#✅Luma: Prey (2017)
1 messages · Page 4 of 1
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.
damn look good
looks great
Schedule:
- Fix weapon FOV resetting on level loading
- Move DLSS before grading
- Separate UI composition
- Finalize LUT extrapolation
- A few minor things
before grading?
color grading/tonemapping yes
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.
Does anybody think that the sun (or starts) are too bring in Prey Luma and can be annoying to see when on screen?
do you have screenshots?
no, it's about gameplay.
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
you don't have an HDR display
so, it doesn't apply to that
if u have an HDR display, yes.
Hm I didn't notice anything blinding me
DX question from someone who’s never done game dev: how do you unit test stuff like what Luma does? Or do you have test manually?
I haven't even played the game. People have been testing. But I know what to look for and what to fix upfront generally, from experience
How can we try the latest version of the mod that's compatible with the shuttle bay fix mod?
It's pinned.
Not intentionally. Is there a difference?
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
Please do. Otherwise we'll need to fix Luma if there's a bug.
With and without Luma?
And with Luma it's grey?
not just with it, I'm puzzled how it's even come up
it seems to have happened after I installed luma right now
Ok so we have no bug
it wasn't there before
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
👍 all good on your end yeah
reverted stuff, something happened on mine at some point
pixelated shadows
sun is too much, in the apartment view at least
I can't get back to this option if I cycle
Yes, it's bad in SDR with Luma.
You can fix it with the advanced options though.
how so?
Yeah that was bad before Luma.
There's an advanced setting called sun shafts look
And tonemapper type
Check the tooltip and change them
but I have luma no? the alpha
is it still kind of a thing?
I vaguely recall trying a version from nexus without CL and it wasn't pixelated
Ah yes. That's just z fighting i think. It happens without Luma too. I can't fix it.
Without Luma that show is awful. Try it.
Yeah?
idk it all looks not good
is 0 actually totally how it was in vanilla?
or is it still affected by hdr and such
U need to set the tonemap mode to 0 as well.
The sun shafts look the same as vanilla with that setting I think. But the tonemapping is still slightly different maybe.
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.
yeah that looks better
is it supposed to look like that?
No I don't think so. You might have installed the mod incorrectly
No
Linear blending on the UI.
what about the dlss mip map/lod bias stuff or whatever it is
Hmm, would it work with the item textures?
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
Idk if they’re visible here
But I hope you see what I mean
Let's not get there. There's nothing you can do specifically on that stuff. 🙂
?
Yeah. That. Don't worry.
What happened
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
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.
I don't think you can force vsync off in the control panel
Vertical sync option in NVCP.
R u sure about that?
Try updating ReShade
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.
Have you tried to toggle it after boot?
Yes, dint have any effect.
Also could you try an older release pls?
Try an older build pls
Delete all before.
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.
How do you know vsync is on? Do u have dynamic resolution enabled?
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.
And with v3 vsync if forced on all the times you say? Even when the perforce is smooth?
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.
This is on v3.
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.
None of the code for Luma affects vsync
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.
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.
Read the dlss tooltip.
It looks bad because dlss is off.
From looks of it DLSS can't be turned off and SMAA 1X used instead of it.
Just use TAA with dlss or not.
Could anyone help me figure out how to stop the new FOV settings from resseting everytime i start the game?
Leave the weapon fov unchanged for now. The other fov doesn't reset. We are working on it.
Thank You
hey, just wanted to thank you for Prey's Luma, game looks so much better now ❤️
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.
You were using the Linux workaround I made for that other user?
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
update reshade
reinstall the game otherwise
clean the mod etc
Yes, it worked for the version on Nexus.
are you playing on a steam deck?
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.
yep, that fixed it!
hey folks, is this still required when using this with the Epic Launcher Version?
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 😄
You can edit the value of 1?
i cant, funnily enough
i can edit some values, but not this one
just wont let me click the field to change the value
Maybe because you are running in HDR mode?
i dont think so?
Reshade ui looks like srgb stretched over pq
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
Actually you are running in SDR mode I think. So gamma correction is forced.
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.
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
I think Reshade is just required because of the Luma Reshade AddOn to inject into the game, anything beyond that should be up to your personal preference.
So you really just need the addon-enabled version of ReShade (you can even untick SweetFX during the Reshade install) without any further shaders.
yeahh thankss just jumped the gun and installed it with both installed and nothing else and it works lmao
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.
Linux?
Windows 10
Windows 10 is very messy with HDR.
