#▫️Silent Hill 2 Remake

1 messages · Page 3 of 1

wet kelp
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me either

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Hogwarts had this badly too. idk wtf they were doing

crystal flame
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they raised it because they didnt see shit, and didnt know this way looks terrible on oleds

hybrid anvil
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Super Mario 6?

summer gyro
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also it negatively affects visibility when its a flat raise instead of doing something smarter

wet kelp
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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 !

tough scarab
crystal flame
wet kelp
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(which is an absolute pain to fix)

tough scarab
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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

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only explanation I have for why this keeps happening

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systematically

crystal flame
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yea

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and implying they ever tested it on an oled is very optimistic imo

tough scarab
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I guess so, probably tested on the same monitor which can output an HDR signal

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even most random cheap ones have been able to for years

crystal flame
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i have no idea what it tries to do in hdr but it sure aint right

tough scarab
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my first experience with HDR was some VA 4K non gaming monitor back when they were still a new thing around 2017-18

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surprisingly it usually resulted in a better looking image when I used HDR on it

crystal flame
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what about something like this

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you can make out some detail

summer gyro
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would need a comparison

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also im on lcd

crystal flame
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compare to the previous, currently cant do it at runtime

tough scarab
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still no fake player light removal mod

summer gyro
#

try the hdr calibration menu

crystal flame
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i'm modifying how coloroffset is applied in color grading

summer gyro
#

the bathroom at the start of the game maybe

crystal flame
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i mean its the same place as the previous screenshot, its not the same camera angle

summer gyro
#

walk into a corner and aim the camera at a spot that you can easily replicate i guess

summer gyro
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like i cant see much

crystal flame
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but you can't see much on either screenshot on a lcd

summer gyro
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oh wait i didnt see the original when i scrolled up

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it looks pretty good

wet kelp
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this silent optimizer is just another wrong engine.ini mod

summer gyro
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so you aren't able to make an hlsl?

crystal flame
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no decompilation, original source

summer gyro
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ah so you don't have a way to copy the included stuff

crystal flame
#

wdym

summer gyro
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why aren't you able to just make an hlsl from that code

crystal flame
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it is hlsl

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i just can't compile it alone

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i rely on unreal doing it

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it has a bunch of includes and whatever

summer gyro
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ya thats what I meant

crystal flame
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aight yea

summer gyro
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well maybe you could hardcode the full include paths

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in reno and then build it with a slider to find your magic number

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it looks pretty good though

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i would prefer a little less strong so the average brightness is closer and it reveals more detail

summer gyro
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well how is it working exactly

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maybe blending the original image with your lowered image could help

crystal flame
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you mean the other direction from this i guess?

summer gyro
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ooh that looks nice

crystal flame
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it looks kinda weird tho

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wait

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skiv shat itself wtf is this

summer gyro
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my room is too bright for a good comparison at this time

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dont have blackout curtains

hybrid anvil
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but it'd need to be tested with multiple raised black baseline values.

summer gyro
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depends how it scales

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ya

crystal flame
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WHAT IS SKIV DOING

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here have a jxr

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does that look weird or no

summer gyro
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the jxr looks fine, here it is as png

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super dark though

crystal flame
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it seems a bit deepfried to me

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but supposedly aw3225qf has near black issues so idk

wet kelp
summer gyro
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well i can't really see anything in that photo

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do you need to do it by luminance so its hue preserving

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maybe you could use oklab to apply the saturation and hue of the original color and see what happens

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you can just include the path to the renodx.hlsl folder in src/shaders/

hybrid anvil
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they won't bother to change it

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these are also non case sensitive

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so u can do

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r.AllOwHdR = 1

summer gyro
# crystal flame it seems a bit deepfried to me

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
wet kelp
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it's so frustrating

wet kelp
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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 🤣

hybrid anvil
crystal flame
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subtler

summer gyro
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r.DownloadMoreRam = 1

pallid lava
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r.RunCrysis=1

wet kelp
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i was also considering putting r.ImWatchingYouFrank=8008

crystal flame
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ooh personal

wet kelp
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yeah. hey, i am all for sharing code and building a better world together. but fucking credit your source

