could just be the game has memory leaks

#

try the sliders, if any make you gain back performance when loading the second time into a level (try all)

acoustic sapphire
#

Ok cool, yeah no change with the latest result, let me just play with the sliders quick

#

second is after going 0 - level 6 - back to 0 - third is the resultant image looking a bit unstable for some reason

#

hard to show in an image, but even though that trick works, the final image is shaky and a bit wobbly, like TAA isnt working properly or something @subtle plover

subtle plover
#

obviously, it disables features, so rendering will break 😄

acoustic sapphire
subtle plover
#

i'll test myself

subtle plover
acoustic sapphire
#

Ok cool, thank you sir, for now I can just restart the game once through a load screen 🚀

acoustic sapphire
#

cool one sec

subtle plover
#

*old reshade

acoustic sapphire
#

ok cool

#

I can just grab the dxgi.dll from the last reshade build before the vrr pull request right

#

faster than running the installer lol

#

old reshade + public build. Looks like the loading other saves/moving between levels issue is not present, but obviously performance in the lobby area suffered. The performance in the hardware labs matches the latest test build when loading the save for the first time @subtle plover

subtle plover
acoustic sapphire
subtle plover
acoustic sapphire
#

Sweet I shall test now

#

Weird, the performance issue is back. Switching to 1 or 6 solves it, but 5 and switching back to 0, still low usage and fps

#

@subtle plover

#

whereas before 5 had the same performance as 1, and 6 was about halfway there

#

let me just see if there is a difference when i change levels

#

No difference between loading screens

subtle plover
#

wtf

subtle plover
#

if 6 is slow but 7 is not, then it's the next function...
the function to extract data from the global cbuffer.

acoustic sapphire
#

I actually didn't try 7 - away from my PC now but will try as soon as I get back. 6 was as fast as 1 though

subtle plover
acoustic sapphire
#

Cool I will test now

#

Definitely gets slower again when 7 is selected @subtle plover

#

so slowdown occurs on every level except for 1 and 6

#

(tested the rest now too)

subtle plover
#

it's a CPU cache problem

#

i used to make a copy of the data in a pointer stored far away

#

I skipped that step in recent builds as the extra copy seemed unnecessary

#

but without it, the CPU probably overworks the cache

acoustic sapphire
#

Hell yeah, that at least narrows it down 💯

#

I am probably going to go to bed soon, but once I wake up, if you have anything you need tested I'll hop right in

subtle plover
#

and then try this, it might be better than the last above or worse. hard to tell, depends on CPU cache.

acoustic sapphire
# subtle plover and this, should be even better.

For this one: Hardware labs and lobby. Persisted across multiple save loads. Lobby performance is a bit worse than the pinned alpha build. FPS increases by up to 50% on level 1, but no changes on any of the others. Going to test latest one now (couldnt sleep lol)

subtle plover
acoustic sapphire
acoustic sapphire
#

for both of them, save loads didnt change the output

#

so that issue is definitely gone

wintry kestrel
acoustic sapphire
#

Yeah, 1 has a MASSIVE effect

wintry kestrel
#

All others seem similar performance to you aswell?

acoustic sapphire
#

yes, 1 is the only one that changes it now, which is good i think, probably narrows it down for Pumbo 🫡

#

The version with the tests bypassed is the best performing version out of all of them, UNTIL you move between levels, but I am not sure if that bug was related

acoustic sapphire
#

and im guessing level 1 is the bypass? or global cbuffers

subtle plover
wintry kestrel
subtle plover
acoustic sapphire
acoustic sapphire