#▫️Silent Hill 2 Remake
1 messages · Page 3 of 1
they raised it because they didnt see shit, and didnt know this way looks terrible on oleds
Super Mario 6?
also it negatively affects visibility when its a flat raise instead of doing something smarter
it's actually like they go "the fog doesn't surround the character! ... well let's just raise the black floor so it looks foggy" .... rather than fix the actual issue which is the fog start distance setting in UE !
They develop and art direct these games 99% of the time looking at IPS monitors, and maybe sometimes checking it on a decent TV for the HDR look
i am trying to find the smarter way now. contrast looks a bit weird. kinda deepfried
(which is an absolute pain to fix)
So even when they test the game on some hopefully decent OLED tv for the HDR, they are probably used to the raised black LCD look
only explanation I have for why this keeps happening
systematically
I guess so, probably tested on the same monitor which can output an HDR signal
even most random cheap ones have been able to for years
the 27gl850 💀
i have no idea what it tries to do in hdr but it sure aint right
my first experience with HDR was some VA 4K non gaming monitor back when they were still a new thing around 2017-18
surprisingly it usually resulted in a better looking image when I used HDR on it
compare to the previous, currently cant do it at runtime
still no fake player light removal mod
try the hdr calibration menu
that shader doesnt run there
i'm modifying how coloroffset is applied in color grading
the bathroom at the start of the game maybe
i mean its the same place as the previous screenshot, its not the same camera angle
walk into a corner and aim the camera at a spot that you can easily replicate i guess
the issue is that this is probably too dark for LCD users
like i cant see much
but you can't see much on either screenshot on a lcd
this silent optimizer is just another wrong engine.ini mod
so you aren't able to make an hlsl?
i am editing the original shader and dumping it through an unreal project
no decompilation, original source
ah so you don't have a way to copy the included stuff
wdym
why aren't you able to just make an hlsl from that code
it is hlsl
i just can't compile it alone
i rely on unreal doing it
it has a bunch of includes and whatever
ya thats what I meant
aight yea
well maybe you could hardcode the full include paths
in reno and then build it with a slider to find your magic number
it looks pretty good though
i would prefer a little less strong so the average brightness is closer and it reveals more detail
less?
well how is it working exactly
maybe blending the original image with your lowered image could help
ooh that looks nice
my room is too bright for a good comparison at this time
dont have blackout curtains
this looks good I think
but it'd need to be tested with multiple raised black baseline values.
WHAT IS SKIV DOING
here have a jxr
does that look weird or no
it seems a bit deepfried to me
but supposedly aw3225qf has near black issues so idk
he's copying shit out of my mod
its super dark to me but no colors seem off
well i can't really see anything in that photo
do you need to do it by luminance so its hue preserving
maybe you could use oklab to apply the saturation and hue of the original color and see what happens
you can just include the path to the renodx.hlsl folder in src/shaders/
put weird spacing in your mod so u can tell when they copy it 😄
they won't bother to change it
these are also non case sensitive
so u can do
r.AllOwHdR = 1
if you want to take the saturation of one float3 and apply it to another float3:
if (strength == 0.f) return incorrect_color;
float3 correct_lab = renodx::color::oklab::from::BT709(correct_color);
float3 correct_lch = renodx::color::oklch::from::OkLab(correct_lab);
float3 incorrect_lab = renodx::color::oklab::from::BT709(incorrect_color);
float3 incorrect_lch = renodx::color::oklch::from::OkLab(incorrect_lab);
incorrect_lch[1] = correct_lch[1];
float3 color = renodx::color::bt709::from::OkLCh(incorrect_lch);
color = renodx::color::bt709::clamp::AP1(color);
return color;
}```
you convert them both to oklchthen take the chroma component of one (.y channel) and apply it to another
he's just cherry picking lines as i change things (the spacing doesn't line up at all, he's collected junk commands from reddit too)
it's so frustrating
yes this is a good point! actually maybe i'll add some "magical" parameters that don't exist to trap him! good one!
UE has an amazingly good ini parser, it doesn't actually handle comments at all, all it does is look for known commands and ignores everything else. you could put ANSI art in there if you want 🤣
r.DisableStutter = 1
r.AllowAsyncTick = 1
r.MultithreadedGameLoop = 1
r.UnlockRawFrameRate = 1
subtler
r.DownloadMoreRam = 1
r.RunCrysis=1
hahaha
i was also considering putting r.ImWatchingYouFrank=8008
ooh personal
yeah. hey, i am all for sharing code and building a better world together. but fucking credit your source
basic FOSS manners
he's never done an optimization mod in 140 mods as far as i can see (some NSWF mods) https://next.nexusmods.com/profile/FrancisLouis/mods
yep, i freaking disabled this, he deleted it. sprung! asshole
eh, i think i'll leave it. it's going to be very obvious if he steals my latest changes
ooh! yay! 😊
so much nicer without the raise
ok, now fix stutters pls

before and after
Yall already made Renodx for the game!? That was extremly fast
what happened to being born with the power to not mind them 😉
its the black floor fix, just packed in a renodx
i'm ok with them, I can play it
though I got to a couple areas that are terrible
the apartments are the worst
so far at least
I was just poking fun
the apartments were the worst for me, because rather than the larger but fewer stutters I had on the streets before that, it felt like constant micro stuttering in the apartments
the hospital is a night and day difference compared to the apartments
his jacket is less green
unacceptable
ersh is now banned
i doubt it's even affecting those pixels, they're too bright 😄
the menu really demonstrates the black floor fix in action
lemme know if yall think its too dark or too bright now. i just chose a value that looked good for that gamma boost that is a tradeoff for the lowered floor but it's not based on anything at all
i feel like it's decently balanced now, you actually gain some shadow detail, it's not just lowering the floor
@crystal flame hijack an unused ini value
huh?
hijack an unused shader variable and use it to configure the shadow
oh, well the issue is reading something new in the shader
unreal doesnt seem to let me compile with an added cbuffer
InACESMidData.w is unused
normal unreal ini no?
nope
i don't know the ini list
c++ pushes stuff there and it's all interlinked i think
this looks good now
FACESTonemapParams()
: ACESMinMaxData(2.50898620e-06f, 1e-4f, 692.651123f, 1000.0f)
, ACESMidData(0.0822144598f, 4.80000019f, 1.55f, 1.0f)
, ACESCoefsLow_0(-4.00000000f, -4.00000000f, -3.15737653f, -0.485249996f)
, ACESCoefsHigh_0(-0.332863420f, 1.69534576f, 2.75812411f, 3.00000000f)
, ACESCoefsLow_4(1.84773231f)
, ACESCoefsHigh_4(3.0f)
, ACESSceneColorMultiplier(1.5f)
, ACESGamutCompression(0.0f)
ACESMidData .w which says 1.0 is unsed
like this, probably
not sure what the ini is to modify ACESMidData is
there is no cvar for that
https://github.com/EpicGames/UnrealEngine/blob/6e1b8bbc8bd07363ff20517939c2096f3083f051/Engine/Shaders/Private/TonemapCommon.ush#L374 i guess it chops up the 4 into 3?
but the shader reads ini values as pushed by c++
no
or you're saying it's baked in the source
it is baked yes
let me see which i know isn't used
it only reads min, mid, max luminance
yeah, it's baked in the decompile now that i remember
if reno could push a value there in that ACESMidData.w then it'd work
there's a custom gamma value that is only used with EXR tonemap type i think
basically never runs in any game, but is pushed as a cbuffer
this one ```cpp
// OutputDevice == TONEMAPPER_OUTPUT_ExplicitGammaMapping
// Gamma 2.2, user specified gamut
else
{
// Convert from the working color space to specified output gamut
float3 OutputGamutColor = mul( AP1_2_Output, mul( (float3x3)WorkingColorSpace.ToAP1, FilmColor ) );
// This is different than the prior "gamma" curve adjustment (but reusing the variable).