Does your display support it?
yes, it does, hdr is very poor though (IPS panel), so I dont enable it and instead run it in SDR
You can change the setting manually in the ReShade.ini, though I can't promise it won't break things or cause issues. Make a backup of your ini first, it's located in Prey\Binaries\Danielle\x64\Release
Under the [Prey Luma Advanced] section, add
Define#2Name=GAMMA_CORRECTION_TYPE
Define#2Value=1
And change the value to what you want.
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?
It's possible the name changed. If you change any other settings it should appear in that section, then you'll know.
ill give it a try and see if the value changes in game
That's the one, add them at the top like this:
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
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.
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
no, game was shut down
Let me grab a screenshot to compare, it's #2 for me if you exclude the developer option.
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
I think 4 should be correct for you, it lines up with how mine is numbered.
Yeah, the manually added lines just get yeeted every time, even when set to #4
That sounds promising, ill try that, thanks!
also thank you @jolly loom for trying to help, much appreciated
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.
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 🥲
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
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

That's bizarre. Do you run any mods? There must be a reason it's getting ignored, maybe an incompatibility that we're overlooking?
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)
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.
I tried launching as admin/without admin already unfortunately
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"
thats awesome, you dont have to do that though if you got better stuff to do 😄
change this
#ifndef GAMMA_CORRECTION_TYPE
#define GAMMA_CORRECTION_TYPE 1
#endif
to
#ifdef GAMMA_CORRECTION_TYPE
#undef GAMMA_CORRECTION_TYPE
#endif
#define GAMMA_CORRECTION_TYPE 0
in Settings.hlsl
I assume you refer to the Settings.hlsl in
PREY\Binaries\Danielle\x64-Epic\Release\Luma\Includes
Changing these lines in there (with the game being shut down, not editing them while the game is running), the value is STILL set to GAMMA_CORRECTION_TYPE 1 in the ingame overlay 
Doesn't matter. It will look right I think.
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
use the new ReShade musa mentioned
already tried that, same issue
set your monitor to gamma 2.2?
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
wait your monitor was gamma 2.2 all along? Not sRGB?
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 ❤️
https://www.shadertoy.com/view/7sjBWD this is the best test
I bet if you update to Win 11 it will fix it
pcsx2
what about it
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)
not sure, use another tool to take screenshots.
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.
use xbox game bar
A bit too late, uninstalled the mod. (may try again later though)
Latest Reshade takes HDR screenshots in HDR PNG
Sorry, misclicked somehow.
*That reply was for Pumbo. Not used to discord.
Is it normal that the game does not fully utilize the gpu. It only draws half the power and útil is at 70%.
CPU bound
what's the best way to run the Prey HDR stuff with the EGS version of the game?
The patch for epic is pinned in the messages
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
Not normal.
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.
do you have adaptive resolution on?
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
Try two things.
Try with reshade (addons version) installed but without Luma.
Then try to disable the new AO in the Luma advanced settings.
It's the most expensive feature.
Thanks for that Pumbo will give it a go! (Mod does make the game look amazing)
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.
Try disabling the included Reshade addons and no shader FX
Ok. Are you using the last version pinned in this channel, or the one on nexus? Try both.
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.
Try the development version from nexus and to unload shaders. Is then the performance fixed?
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%
If unloading shaders has bad performance, then it's something really weird and likely stupid.
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.
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.
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
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
Thanks. I will look into when I can.
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.
-
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.
-
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
Im using this mod with chairloader and its crashing after like 15 minutes everytime, any solutions ?
the version from discord?
what's the crash?
yes discord version it crashes to desktop saying prey.exe stopped working
but it depends on locations its not always 15m
though it's working for quite a few others so
please try all combinations
and see if there's anything specific to it that might cause issues
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
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
sorry i don't know about linux
working fine for me under linux, just nevermind the performance (fsr4 + rdna3 is pretty but runs terrible, great as a novelty though, lol)
Yea something weird is going on for me haha. You didnt have to make any changes other than whats on the pinned post?
So turns out when I install It on the steam version all is fine, but not on gog via heroic. Weird!
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
#1262582420239286372 message
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
Rename dxgi.dll as d3d11.dll | and optiscaler.dll as dbghelp.dll
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 ?
Search in the chat above, there's many people that did it
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.
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
the alpha is just fine
go with it
currently stuck with other work
tried that, reshade definitely loads but i can't get the reshade pop-up/menu to show
so i can't configure anything
also the mirrors don't work lol
i might be a bit dumb i forgor mirrors don't even work in stock prey
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.
what does that mean?
are you sure your monitor is 1500 nits?