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basic FOSS manners

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yep, i freaking disabled this, he deleted it. sprung! asshole

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eh, i think i'll leave it. it's going to be very obvious if he steals my latest changes

crystal flame
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this should work now with ultra+

wet kelp
crystal flame
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so much nicer without the raise

hybrid anvil
crystal flame
quartz epoch
gray parrot
# crystal flame

Yall already made Renodx for the game!? That was extremly fast

quartz epoch
crystal flame
hybrid anvil
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though I got to a couple areas that are terrible

crystal flame
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so far at least

quartz epoch
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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

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the hospital is a night and day difference compared to the apartments

summer gyro
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unacceptable

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ersh is now banned

crystal flame
quartz epoch
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the menu really demonstrates the black floor fix in action

crystal flame
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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

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i feel like it's decently balanced now, you actually gain some shadow detail, it's not just lowering the floor

tired mural
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@crystal flame hijack an unused ini value

crystal flame
tired mural
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hijack an unused shader variable and use it to configure the shadow

crystal flame
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oh, well the issue is reading something new in the shader

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unreal doesnt seem to let me compile with an added cbuffer

tired mural
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InACESMidData.w is unused

crystal flame
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mmm

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but how do i push a value there

tired mural
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normal unreal ini no?

crystal flame
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nope

tired mural
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i don't know the ini list

crystal flame
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c++ pushes stuff there and it's all interlinked i think

hybrid anvil
tired mural
#
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

crystal flame
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like this, probably

tired mural
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not sure what the ini is to modify ACESMidData is

crystal flame
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there is no cvar for that

crystal flame
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that's not the problem

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c++ pushes the values and it's all hardcoded like that

tired mural
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but the shader reads ini values as pushed by c++

crystal flame
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no

tired mural
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or you're saying it's baked in the source

crystal flame
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it is baked yes

tired mural
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let me see which i know isn't used

crystal flame
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it only reads min, mid, max luminance

tired mural
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yeah, it's baked in the decompile now that i remember

crystal flame
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if reno could push a value there in that ACESMidData.w then it'd work

tired mural
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there's a custom gamma value that is only used with EXR tonemap type i think

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basically never runs in any game, but is pushed as a cbuffer

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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

lost spire
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I still need to find the brightness cbuffer to kill ingame sliders

crystal flame
lost spire
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@crystal flame so what are you cooking up? a fixed lutbuilder; but using the unreal engine ush vs. decompiled from the game?

crystal flame
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would need to compile the engine from source which is a massive time sink

lost spire
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tiny edit? so not what I do?

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where I replace the shitty aces with good aces

crystal flame
crystal flame
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which looks like total ass on an oled

lost spire
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shortfuse says the built in aces is ass

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unless it changed between ~4.27 [my weeb games] -> 5.0+

crystal flame
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i have no complaints about how the game looks aside from that

lost spire
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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

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I've been digging for a while

crystal flame
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its not there

tired mural
#
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

lost spire
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you sent me the source before, but it just tells me what I already assumed -- brightness is handled by pow

tired mural
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so cbo[67].xyzw would be free if cb[35].w is 0

crystal flame
lost spire
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we have the lutbuilder, then the sample shader which is whats drawn on the swapchain

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and then all the ui elements are drawn on the swapchain seperatly

crystal flame
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game brightness would affect the ui

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which is why i'm saying it'd be later

lost spire
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there are ui brightness sliders too!

crystal flame
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then its not the generic unreal brightness

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that one is just the brightness slider you'd have in any old game

lost spire
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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

crystal flame
tired mural
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nah, not in dx12

crystal flame
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yeah so rip

tired mural
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idea is to find an ini that writes to an unused cbuffer