// For displays set to a gamma colorspace.
// Note, MacOSX native output is raw gamma 2.2 not sRGB!
OutDeviceColor = pow( OutputGamutColor, InverseGamma.z );
}
InverseGamma.z
I still need to find the brightness cbuffer to kill ingame sliders
@crystal flame so what are you cooking up? a fixed lutbuilder; but using the unreal engine ush vs. decompiled from the game?
tiny edit to the color grading in the lutbuilder, yes. clean source without any decompilation mess.
drawback is that i can't seem to easily push a cbuffer there. unreal won't let me compile
would need to compile the engine from source which is a massive time sink
no, why? the only problem is they're using shadow color offsets to deliberately raise the black floor everywhere
idk
which looks like total ass on an oled
shortfuse says the built in aces is ass
unless it changed between ~4.27 [my weeb games] -> 5.0+
i have no complaints about how the game looks aside from that
if you end up digging around lutbuilders and the sample shader (the shader with 543, what samples the lutbuilder) and find the cbuffer for brightness; let me know
I've been digging for a while
its not there
r0.w = cmp(cb0[35].w == 0.000000);
if (r0.w != 0) {
r0.w = dot(r1.xyz, float3(0.212599993,0.715200007,0.0722000003));
r1.w = cmp(cb0[67].y < r0.w);
r2.x = -cb0[67].y + r0.w;
r2.x = -cb0[67].z * r2.x;
r2.x = r2.x / cb0[67].x;
r2.y = cb0[67].x + -cb0[67].y;
r2.x = 1.44269502 * r2.x;
r2.x = exp2(r2.x);
r2.x = -r2.y * r2.x + cb0[67].x;
r2.xzw = r2.xxx * r1.xyz;
r2.xzw = r2.xzw / r0.www;
r2.xzw = r1.www ? r2.xzw : r1.xyz;
r3.xyz = cmp(cb0[67].yyy < r1.xyz);
r4.xyz = -cb0[67].yyy + r1.xyz;
r4.xyz = -cb0[67].zzz * r4.xyz;
r4.xyz = r4.xyz / cb0[67].xxx;
r4.xyz = float3(1.44269502,1.44269502,1.44269502) * r4.xyz;
r4.xyz = exp2(r4.xyz);
r4.xyz = -r2.yyy * r4.xyz + cb0[67].xxx;
r3.xyz = r3.xyz ? r4.xyz : r1.xyz;
r2.xyz = -r3.xyz + r2.xzw;
r2.xyz = cb0[67].www * r2.xyz + r3.xyz;
r1.xyz = r2.xyz;
} else {
this is the mobile tonemapper thing
you sent me the source before, but it just tells me what I already assumed -- brightness is handled by pow
so cbo[67].xyzw would be free if cb[35].w is 0
its somewhere else entirely. probably some sort of final shader
I mean my games dont have any of that
we have the lutbuilder, then the sample shader which is whats drawn on the swapchain
and then all the ui elements are drawn on the swapchain seperatly
there are ui brightness sliders too!
then its not the generic unreal brightness
that one is just the brightness slider you'd have in any old game
I have to find a tool that lets me read cbuffer values, so I can increase/decrease the ingame brightness slider and see waht cbuffer changes
but can renodx push a value into that cb0[67].xyzw?
nah, not in dx12
yeah so rip
idea is to find an ini that writes to an unused cbuffer
or, you can hijack a known cbuffer and rewrite it
like tonemaptype
like, 1.5 is tonemaptype 1 and 0.5 strength
as an example, tonemaptype probably shouldn't be forced
y know what i'm actually not sure the shader failed to compile
maybe it just failed to run
its not that
it's unreal that was crashing on me with an error after i recompiled
but, well, that scene uses the shader, so it'd try to run it and an ensure would fail
dxcpl will tell you if it's not accepting the new shader
TEXT("Shader %s, permutation %d has unbound parameters not represented in the parameter struct:"), Type->GetName(), PermutationId);
but that probably means the shader already did compile
i just need to dump it
@tired mural what's up with the thaumaturge cbuffer? how does that work
just played a bit more and seems good so far 👍
i rebuilt the shader from decompilation. with dx12 (SM5.1 really), i can just slap any cbuffer in space 50
dx12 is easier that way
but you have to operate in your own space
you can't read/write other cbuffers easily
ah so i cant just add a tiny struct like that?
cbuffer injectedBuffer : register(b0, space50) {
ShaderInjectData injectedData : packoffset(c0);
}
yeah, if unreal doesn't mind
yeah that
hm ok. it seems it does manage to dump before crashing, so hey
we'll see
turbo scuffed if that works
i have ```cpp
renodx::mods::shader::on_init_pipeline_layout = [](reshade::api::device* device, auto, auto) {
return device->get_api() == reshade::api::device_api::d3d12;
};
renodx::mods::shader::expected_constant_buffer_space = 50;
first line is so it doesn't try to inject cbuffer into dx11 overlays
the "14 cbuffers" thing is a lie, i think. it's 14 per space. in theory we never need to overwrite buffers. but you'd need SM5.1 or above for spaces i think
well it is sm6
i think @lost spire did a SM5 mod and just bumped the recompiled shader version to 5.1 and did custom cbuffer with space and it worked
yea
I did that for like 4 games now
dx12, rename 5_0 -> 5_1
and use slot 50 in shared.h and addon.cpp
doesn't work in dx11; but we have good ole cb13 in dx11
https://github.com/marat569/renodx/tree/visionsofmana/src/games/visionsofmana
shared.h for the def
and addon.cpp for the cbuffer slot50 line on the bottom
also it should work for sm6, it just doesn't work for sm5
but 5.1 and up
I have the return too for my dx12 mods
@crystal flame How do I toggle the black floor add-on On and Off? Do I have to restart the game every time to do so?