That's what Windows defaults the calibration to when it has no data.
Yup. Even most other RenoDX mods will default to 1,500, and Special K will when I occasionally have to use it.
We all use the same code to detect the display brightness
Hmm.
775 isn't hardcoded in Prey Luma
so maybe you put it there
or maybe that's actually the display calibration value from Windows.
More likely the latter than the former. The annoying bit is the resetting of the value in between game restarts, honestly.
check the config file.
I will when I have a sec.
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
Did you leave a comment on nexus about it too?
nah that wasn't me
i saw it tho
i came here searching to see if that guy ever got an answer lol
this is the bigger issue tho
optiscaler seems to be the only way to fully configure the DLSS stuff, however it makes reshade not have any accessible menu
Ok. That sounds like a problem with OptiScaler though.
am i doing something wrong? no one else has reported it on the optiscaler github
i don't know. I don't use OptiScaler. I'd ask them though.
wait then how do you change the dlss settings on luma hdr?
because it says FSR?
there's like a toggle for it but no way to say like "enable dlaa" or change the dlss presets
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.
@subtle plover should i use real light ?
I never tried the game without it
nor made a comparsion, nor seen one
without reshade version or first one in download section
I specified in the readme which one to get I think
without ReShade, that's got SDR ReShade post processes.
You can also try renaming the reshade dll file to d3d11 and just reinstall optiscaler and it should work fine
what should i install first, as some files are overwritten by other
theirs.
read my readme
it says it all
does it look good ?
shadow are broken
i don't think the mod is applied correctly
they are checkerboarded
This is the latest build btw.
i will try again
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.
try to set it to 1498 and boot the game
K, one sec.
and if you set it in game to 1600, will it be 1600 in the same ini? make sure of that too pls
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.
told u 😛
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
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.
calibrate and see
most likely due to engine.pak, although it's mentioned in instruction, but i am not understanding clearly which one to use🙏
i followed every step
What's ambiguous about it?
#1262582420239286372 message
Does it look ok
If the sliders work it should be OK.
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.
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?
the readme explains what settings take the most performance.
I'm looking into the readme but I don't see it here :/
advanced settings, lower or disable ambient occlusion and SSR
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.
GPU usage doesn't mean much. Maybe one thing is still bottlenecked within the GPU.
Try running in windowed at a lower res, see if the FPS goes up
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!
sounds wrong. I dunno. try without the other mods.
Seems to be a known issue. If you scroll up the thread you will see a bunch of people including myself with similar peformance issues. All seems like we have an AMD GPU and an 5X00X3D cpu.
yeah, i'd need somebody able to compile code to test it properly
I do not have an AMD GPU.
There's nothing Nvidia specific about the mod, beside DLSS which can be turned off.
there is something wrong with the mod but we don't know why. you can see my testing here #1262582420239286372 message
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)
I could really use somebody maybe building the code and trying out a couple different things
I can't do anything without an AMD GPU unfortunately
the issues happen on intel gpu too, i don't think its related exclusively to amd gpu, but maybe amd cpu ?
CPU likely affect this less than GPU. That said, it could be.
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.
cool. could you post a video of that happening live?
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?
I will try to fire up OBS 😄
not the best quality, but FPS counter is readable.
140FPS is max FPS (limited now by RivaTuner)
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
can you build from source code?
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
that means the mod hasn't applied correctly
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?
The log you mean the one directly in the ReShade?
I followed the readMe installation instructions. I have Epic version and I renamed the folder.
As first I installed ChairLoader and Touch-Up mod. After that I copied the Luma
the same one he posted above, yes
in the game exe folder
I don't see any errors, but lot of warning like TheHuntRider about loading CustomShader
that's it then...
CPU usage is low, GPU usage is low
the bottleneck is the log being written on disk
every frame
is it on SSD?
Yeap, 970 Evo 1TB nvme
can u check if these LoadCustomShaders(Unknown hash: 0x0a210c5d) print every frame
or just in some particular moments?
u can see the log from within ReShade interface too, in game.
Log tab.
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]
that's a bug with the game, movement is inconsistent
Nevertheless, shadow are broken so something is off
I will try it
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.
try re-installing the other mods now
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.
Do you have pixellated shadows?
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
No change in fps if dynamic res is off? So dynamic res makes it slower?
Dynamic res is broken in prey, it should be avoided.
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
So it's not a cpu problem if the resolution going down brings performance back up.