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or, you can hijack a known cbuffer and rewrite it

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like tonemaptype

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like, 1.5 is tonemaptype 1 and 0.5 strength

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as an example, tonemaptype probably shouldn't be forced

crystal flame
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y know what i'm actually not sure the shader failed to compile

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maybe it just failed to run

tired mural
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devkit will tell you if it's being replaced

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devkit auto attaches to existing addons

crystal flame
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its not that

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it's unreal that was crashing on me with an error after i recompiled

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but, well, that scene uses the shader, so it'd try to run it and an ensure would fail

tired mural
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dxcpl will tell you if it's not accepting the new shader

crystal flame
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TEXT("Shader %s, permutation %d has unbound parameters not represented in the parameter struct:"), Type->GetName(), PermutationId);

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but that probably means the shader already did compile

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i just need to dump it

crystal flame
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@tired mural what's up with the thaumaturge cbuffer? how does that work

quartz epoch
tired mural
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dx12 is easier that way

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but you have to operate in your own space

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you can't read/write other cbuffers easily

crystal flame
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ah so i cant just add a tiny struct like that?

tired mural
#
cbuffer injectedBuffer : register(b0, space50) {
  ShaderInjectData injectedData : packoffset(c0);
}
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yeah, if unreal doesn't mind

crystal flame
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yeah that

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hm ok. it seems it does manage to dump before crashing, so hey

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we'll see

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turbo scuffed if that works

tired mural
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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
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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

crystal flame
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well it is sm6

tired mural
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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

lost spire
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I did that for like 4 games now

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dx12, rename 5_0 -> 5_1

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and use slot 50 in shared.h and addon.cpp

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doesn't work in dx11; but we have good ole cb13 in dx11

hybrid anvil
lost spire
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also it should work for sm6, it just doesn't work for sm5

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but 5.1 and up

lost spire
gray parrot
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@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?

summer gyro
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ya you have to restart

crystal flame
#

omg it worked

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i got settings

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holy shit the compilation method is so scuffed

crystal flame
hybrid anvil
crystal flame
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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

tired mural
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so it's forcing scrgb? or did you switch that to hdr10?

crystal flame
#

switched to hdr10 yea

tired mural
#

you know, it's not really a SH2 mod. it's a Unreal 5.1 mod

crystal flame
#

yeah true

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god the compilation process is ridiculous

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there's probably a way to compile and dump that doesnt replace the running shaders (so won't crash the editor)

crystal flame
summer gyro
#

game immediately crashed for me

crystal flame
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hm

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maybe it's the swapchain stuff?

tired mural
#

uh.. forced HDR maybe

crystal flame
#

wait

tired mural
#

the swapchain mod basically assumes you run windows in HDR

crystal flame
summer gyro
#

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```
crystal flame
quartz epoch
#

loaded into my save fine

summer gyro
#

let me remove ultra plus and see if it changes anything

quartz epoch
#

ah yeah, I'm not using that mod

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could be it

tired mural
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it needs to be on dx12 to accept the space50

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might have to remove unreal shader cache

summer gyro
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like when you have an image encoded in gamma and try to display it on a linear swapchain

summer gyro
#

without ultra plus

crystal flame
quartz epoch
#

mine's looking as I'd expect it to (with default Reno settings)

crystal flame
#

yeah think the defaults are good but you can play around with them and compare with vanilla

quartz epoch
#

is there any point in me swapping to the second one, or was that just trying to fix Musa's issue?

crystal flame
#

the contrast/gamma selection is interesting too. gamma seemed to look slightly better for me

crystal flame
quartz epoch
#

sweet, I'll stick with this, then

#

ideal

summer gyro
#

i prefer the contrast offset

quartz epoch
#

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

crystal flame
summer gyro
#

using contrast offset allowed me to only touch the shadows without the rest of the image being affected too much

crystal flame
#

it all only affects whatever unreal considers shadows

summer gyro
#

SDR 2.2 300 / HDR peak1100 midtones46 min-1.4 bright 1

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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

crystal flame
#

i try not to touch the hdr settings. they're all just unreal defaults

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contrast needs a slightly higher multiplier to match