ya you have to restart
gimme a 5 mins and you wont have to
how
i dump shaders before unreal crashes

i also found this stuff
renodx::mods::swapchain::force_borderless = true;
renodx::mods::swapchain::prevent_full_screen = true;
this works too, the game doesnt reorganize your desktop every time you alttab
so it's forcing scrgb? or did you switch that to hdr10?
switched to hdr10 yea
you know, it's not really a SH2 mod. it's a Unreal 5.1 mod
yeah true
god the compilation process is ridiculous
there's probably a way to compile and dump that doesnt replace the running shaders (so won't crash the editor)
game immediately crashed for me
uh.. forced HDR maybe
wait
the swapchain mod basically assumes you run windows in HDR
try this i guess
that one opened the splash screen and once I got into the game it immediately crashed as reshade was compiling shaders
SHProto_Win64_Shipping
SHProto_Win64_Shipping
SHProto_Win64_Shipping
SHProto_Win64_Shipping
SHProto_Win64_Shipping
SHProto_Win64_Shipping
SHProto_Win64_Shipping
SHProto_Win64_Shipping
SHProto_Win64_Shipping
SHProto_Win64_Shipping
SHProto_Win64_Shipping
SHProto_Win64_Shipping
kernel32
ntdll```

let me remove ultra plus and see if it changes anything
it needs to be on dx12 to accept the space50
might have to remove unreal shader cache
removed ultra plus and this works but its super washed out
like when you have an image encoded in gamma and try to display it on a linear swapchain

mine's looking as I'd expect it to (with default Reno settings)
yeah think the defaults are good but you can play around with them and compare with vanilla
is there any point in me swapping to the second one, or was that just trying to fix Musa's issue?
the contrast/gamma selection is interesting too. gamma seemed to look slightly better for me
no, you'll have the game reorganizing your windows every time with that version
i prefer the contrast offset
I'll probably increase the offset a tiny bit over this, but I'm liking how the black floor makes the red of the save point pop more in this scene
unfortunately the multiplier doesnt work the same way so it's hard to compare
using contrast offset allowed me to only touch the shadows without the rest of the image being affected too much
it all only affects whatever unreal considers shadows
SDR 2.2 300 / HDR peak1100 midtones46 min-1.4 bright 1
midtones 46 cause thats what sammi said was the value in sdr and min 1.4 cause its close to 1.3 which is 10^-1.3 = 0.05
i try not to touch the hdr settings. they're all just unreal defaults
contrast needs a slightly higher multiplier to match
like 25 vs 33 or something
just checking, this is UE 5.1 ?
Pls do a 800 peak. I like your settings
PS, sucks that it wont work with Ultra Plus
I adjusted peak and you only need to move min luminance down slightly as you lower peak
these settings looked really similar to 300 nits sdr so i just used pumboautohdr to scale down paper white by 203/300 in [these pics](#🖼️hdr-screenshots message)
ye
hmm contrast 30 i guess?
i did 25
new defaults, and i removed the bonus, non relevant swapchain code to be safer. split it into a second addon
30 slightly raised some parts of the image i think
this won't let the game enter fullscreen mode so it won't mess up all your windows on every alt tab
extra tiny
what color space is it doing the contrast adjustment and gain in. AP1?
i'm not sure, i think so?
what i'm doing is kinda just taking (part of) the value in color grading they put for shadow color offset, transforming it with the mult (and -1 in case of contrast) and adding it to the shadow contrast instead.
so i don't really do any custom alterations there
basically i just force the engine to do what i think should've been done to achieve the effect desired by the devs (shadow brightening) but by using a color grading control that doesn't look bad on oleds
kind of wish I wasn't as far as I am on this playthrough to get more use out of this, but there's always NG+
hopefully by then there's a mod to turn off or tone down the hero lighting on James
mod to fix the overly bright rain would also be great
does it have compatiblity with ultra plus now?
yeah I crashed upon startup with it
at least when using it with the addons posted above
didn't try without them
what in game settings should be used?
i am not sure how it ever worked
i had half of the Days Gone config in there? 
v0.8 is up on nexus and is fixed. I had part of the Days Gone mod in there (I honestly don't even know how). anyway it works again if anyone wants to test with RenoDX 😊
do you know if it possible to inject CVars into the engine via a ReShade added? there are several commands that aren't considered valid by the ini parser
Works great with RenoDX 👍
0.7.2 worked fine too tho
oh great! ty
okay, idk what I did to the version of 0.7 I had lol
https://www.youtube.com/watch?v=7zl3mJYdoxU Switching to D3D11 amazes the guy as to why it gives huge performance gains 😂 It likely leads to issues like crashes as the devs don't test with it. And it disables all RT-effects etc. But these YouTubers never test these cases properly of course haha
Welcome back to the channel! Today we're optimising Silent Hill 2 Remake to add some FPS.
I'm using an RTX 3060TI but it should help you on even lower end hardware.
By lunching in dx 11 mode and using the custom preset, we can increase the FPS by quite a bit. (See screenshots near end of video)
Copy this into the launch options: Input -dx11
F...
For every DX12 UE game YouTubers produce content like this, but those DX11 renderers almost always have weakened stability, broken menus, missing effects etc.
yeah no wonder they get a FPS boost turning all the bells and whistles by downgrading the game
i just use the defaults. musa posted some settings though
i got to the Hotle last night and it was super stuttery with v 0.8.0 - Im guessing cuz I was carrying some Days Gone zombie data with me LOL
need to update tonight and retry with new black floor as well, im guessing its been updated to be toggled on and off on the go now @crystal flame
#1291021198628618353 message
#🖼️hdr-screenshots message
yep
thanks to you @wet kelp game looks to be a lot more promising now. I still dont know whether to keep using Ray Reconstrution or not though with Ultra Plus, Id hate to leave quality on the table
nope, turn it off, RR is blurry compared to what I've done, which is beautiful
I will once I figure out how to turn it off lol
short version... Lumen reflections use temporal denoising by default, BUT they're averaging 32 frames, which is blurry. I changed it to 4 frames, which sharpens it up, but removed the noise I had before
here's the thing... Lumen has a spatiotemporal ... what is RR? a spatiotemporal denoiser. what nobody talks about is... Epic did it first. Nvidia copied them
Ray reconstruction reuses spatiotemporal rays (it keeps a reservoir of rays in space and time... spatiotemporal). so does Lumen
Lumen does it better, tbh
BUT, Epics defaults are often wrong
okay that wasn't short lol
in the back of my mind, I keep thinking Special K is also causing some stutter in this game
it can... it changed the frame timing
I see, I think I will make the tough choice and not play in SK then
Screenshots be damned
I'm looking at rivatuna at the moment because I realized it also changes the frame timing
it tries to apply like a reflex kind of thing
I know!
you cant trust anybody nowadays!
and for fixing this stuff I can't have anything interfering
yeah I didnt know these monitoring tools can cause such issues, thats lame
do you use MSI afterburner in conjunction with Riva?
check it out, this is the default settings
it's per game
it's using an async frame rate limiter
(and passive CPU waiting)
Is that bad?
you can also force reflex here
... no, it's just interfering. the problem - is unreal doing the same thing? does it conflict with what RTSS is doing?