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
Yeah ok. Makes sense.
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.
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
The only reports I got are from amd users.
We are needy
Also don't know how much this helps but with Luma addon disabled in Reshade, but everything else installed as per mod instructions, the FPS behaves as expected so would seem to be something in Luma-Prey.addon
Reshade only enables the addon feature if at least one addon does anything
Try to drop in there the generic renodx unreal addon and see if performance is crap too
disable generic depth and effect runtime sync addons if you haven't already
Yea put in the generic unreal addon. Performance is not crap and same as vanilla Prey(2017). Am even able adjust game brightness and peak brightness (although peak does seem capped)
Yea both disabled
Yeah because it's sdr 😅
Good to know.
I'll send some tests next week.
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
It happens in the vanilla game anyway
Not that I've noticed
Try the same place with and without the mod. Post a video if they are different. Thanks.
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
You can clear the shader cache.
Reloading shaders shouldn't cause crashes.
I'd like to investigate why.
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
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
Probably doesn't support scRGB HDR.
Thanks, I will chat to the dev about it
Do you think this would still be the case if the flickering happens even when Luma is set to SDR mode?
Yes it's still hdr
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 🚀
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 ?
Seems Ok to me.
You don't need any reshade effects, they are a separate thing.
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?
#1262582420239286372 message
This version is compatible with the epic store.
Regarding the red on the gog version, it seems like the mod just isn't installed properly.
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
Don't use vortex
Okay maybe that's the problem. One more thing, would you recommend using the real lights mod also or is that redundant?
It's in the readme docs
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
sorry to bother you. The red error thing is not actually connected to the mod it seems. I even get that on a fresh install, no idea why
Dunno. GPU driver. Broken GPU. Can't help.
this is the only game that does this. I will try to update GPU driver
Interesting. Just recently I head the same issue with Dishonored when forcing 16x anisotropic filtering trough DXVK, if not forcing it the issue doesn't occur. Also when forcing 16x anisotropic filtering trough Nvidia CP in DX9 the issue does not occur.
Yes I had it forced in control panel and that was the issue for me. Only with this game though.
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?
Worst case you can use the mod without optiscaler. Will use TAA. What name are you using for the Optiscaler DLL when you install it? Standard practice is to have reshade stay as dxgi.dll and have Optiscaler as something different ie dsound.dll. when you install Optiscaler through the .bat file should be a bunch of options just make sure it isn't install as dxgi
Managed to get them both working together by renaming dxgi.dll to Reshade64.dll and Opti as winmm.dll. Had to also edit the optiscaler.ini to make it load reshade64.dll.
Luma: Prey (2017)
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.
can't wait to test it
can u build code?
nope sadly no, sorry 
did u say performance isn't fixed if u unload shaders?
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)
you switched GPU?
Can u try to delete the Luma shaders folder and run the game?
move it somewhere else completely yes
ye i moved the "luma" folders
no i don't see any difference (I had to check several times)
so it runs like shit unless u are looking at the floor?
can you set all the game render quality settings (in the game itself) to the lowest?
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
you mean the camera direction?
Yes
and without the mod, GPU usage goes how high?
I should check to be sure
It's been a long time since I played without Luma, but I remember it was highter lol
on low i get 20% more cpu usage and more fps
but it's still shit?
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.
what matters is the performance without the mod.
the mod should kill performance, especially if shaders aren't even loaded.
with luma shader or removed?
doesn't matter, it won't load them
try without first and then with
with luma folder - 90~99% gpu usage (very high preset)
and high enough frame rate?
make sure to disable adaptive resolution btw
oh yes
yes adaptative is off
im getting 120~190 fps (i deleted the image, i think they are not relevant)
ok
can you now try without the Luma addon
and then try without ReShade
and give me the performance for the same scene with and without each
THX!
ok
i keep the shaders right ? ?
And when you talk about performance, are you referring to GPU percentage or a capframex record? 
fps
so the performance impact is from reshade?
i dont think, without luma or reshade its similar perf
i lose 50% perf with luma addon atleast on fps
ah yes, nevermind
and that was with the Luma addon I just sent you?
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
Could be vsync issue. Check with Present Mon "Sync Interval" should be 0 after you turn it off in game.
ok so the new Luma addon fixes performance.
Even with the shaders in the Luma folder?
I think luma shaders was present, but I can only confirm it tomorrow 
doesn't particularly matter
i can try give u a couple more builds for more tests
Why not
You can send them tomorrow if you want, I could test them
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
Tried on GOG on linux, GOG and Steam on Windows and same issue. 5700x3d RX 9070
You need the latest version of reshade for it
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
Install the latest c++ redist
Yea all up to date with no luck.