¯_(ツ)_/¯
is it better? is it worse? could it be part of why UE has so many stutters and Epic can't work it out, because half the people are using RTSS? we don't know!
Is RTSS interfering with default settings even when fame rate limiter is not used?
the RHI is a very tightly tuned thing
If so, how to fix it without getting rid of RTSS entirely
it's always on by default from what i can tell
if i add a new game in there, it turns it on for that game
even when you have values 0/0 for the limiter and s-sync?
where aboots?
oh i see what you mean 'toggle framerate limiter'
idk ... is it on or off by default?
lemme map those keys and see what happens
I believe it's off with those values
I agree about SK and UE btw, but I dunno if it's because of framerate limiter in particular
SK by default hooks it's claws into the game pretty deeply
afaik even compatibility config doesn't solve issues entirely
SK itself has a built in Frame Limiter, i always toggle it off
it can help with some games. but it's also opinionated and the game can be too
SK has a bunch of stuff enabled by default, and UE doesn't seem to like be tinkered with on this level
I remember folks saying to disable texture cache in SK when using on the UE game
lol my CPU is always pegged at 100 C
i should probably get a heat pad for this laptop 😂
it doesn't
despite the crap it gets, UE is a very finely tuned thing
i don't think its RHI is the best around... enable FSR3 FG and you can see what a really advanced RHI performs like, but it still doesn't like being messed with
Problem is when you want to cap the framerate below the refresh rate and you're not using VRR
UE framerate cap has terrible frame pacing
I usually find using RTSS cap on top of unreal one produces the best results
i've heard this before, cap in game and then cap via RTSS produces better results
FSR3 Frame Interpolation RHI vs UE RHI
Cyberpunk for example is/was absolutely dogshit when you only cap in RTSS
(FSR3 FI has its own RHI)
Yup, in game one is smooth but has a metric ton of input lag, and any outside cap produces uneven framepacing
It only works correctly when you use both
I stopped using RTSS for now... it was also causing some game crashes cuz of instability with SK combination. But do need another software to monitor Frametimes. This CapFrameX looks promising
Not to brag but if you know about this from DF video it's because I told them about this 
CFX uses RTSS too
Ahh ok nvm lol
honestly the best way to play this game is probably FSR3 FI ... except for me textures are sometimes flashing with crazy textures
is that their discord?
looks like it
Yes
You need to be a patreon supporter for the invite
I need a sugarmama to participate
or get it from someone from the team I guess
lol wat?
I keep using lame Nvidia overlay in the meantime
to become a pateron supporter and joining their discord lol
Any woman up for this horrible job? 😛
I had a woman for that horrible job but then she was gone... then one day, I recieved a Letter, calling me to our special place
#1270752048408952843
okay can someone tell me which is better quality, PF_FloatR11G11B10, or PF_FloatRGBA ?
The second one isn't a specific format.
But maybe it falls back to 16 bit so it would be better.
Btw, does the 30fps lock work for u? I don't think it does anything for me.
what is RHI
that's what i'm thinking. FloatRGBA could be ... 10 bit? 16 bit? they don't say. argh UE documentation
the mod?
according to chatgpt PF_FloatR11G11B10 is the lower quality. while it does make a lot of mistakes, gpt is probably one of the best ways to aggregate all the info on the poor UE documentation
several values aren't being read by the UE ini parser, so i think i will need to make a blueprint mod to polish some things. i'll add removing the 30 FPS cut scene lock to my list of things to do
(if that mod is not working)
Just check the code
ya i saw that but have no idea what it means to use fsr3 rhi vs ue rhi
Until Dawn has the same thing when VSM is on, but in that game it's officially supported and game looks shit with it off
oh yeah! hahah
Nvidia copied what? Since when did Epic invent the concept of using spatiotemporal sampling? I think you are confused here, Nvidia's old denoiser which predates UE5 was NRD and it's a spatio-temporal denoiser done with hand made heuristics.
RR is completely original in the sense of using specially trained AI to handle all denoising in a real time graphics context
NRD is from 2020 or even earlier
RR replaces all denoisers used in the game and works alongside DLSS
i'm just wondering if its hypothetically possible to use rr without dlss or if their integration is too deep for that
I think it's possible
Or maybe not exactly
I guess it needs DLSS to be active, it works with DLAA
Nvidia actually showed the concept of RR all the way back in 2018 with Turing, in their architecture whitepaper
but seems it took them a long time to make it usable
the reason why RR's performance impact depends on the game is due to how many separate denoisers it ends up replacing, games typically have a few different ones for different effects, so the more RT the game has, the bigger the uplift
while in others it can have a perf cost
NRD doesn't do ray reconstruction, it's a spatiotemporal reservoir IS/RIS path tracer
okay, it would be more accurate to say Lumen had a ray reconstruction method in production before Nvidia
Nvidia just wins on marketing it as RR
wouldnt every real time ray tracing method involve reconstructing rays over time since its so demanding
what makes spatiotemporal reservoir different from ray reconstruction
i don't think it's useful to get into who developed the source first (and who borrowed what concepts from whom)... Nvidia has developed a LOT, so has Epic, but they all borrow (steal?) methods from each other, it's difficult to say who invented what
(i am a HUGE fan of Nvidia's R&D btw)
i think RR is confusing naming.
afaik (Olek correct me if i'm wrong) RR is doing a similar thing to a spatiotemporal reservoir, but it's AI-trained, so ST + denoising all in one pass (well, probably a convolution neural network but let's call it one pass)
whereas Lumen for example is (afaik) hand tuned heuristic ST reservoir ?
i.e. Epic has sat there and gone "what rays do we need the engine to remember... what makes the most difference"
vs neural network tuned (i.e. reinforcement learning)
i should preface heavily ... this is "what i gather". i've read some of the papers, but certainly not all (there's a LOT 😂)
NRD is a denoiser
RR is a denoiser
NRD is a collection of denoisers
I mean you decided to get into that though? That claim you made about Nvidia stealing from Epic made no sense
fair
Yes, for different kinds of effects
RR unifies it in one pass
this is what i think is confusing... yes NRD is a collection of denoisers, but for that to work "NRD" also includes the importance sampling methods and reservoir. so to say NRD is a denoiser ... well ... afaik NRD is the whole thing, path tracing + IS + reservoir + denoisers
i don't think Nvidia's naming convention is terribly helpful or clear
imo it's more geared to marketing than engineering
an AI trained pass?
Yes it's a model specifically made for denoising/sampling low ray counts
Do you have more comparisons because I really doubt that tweaked Lumen denoiser is going to look better
I haven't played the game yet
i'll do one now
why? you know the technicals of this ... too many temporal samples (without reducing their intensity) just causes blurring ?
i'm sure you also know there is a diminishing return on rays and samples in spatiotemporal contexts
Because RR in other games did a lot more than even just unblurring
it reconstructed a lot of detail
yeah, i agree. for some reason *it's blurry in this game
well I have no idea how this method of forcing it in unofficial games works
how it interacts with the engine or whtever
and Lumen reflections can be really nice... BUT ... my experience with Epic is, they work in teams... so one team develops the original Lumen, another does the temporal denoiser ... then the first team improves the reflections... but the other team doesn't reduce the temporal denoiser. i think it's a silos problem
I guess there is no guarantee it works ocrrectly
no there's also that
... i tried lowering the temporal samples in Robocop which is UE 5.0 and it made things a lot worse. in my ini file i've set it to 256 !
hence my point here
How to activate DLSS Ray Reconstruction
- Download latest DLSS from https://www.techpowerup.com/download/nvidia-dlss-3-ray-reconstruction-dll/
File is digitally signed by Nvidia, so you don't need to worry about any tampering. - Go to installation folder of your game
For steam this is usually Windows Drive - Program Files (x86) - Steam - steam...
(i don't assume any of the UE code paths work as intended. you can tune in theory as much as you want but empirical tests is the only real measure)
it's a stark difference in some scenes
yes this is something else i haven't considered... i've been looking only at refletctions for RR, but RR does a lot more
i'll do some sscreens now
it's a shame that the RR DLL method doesn't work alongside PureDark's DLSS frame generation mod currently
oops LowLevelFatalError [File:D:\SilentWorkspace\501T-BL\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 2540] Failed to find shader map for default material lol
what lol
are you sure
we should probably move this discussion to #1293113206687928322
yeah, if you put it in SILENT HILL 2\SHProto\Plugins\DLSS\Binaries\ThirdParty\Win64 it doesn't work and if you put it in SILENT HILL 2\SHProto\Binaries\Win64\mods\UpscalerBasePlugin\Streamline it works, but frame generation stops working
What?
the ray reconstruction tweak doesn't play nice with PureDark's DLSS frame generation mod
the former is the default directory location, but the latter is with his mod
any idea if this game has spatial sound on PC?
Throwing the usual around: hate these paywalled mods 😅
his mods always break lots of stuff for one reason or another
could be the drm but i dont know enough about them
RR in this game is done via a mod
the game is fucking freaking out with the frametimes in main menu
massive flicker despite stable high fps
Because RR and FG are hacked in by these mods, that requires probably quite unsafe and not tested injection of code into the game --> issues
lol unsafe injection
While I dislike the idea of a mod containing DRM, I honestly suspect it not causing issues here
you say the most random stuff
Injection of code into unknown code is by definition unsafe unless you have the source code
i'm mostly just familiar with his starfield and elden ring mods not working if you try to use specialk alongside them
RR upscaling algo is by far the best I've seen, even comparing to regular DLSS
It's also the most expensive by far
Please, if you disagree with someone, you can state that politely and declare why you think someone is wrong. The way you're doing it now comes over as totally non-constructive.
is it constructive when you confidently talk about stuff you're clueless about
Then please provide feedback ast to why my statement was wrong, instead of telling me to stop
the RR mod is literally using a function baked into the engine, it's not "injecting code"
and the FG mods work as addons in Reshade just like Renodx and many others
and in this case it's loading signed nvidia libraries
into a game/engine that already has them baked in
How is it activating that function based in the engine? But the mod then provides the missing FG DLL?
But indeed doesn't sound like injecting code
the engine is already using Nvidia Streamline
and has all the inputs/outputs for FG
it's a mystery why it's not even shipped with the game
But Streamline itself doesn't contain the main FG DLL, the game should if you want FG support, right?
If the game does not support FG, that is why the FG DLL is not provided
right?
I mean the fact that they use stock UE5 which supports FG and everything else as an addon
game should have just come with it
doesn't require extra work from them
Maybe they didn't want to QA it
it's not something you need to QA
that is the whole point of it being an addon
but sure you wanna start arguing again about hypotheticals
Trying the new black floor add-on but either way getting too much flicker in HDR
at default HDR settings, with and without the add-on
Even if you don't need QA you should do QA anyway
There is a ton of games that just YOLO DLSS after post FX not realizing it it can break visuals sometimes
FF16 is a recent example
Or almost any UE game and the bloom flicker
do you use SK
yeah then that's just the game. SK was adding bonus craziness there for me on top of the game's already awful stutters
with your fix and Musa's settings I am not hitting 0 nits during the game's black screens
the fix only ensures theres no raise from color grading offset
If you lower peak your have to lower the min nits
By a little bit
Increasing peak increases contrast
Prob because of the messed up coefficients they used
what remains is aces itself, which the game's hdr settings control
it never reaches pure 0 but is close enough
bruh it literally hurts my eyes with this flashing
i have never seen anything like this in any game
yeah, it's awful
i cannot play like this
not all areas are that bad, but it's never "good"
the frametime shows constant micro stutters
what is it you're trying to do with DLSSTweak?
get the hud
so when RR is active it overrides the regular hud
yeah i think RR is completely replacing dlss when active
yes it does
what is the actual purpose of this mod?
that's tactless, Olek
we can be polite
i don't own the game so i can't say for sure but it sounds like a tweak he does to force ray reconstruction on, sorta like his dragon's dogma 2 mod that forced on frame generation before it was officially supported
not much effort went into them so he didn't paywall them; it was his paywalled mods that would usually cause compat issues
why would you bother though, it can be forced easily without the mod (is my meaning)
someone's gotta do it i guess
I did it in U+, it's an option
if theirs causes problems (I don't see whu I needs to, it's supported by the engine, so just asking the question)
oh i misread up above, puredark doesn't have a free rr mod for this game, just a paywalled fg mod
it implements DLSS Frame Generation
but the mod conflicts with Ray Reconstruction, so you either use DLSS FG or RR in this instance
he released the DD2 one for free at least because it was just flicking a switch on and not implementing it
yeah
ahhh got you
Blacks and HDR are fine now, stutter without SK is also good with ultra plus but damn the stupid flicker is destroying the immersion
what's causing the flicker?
or is that just the game?
the game's erratic frametimes
coupled with the dark grey tones
like I really gotta re-iterate, never seen this bad in any game
FG makes it extra bad
since it amplifies the existing stutters
have you actually tried Ultra+?
I was using it
Why does the gamma flicker stop when I alt tab the game and have it in the background?
Im gonna try and lock the frame rate to 60 in riviatuner and game and see if that helps with the erratic flicker
it doesn't
the game refuses to have consistent frametime even if you lock it at a low framerate
vrr is off then
disabling vrr and capping at 60 is the way to go with this game
still flicker with vrr off capped at 60
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Silent Hill 2's remake for P...
TL;DR - it's a clusterfuck
Very interested in the delta time animation problem. Gotta get fixed in UE.