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.
yes, Nvidia does whatever it wants with these flags
which tbh are horribly named and documented anyway
looking into this. Thanks.
The answer is probably that the issue doesn't appear on NV.
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:
delete all .cso
Nice work. Probably the best solution for this.
Thanks! Do you think the drops I mentioned might be related to this vsync issue?
Ok, very weird, not sure why but I can't get the addon to load even after reinstalling the game. This error every time. But I'm suspecting its something to do with the way the proton prefix is setup
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.
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
@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.
Sweet will test it now
Can can test in 2-3 hourd
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 😄
I just need to know whether the performance isn't randomly killed for seemengly no reason
looking at big rooms will slow down performance, the mod isnt' free
i just care about comparsisons without the mod.
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
That's fair, sorry to potentially waste your time.
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.
so compare to the performance with the previous pinned alpha
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
Ok cool will give it a try
so i guess the dll loading issues faded?
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
Tested, looks good.
your camera position with 50 fps loss is heavy yes, its normal 
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.
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 
(i chcked if the game has vsync, its disabled ; checked with but nothing changes)
Did u delete the cso files?
yes i reinstalled the whole game
Ok. Did you try with the latest addon but with shaders removed?
Try this (still use the reshade version from above)
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
with shaders?
yes
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 
ok, just look at the performance then.
still bad performance?
yes nothing changes
well then I have no clue
I've literally disabled the main features
nothing else is going on
idk either 
try this, empty addon
delete the Prey one.
it might look off, ignore that.
did you try lowering the post process quality in Prey Luma settings?
gpu usage (70%~)is still lower than without luma but the fps is way better with empty addon but less than vanilla 
Can try
witch one ?
It's in the main settings. Not advanced.
nope perf still slow 
You need to change resolution at least once
I'll send a couple more empty add-ons later.
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
the game also runs fairly poorly with the mod installed, about 50% gpu usage
That's under investigation
Clean the game settings files
you need the optiscaler nightly build for xess and if you are not on intel gpu, use xess w/dx12 
I am using the latest nightly build and I actually am on an intel gpu
OptiScaler_v0.7.7-pre13_20250728 that version ?
yea
no idea if related to this or not - but i think one or two DF Directs ago, Alex mentioned that he thinks he's found a performance bug in X3D chips but he is doing further testing and talking to AMD before presenting it/making a video about it
not related at all, i own a 5600 
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 😺
I'll fix it.
We also have an issue with the weapon fov resetting every time a level loads, which prevents the perspective correction from being usable.
There's a few things left before the mod is 100% finished.
The Perspective Correction is such a cool feature
Was adding it inspired by the Looking Glass screens? @subtle plover 😄
No. It's just the future of rendering imo.
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
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.
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.
trying now
@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
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
the problem has been identified
it's the cbuffers mapping in the CPU
i'll try to optimize it

🚀 🚀 🚀
I've improved the CPU bottlenecking in these locations by about 50%
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.
You absolute legend!!! Thanks for your hard work.🤘
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
r u 100% sure this did anything?
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.
@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
Sweet will do 😁
Do I need to do anything specific after installing the new build? Tried recompiling shaders but it looks like the issue might have actually gotten worse:
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
Test again with the previous addon I upload some days ago
Ok, will try
this one?
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
i will give a try
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 🚀
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)
Older build from some days ago, or months?
Some days ago, this one:
Ok. I've probably attached a reshade debug build.
Accidentally
Ahhhhhhh
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?
Sadly no, game is blocked at launch 
I havent experienced that issue, no.
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?
only one file by that name. replace that
Looked into v3a, same folder structure that I had. Looks good to me.
Noticed error with IMGUI.
@cyan ledge @acoustic sapphire @valid kiln should be good now
they are stupid errors, it's totally fine.
Tested, looks good.
with this one?
#1262582420239286372 message
Yes
i don't understand.. it runs very well for me.
Yea sam performance drop for me with the newest files
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 😅
I don't know if this matters at all but the folder path for the DICE shader on the pinned version is 'Luma\Includes' instead of 'Luma\Shaders\Includes'
I hope that could be why performance is different is that something is different behind the scenes haha
in a busy view, I get from 65 fps to 48 fps. Nowhere as bad as this
Will give a test in a bit 🚀
Same issue with these
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
Ah, yeah you said here its running well for you. Then it must be something else happening!