I really wonder how does that even happen in the first place
Did someone pushed the wrong button?
that's a great thumbnail
All the shit I made to move Unreal engine into modernity in regards to delta time
https://github.com/EpicGames/UnrealEngine/pull/9228
https://github.com/EpicGames/UnrealEngine/pull/9240
https://github.com/EpicGames/UnrealEngine/pull/9239
but obviously it was rejected because who cares about good delta time logic
Jesus christ this is embarrassingly bad
I really wish Bloober would take this more seriously. Every game I've tried by them has been a complete mess in terms of frames
but obviously it was rejected because who cares about good delta time logic
https://tenor.com/view/dautuio-cong-family-gif-26667890
Did they even justified the rejection?
"current system works"
"it's worked for 30 years"
the FSR3 FI uses its own RHI which is far more stable and smooth that UE's ... BUT that last hitch I haven't found becomes more pronounced only because it's no longer in the general UE RHI noise
I could try changing the swap chain? idk why that would cause it tho
do you guys know why someone would get a shader compile error trying to swap a texture? (I'm assuming unsupported material method?)
yeah on the latest v1 I've got draw calls, GT and RHI fairly low but the GPU ms bounces around constantly even standing still? wtf
I suppose I could mess with presentation timing
I'm not getting any 🤔
can you pin this Pumbo? I might talk to them and see what I can do. our CTO knows them
it wasn't rejected bc of consoles I suppose... just asking
Knows who? Epic?
Are you on an OLED? for me and OLEK and few others its absolute disaster
yes some of the people at Epic
no i don't have OLED 🤔
That doesn't help much. I have loads of Epic contacts too, it's a company made by thousands of people and single individuals don't have much influence there, unless you really have the very right specific contact.
maybe. company dynamics is something i'm good at
I already talked to them about these in private channels 🙂
what did they say?
this
Watching the Silent Hill movie again after ~15 years 🤣
is it as average as we remember?
I remember it was pretty all right
Speaking of which
https://screenrant.com/video/return-to-silent-hill-teaser-trailer/
it's kinda like: 45% enemies encounters, like a game
little story
but it's very beautiful
Yeah Christophe Gans knows how to shot a movie
ooo nice
the director? he hasn't done like, anything in ~20 years
I don't understand
He did the Beauty and the Beast movie in 2014 with the French lady from Death Stranding and the French dude from Tekken 8
It was all right
Better the the Disney remake for sure
He's now making the SH2 movie (see above)
He also made Brotherhood of the Wolf which kinda kicks ass
Better the the Disney remake for sure
that's not a high bar to clear these days
i remade Bambi from some roadkill on my iPhone 1 and it was better 🤔
You're telling me you're not hyped for the Snow White and Seven Garbage Pail Kids?
hahaha
NO
i grew up on Snow White, Pinnochio, all of that stuff, i hate what they're doing
i don't know... i'm known to actually curtsy when someone's nice to me in the supermarket or gives a compliment. i think things were better 20 years ago when you were allowed to have a sense of humor and be courteous to each other.............. but what do i know
Silent Hill film is dope. Perfect mix of creepy serene atmosphere and then that gruesome finale is perfect with the barbed wire and burning. I have nightmares from the part where they lower ||Cybil|| into the fire and the flesh starts peeling.
I hope Gans recaptures the magic with the next one
Budget looks a little cheap tbh but he knows how to make do with that
And yeah I will never watch theses Disney live action remakes, the most obviously pointless cash grabs in film history probably...
is this the show Supernatural?
I tried reading through most of thread but there's so much it's a bit overwhelming.
I'm playing on a LG C9, I followed GamingTech's HDR recommendations. Not sure if it brightens the overall image too much but using Lilium's black floor fix, with default roll off of 10nits, just needed to use a very low amount to reach 0 nits and it makes a massive difference.
But, I noticed that when you get to the Brookhaven Hospital in the Otherworld section of that level, the black point seems way lower than before.
Just wanted to ask if there is some sort of consensus on what settings to use for HDR?
Defaults with Ersh fix
this game is kind of fantastic
Really? that's it? ^^
That's it
I'm guessing just max lum at my tv's max which would be 800 tho right? Not sure why "plasma tv for gaming" said to max that out :S
don’t follow his suggestions he doesn’t really know what he’s doing
gotcha, that didn't make much sense to me lol
Are you getting ton of flicker in dark scenes on your C9?
I was before I fixed the black floor, I seem to get VRR flickering more when games have higher black raise. Obviously this goes hand in hand with the horrendous frame pacing of this game. But I'm also limiting to 60 FPS with RTSS and that helped a lot.
I'm gonna nuke my reshade install and use renodx now to try it out
So how do you use ersh's addon for this? In game hdr off? On?
hdr on
At defaults I'm guessing
whatever settings you want
And what exactly does it address 😛
the game has a raised black floor cause they give it a foggy look by straight up adding to the rgb values
which makes it so that it can't go to 0 black
completely ruins shadowed areas
the mod removes that and gives you options to offset it so it doesn't darken the image a bunch
Is it really that much different than, leaving HDR settings at default (except for max lum) and using Lilium's black floor fix though?
yes
lilium's black floor fix is for gamma mismatch
this is revealing more detail
the game doesn't seem to have gamma mismatch afaik
Hmm, so I wonder what the benefit would be of me trying it out in comparison to what I did, gonna try it anyway
Yeah I noticed that
the advantage is that without the fix different areas require a different offset in liliuim's. so if you want 0 nit blacks you're going to be manually adjusting it per area. with Ersh's fix you can set 1 value in lilium's and it's good for the entire game.
Not easy to tell from a photo but yes, wow, much much better!! Though it doesn’t seem to be reaching 0nits, analysis shows 0.000637 but it looks like it is so awesome there!!!!
Now onto trying Sammi’s mod with this.
Is there a way to toggle addons on reshade or is it injection based? Meaning only with restarts
you shouldnt really need lilium's black floor fix with this
yeah. it won't reach 0 as that's how unreal's aces works. but for all realistic purposes it is 0, your display very likely crushes that to 0 anyway
as for toggling off, not exactly, but the addon adds a tiny settings menu with a selector, you can select vanilla to effectively turn it off
i have a perfectly calibrated g2 and it definitely doesn't crush. i see elevated blacks with only your fix which shows the typical OLED near black vertical streaks. looks real bad. tiny offset in lilium's fixes it.
alrighty
I’m not seeing this at all
it's going to depend on your display and how well calibrated it is. specifically how well it comes out of blacks. most displays, especially OLEDs, crush near black out of the box
Gotcha, thank you! Should I change the max lums to 800n as it’s my tvs max or leave it at default! Think it defaults to 1000n ingame
Makes sense
Guessing you’re also using HGIG right?
yeah
usually you should set your peak there, so 800. though it probably won't really matter too much
I’m in the apartments and the game goes past my user set peak anyway
Is this type of banding normal / fixable?
Pushed exposure to expose the issue further. It’s very noticeable irl
Do you have film grain enabled in game?
There isn’t an option for it is there? Im using RT + Epic preset + Sammi’s mod 1.0.2 + renodx
lol what is that
i'll seen that.
in game
Probably they did optimizations to not use Hardware/Software RT in certain places when at a certain distance. At least my guess. But according to Alex, what is happening here, is that the RT is rapidly turning off and back on again.
it's lumen or RR
it doesn't do a full update every frame
it blends over time to the target value
so if there's a flash, it persists
and DLSS SR adds further lag due to TAA blending previous colors in
I suspect myself that this optimization is set incorrectly at certain locations, thus causing this issue, but could be wrong
Lumen, RR isn't natively in the game
I think it is the change in Lumen that is causing the flash, not the other way around
I've seemed weird issues with light flashing in the apartments, but not nearly that bad
I also had my fps drop to like 15 from 30 in the cutscene with Eddie in the theater, anyone else have that happen? Only when it showed his face and he started talking. If it cut to James it was 30 again
seems it needs additional fix when using flashlight
light comes back
Oof
You're right
Use the film grain shader from the Lilium's shader pack
To fix the banding? Film grain? Hm thats curious. i like film grain anyway so 
Yes, film grain is essentially dithering
It helps to smooth out color gradients
That helped tremendously, starts with it ON. Toggled off looks terrible in comparison. Thanks!!!!
Nevermind, cant be seen in SDR
Glad to be of help
Just one last thing. The amount of grain does push all sides of the spectrum right? So it can crush blacks and even raise the luminosity? It feels like it if I overdo it
anybody else noticed moire patterns shifting on some carpets (apartments)
with DLSS 3.7 (or whatever is latest)
yup, also saw it on fences
that's when you use too high resolution mip maps
Yep
Btw yes. With Sammi’s v1.0.2 and renodx, Im at the part where ||you meet Angela at the statue in the park, after that it’s a very long road to the museum, no enemies, just very dark night and fog|| and running straight on that road, there’s vrr flickering and/or micro stutters every X meters of running…
film grain will raise blacks
from feedback I might have somehow reverted something in 1.0.2 (causing stutters)
that can change a lot with DLSS preset
yay finally! ❤️
So its broken currently? Cuz you use flashlight alot
I don't belive film grain changes the brightness
Using the DLSS FG mod has a strange bug
It for some reason prevents the game from fully using the GPU
it's always underutilized by around 10%
like in main menu, no FG mod active I get 80 fps with 100% gpu usage
with FG mod active and disabled from menu, I have 70 fps with 90% usage
and it stays that way when enabling FG
so the uplift ends up smaller than it should be
seems it's gonna be 60 fps fixed refresh for this game
nice, I was hoping this would show up
I had to do the same, it needed just a tiny notch like 0.0012 and now it looks right imo.
With BF fix on and off
https://youtu.be/kzE_pyFSvXc?si=zAjqTjr6KHMX-ZK9
now the problem with banding, it looks like luma film grain raises the black floor no matter what, it does alleviate the banding but at the cost of basically undoing the bf fix pulls hair
here's the ultra+ thread
https://discord.com/channels/1161035767917850784/1293113206687928322
its on nexus
ultra+ and ersh's black floor fix
Where is the black floor fix
#💬chat message
the game stutters even more with SK so you'll need to use this instead to fix the exclusive fullscreen nonsense:
#1291021198628618353 message
at this point
i'd wait for patch 1
pinned
I did the -UseFixedTimeStep launch command that Alex mentioned in his DF video and externally capped the game to 30FPS and if you're able to stomach playing at 30FPS, it's crazy how much smoother it feels
feels silly capping to 30FPS with a 7950X3D and 4090, but here we are
you could do 45
is that not going to make the game logic run faster?
you'd need to find a way to lock it to 45
from within UE
if u unlock the console u can
they've uploaded an optional file fixing that
Bloober fans still waiting for The Medium patches like
Maybe in 20 years we can play this without stutter at 60fps
I'm tempted to use that "fix" but 30fps on an OLED is so, so choppy looking. Maybe I'll try BFI...
Or Lossless Scaling FG, but that isn't the greatest option either
If they add actual FG support in the first patch maybe we can do it with that
yeah 30 FPS on an OLED looks disgusting. Absolutely unplayable. Somehow, on consoles (only own an XSX that I never use) I remember 30 FPS being somewhat more tolerable than on PC
you just need motion blur

I did play some PS5 games on OLED at 30 fps and it was fine
That's what I mean, on consoles it's tolerable, on PC not so much for some reason.
on PC it's also affected by how you do it, for some reason it was smoother if I set the screen to 30 hz
if I was capping at 30 with 120hz or something it stuttered visually
yeah
so maybe try that
it kind of hurts my soul even contemplating doing that
I mean I will just wait for patches or something, but you could test that out of curiosity
So far there's been literally 0 comms from them which is incredibly disappointing. At least I remember Kyle (?) from Remedy was in constant comms about some issues with AW2 on release. This radio silence doesn't bode well tbh.
Just wanted to play the game like we used to years ago :S
you could do that
and do FG from 45 to 90
that would be pretty good
that would mean using FSR tho?
@summer gyro Im gonna try these tonight, looks like the pumbo shaders is needed also? And curious about where to land for a 800 nits display and output white point.
In pumbo the output white point default to 80. Lowering it will darken the entire image. So lower it to a comfortable level. I found 37 to be a comfortable number. If you choose 37 then have to multiply your peak by 80/37 so 80/37 * 800 = 1729
is there an actual advantage to use pumbo's AutoHDR in this case?
Ah I see, so changing the director's intent :p
There was no intent
haha
They literally just slapped on the UE defaults in HDR
Hence the hdr looking entirely different from sdr
Thank you Musa!!!
So I need to adjust the value in pumbo's shader based on my peak?
I'm trying to target 600 peak
Not sure if i misunderstood
1297 for 600 if you did 37
but the game would still hit 600 peak with that config?
no
game doesnt hit peak brightness of the tv ever, HDR not designed that way here
how bright does it hit
at default settings looking at bright foggy sky was like 200 or so nits in the begginning, look at Musa's screenshots.
would any other settings besides peak in the above image need to be changed based off my 600 peak monitor
its not really designed with HDR in mind
IDK, im still trying to figure it out
its whatever goes in this game, whatever looks good to you
as is with most UE games it seems
i'm gonna hold off on buying it tho until some shit improves. I can't in good faith pay $70 for a stuttery game ha
bloober is popular enough to feel the pressure to drop some patches soon hopefully
I just hate bloober cause of their Observer next gen update costing full price for a half ass RT implementation and cool blue LUT
lol
they just get a cut, Konami is the real parent
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The game goes over peak at times
Is often under as well
I would just set it to your monitor peak and leave it at that
1:53
check the fan
the original looks much better lol
This game looks freaky but man they killed a lot of the atmosphere of the original
Yea they improved lighting/textures but made it really blue and bright
full price 🙂
even if you paid them for the original game
"next gen update"
But yea I kind of hate bloober for that lol
art/direction wise they kept Silent Hill 2 in pretty good shape compared to the original
most likely Konami had to hold their hands in that regard
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Silent Hill 2's remake for P...
yea i watched that video last night
from all I've read it was actually bloober
the og team silent wanted to change everything etc
theres a documentary on YT as well
they speak of a lot of tropes, they understood the game well
hopefully they'll patch it up but i mean.....it could take 1+ years
look how long it took survivor and it's still not fixed completely
one of the main writers I think? or lead designer
it's his fav game of all time
so I guess it makes sense
I find it a bit shocking
that there isn't any comms right now
or a patch to fix some pertinent issues
nothing
Anybody try this from the DF video?
or is it already included in the https://discord.com/channels/1161035767917850784/1293113206687928322 mod perhaps?