Validation?
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 🫡
could it be related to the prey version we own ? i only own the base game
out of curiosity, what is your cpu pumbo ?
not even that gr8
gotta build a new PC

What CPU do you have?
So we all have ryzen cpus, but looks like Pumbo's is behaving
you have the deluxe or the base game ?
Maybe. I am on the steam version with the dlc. Im also playing on Linux though, through Proton, so maybe that affects things too
yeah no , our problem is not that 
I'm having so much fun with this game despite the performance problems though. Soooo cool what you can do with all the abilities
@acoustic sapphire @valid kiln
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.
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 
OK cool, testing now!
but is the performance by default as bad as in the previous build I had released?
I thought it was 2 and 4 for me that make performance better.
yeah
perf by defaut is worse than the prey version from the pinned msg
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
I should be using this dxgi, yeah?
yes
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)
default:
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.
6 also restore it by half
I'm more curious to know what the 6 does, rather than the 1 and 5 
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)
ok so 1 and 5 determine the decoding of cbuffers
🤔 the plot thickens
what 6 do and why it boost to 50% gpu usage? 
6 still does the check in the screenshot above, but then discards the result after
so given that 5 boosts performance but 6 doesn't as much
the slow function seems to be the one from the screenshot
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
try the sliders now
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
does your CPU have very little cache?
I'll give it a test in a sec!
7800X3d has a pretty large cache, so hopefully this helps
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?
if intel could make his ultra 235f 120€... would buy it 
L1 Cache
384 KB
L2 Cache
3 MB
L3 Cache
32 MB
for the 5600
I wonder if some kind of caching would help there, but seeing as it's a static method that might be tricky
@acoustic sapphire @valid kiln try this
This is the cache on the 7800x3d
Sweet just got to my PC will try now
Same issue until 1 or 5
yea
wait. made a mistake
@acoustic sapphire @valid kiln
risky changes on DLSS/TAA
check if it's all looking good
Cool, testing now 🫡
this will skip almost all tests.
@subtle plover Looking good.
better than ever?
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)
thing is, i play at 7680x2160 so the GPU is the bottleneck
CPU doesn't affect the fps
i will test.
Looking good at the moment
Riiight, this would explain why it never really cropped up before. I expect if I played at 5k instead of 2k ultrawide, it would be a similar situation.
Thanks so much for your extremely hard work on this, I salute you sir 🫡
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?
ok cool, one sec
wait
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
@subtle plover @valid kiln same here if I toggle 0 to 6, the issue on save reload disappears
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.

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 😄
that's kinda what i did
Ahh okay cool 🚀
Now to just figure out why loading into a new level changes it
try again. did it fail again?
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
try this
Load in - back into lobby - back into hardware labs
testing now
the number in the imgui is still 0
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)
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
obviously, it disables features, so rendering will break 😄
No I mean, the rendering still looks a bit broken once back at 0 😄
ok, then i added some bugs
i'll test myself
can u check if performance goes lower when you load into that save twice with the last public release?
Ok cool, thank you sir, for now I can just restart the game once through a load screen 🚀
sure, the pinned alpha?
cool one sec
*old reshade
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
on first boot, the new build is more performant or the same as the old?
More performant, CPU usage is up by 5% or so and GPU usage around the same, but the max fps is a little bit higher
might have fixed the TAA bug and further improved performance
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
wtf
did u try 7?
if 6 is slow but 7 is not, then it's the next function...
the function to extract data from the global cbuffer.
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
6 vs 7 is key, need to know. thanks.
Cool I will test now
6:
7:
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)
ok then I understand
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
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
*you can skip this one
and this, should be even better.
and then try this, it might be better than the last above or worse. hard to tell, depends on CPU cache.
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)
ok, try the disable feature slider too
A bit worse than the first one, but the disable feature level 1 has the same effect (up to 50% increase in fps) none of the other features affect it
Did for both, only slide level 1 affects the fps, but it does increase it by a lot, 20 fps in hardware labs and 30fps or so in lobby
for both of them, save loads didnt change the output
so that issue is definitely gone
This with disable feature set to 1 seems to be my best performance version. Close to native. 5700x3d
Yeah, 1 has a MASSIVE effect
All others seem similar performance to you aswell?
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
this one, basically
and im guessing level 1 is the bypass? or global cbuffers
so 5 to 7 didn't improve performance with these?
Not for me no
that means the cbuffer oveheard is gone
Not for me either. Only 1
Good sign!!