I assumed ultra plus did this but idk
@wet kelp can you shed some light onto this?
I think that was added at one point, not sure if it was removed, I remember reading something about it in the posts on nexus
it did make car windows uber reflective
not sure if it was "better"
I can't. Motion blur can't save it. Even my gf who doesn't care about this stuff says "why is this so choppy?"
if it doesnt pass the gf test then it's fubar'd
Literally
Although I think if I didn't always use 60fps modes or higher she might not have gotten frameratepilled
like on Alan Wake 2, there was an issue with FG, where the jump scare videos that played, stuttered for half a second before and after they played. It was so immersion breaking for me I was so pissed off before it was patched. My gf didn't even notice until I pointed out 😄
oh that's for sure lool frameratepilled loool
Hahaha
On a serious note note
That 30fps tick thing Alex showed... Do you guys think it'd be possible to bump that to 40fps?
That would be the sweet spot
I can deal with 40
I dont think so, he showed if you venture off even slightly from 30 FPS, the speed goes berserk, at least thats how I understood it. seems to be a hard lock or he'd have tried it himself. Otherwise 45 FPS is very achievable with balanced DLSS
Didn't he say you can mod the config files to go higher? I'll have to rewatch
I noticed the stutter but I never realized it was from FG
yeah it was, it was then patched
#1291021198628618353 message
using vsync to cap to 30 or 60 fps + a matching in-game fps cap will accomplish the same thing as the -UseFixedTimeStep param. in that it will eliminate the animation stutters caused by delta time.
you'll still have traversal stutters if they exceed your 16.6ms/33.3ms frametime limit, but if you have a high end setup the game will be extremely smooth even at 60 fps. not perfect, but way better than not using an in-game fps cap.
this was brought up by someone on ResetEra and i tested it extensively. i tested the run from the lookout to the graveyard. with gsync disabled, 60 fps set via 1/2 refresh vsync, and a 60 fps in-game fps cap i have 0 stutters in that run. with the in-game cap set to unlimited there are 4-5. it's 100% repeatable and the stutters happen in the same place each time (the same place as the Digital Foundry video).
also, people have said it here before but i didn't believe them... if you're using special k i recommend trying without it. it was 100% adding stutter to my game.
I have not turned on special K because yes I heard about that
i didn't test it, but it might be possible to accomplish the same thing with 40 fps if you set your vsync to 40 fps (so like 1/3 refresh on a 120hz display) and an fps cap of 40 via an ini edit (maybe t.MaxFPS=40?). if you're still getting a lot of traversal stutter at 60 this might be worth trying.
yeah
I'll give it a shot
i didn't test with the in-game vsync because i wanted to use 1/2 refresh vsync which you obviously can't do in-game
the 1/2, 1/3 and 1/4 vsync options are only available in nv profile inspector, not control panel, and somehow get ignored on my end
I see adaptive half refresh
I am
And that's capping it to 60 you're saying right
But if my CPU isn't good enough like DF's video showed won't it still stutter? I have a 12600k
He couldn't eliminate stutter without putting it to 30
But hey I'll test it out just to see
he wan't using the in-game fps cap to match the vsync. that's the trick
Ahh
Ok so cap to 60 in game
Half refresh in Nvidia control panel
That's it?
I could try to down scale res
Or just turn off RT... But it's so beautiful lol
Anyway I'll try this then test run around the streets, I get 60 in the streets near the start
If that has good results I'll try to get 40fps working...
it's super easy to test with a new game. just running down the stairs from the overlook. like in the DF vid at 18:20 (https://www.youtube.com/watch?v=B1Et12RgWlQ&t=1100s)
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Silent Hill 2's remake for P...
Will do
It looks good but honestly I'm totally blind to this stuff unless it's slowed down so I'm testing with my original settings again to see if I can even tell the animations look broken
According to Digital Foundry there's really little you can do to fix these framepacing problems
The devs have to fix it
Besides brute force with an insane CPU and locking it to unacceptably low framerates, yep
yup, not a realistic option
Honestly using the half refresh thing didn't seem to do much different from just using the in game cap alone.
When I set fps to unlimited in game, it absolutely is noticeable right away though
What did you mean by it gets ignored
you can't bruteforce it in any way
You disagree with Alex saying a 30fps cap can hide the stutters if they never exceed 33ms?
You said bruteforcing and locking were the only options
you don't need an insane cpu to lock it at 30 fps
and this is solely for the deltatime animation issue
all the other "real" stutters are there for everyone
Depends on your settings I suppose. I'm talking about modern resolutions and at least ps5 equivalent settings
Bummer. Yeah your mileage will probably vary based on hardware. I'd still try 40 fps.
Not so much bummer, I'm saying I don't notice it with the in game cap. So it's fine for me
Compared to DF's video or running the game uncapped
It looked ok
The half refresh probably makes it even less noticeable?
In my experience the "real stutters" are few and far between. When I eliminate the delta time issues I get rid of like 80% of the game's stutter.
Just on the run to town there are 2 stutters. Without the delta fix there are a ton. I haven't counted but it's probably 15+.
That's at 60 fps
That's definitely not my experience. I'm staring at the fps counter and it's every 15 seconds when sprinting between areas
Regardless of the tic fix and stuff
Yeah I'm sure my 7800x3d and 4090 are brute forcing the smaller traversal stutter.
It's just the big ones that come through
Ah yeah
how are you eliminating the delta time issue again?
I meant that if I choose 1/3 vsync with a fixed 120hz refresh rate screen, the game doesn't get capped to 40fps, which it should with a 1/3 vsync
so the setting apparently gets ignored
I don't have any adaptive half refresh option in nv control panel
Oh weird
I'm about to try
T.maxfps 40 didn't work in the engine ini. Anyone else have any ideas how to change in game cap?
Already was stated above you need to use UUU or something to bypass restriction
Vsync to 60 fps in the nvcp + 60 fps cap in-game accomplishes the same thing as the launch param. At least for me.
you might need to put it under renderersettings instead of systemsettings
Works on my machine(tm)
I'll try that next, thanks
wait what