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like 25 vs 33 or something

wet kelp
#

just checking, this is UE 5.1 ?

gray parrot
#

PS, sucks that it wont work with Ultra Plus

summer gyro
#

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)

crystal flame
#

@summer gyro yeah gamma kinda changes colors

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contrast is probably better

summer gyro
#

ye

crystal flame
#

hmm contrast 30 i guess?

summer gyro
#

i did 25

crystal flame
#

new defaults, and i removed the bonus, non relevant swapchain code to be safer. split it into a second addon

summer gyro
#

30 slightly raised some parts of the image i think

crystal flame
#

extra tiny

crystal flame
summer gyro
#

what color space is it doing the contrast adjustment and gain in. AP1?

crystal flame
#

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

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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

quartz epoch
#

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

ebon zealot
#

mod to fix the overly bright rain would also be great

strong stream
wet kelp
#

so it turns out i completely broke v0.8

#

hi, i'm samantha, i break things

tough scarab
#

yeah I crashed upon startup with it

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at least when using it with the addons posted above

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didn't try without them

tough scarab
wet kelp
#

i had half of the Days Gone config in there? Johnny_wut

tough scarab
#

I saw a comment on your mod once

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asking why BendGame was in there

wet kelp
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😂

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that's what it was

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should move to #1293113206687928322

wet kelp
#

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 😊

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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

hybrid pumice
wet kelp
#

okay, idk what I did to the version of 0.7 I had lol

open zenith
#

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...

▶ Play video
#

For every DX12 UE game YouTubers produce content like this, but those DX11 renderers almost always have weakened stability, broken menus, missing effects etc.

gray parrot
#

yeah no wonder they get a FPS boost turning all the bells and whistles by downgrading the game

crystal flame
gray parrot
#

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

summer gyro
#

#🖼️hdr-screenshots message

gray parrot
#

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

wet kelp
gray parrot
#

I will once I figure out how to turn it off lol

wet kelp
#

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

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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

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Ray reconstruction reuses spatiotemporal rays (it keeps a reservoir of rays in space and time... spatiotemporal). so does Lumen

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Lumen does it better, tbh

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BUT, Epics defaults are often wrong

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okay that wasn't short lol

gray parrot
#

in the back of my mind, I keep thinking Special K is also causing some stutter in this game

wet kelp
#

it can... it changed the frame timing

gray parrot
#

I see, I think I will make the tough choice and not play in SK then

#

Screenshots be damned

wet kelp
#

I'm looking at rivatuna at the moment because I realized it also changes the frame timing

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it tries to apply like a reflex kind of thing

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I know!

gray parrot
#

you cant trust anybody nowadays!

wet kelp
#

and for fixing this stuff I can't have anything interfering

gray parrot
#

yeah I didnt know these monitoring tools can cause such issues, thats lame

gray parrot
wet kelp
#

check it out, this is the default settings

#

it's per game

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it's using an async frame rate limiter

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(and passive CPU waiting)

pallid lava
#

Is that bad?

wet kelp
#

you can also force reflex here

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... 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!

pallid lava
#

Is RTSS interfering with default settings even when fame rate limiter is not used?

wet kelp
#

the RHI is a very tightly tuned thing

pallid lava
#

If so, how to fix it without getting rid of RTSS entirely

wet kelp
#

if i add a new game in there, it turns it on for that game

pallid lava
#

even when you have values 0/0 for the limiter and s-sync?

wet kelp
#

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

pallid lava
#

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

wet kelp
#

hmm is there a way for it to show whether it's using frame pacing

#

ok

gray parrot
#

SK itself has a built in Frame Limiter, i always toggle it off

wet kelp
#

it can help with some games. but it's also opinionated and the game can be too

pallid lava
#

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

wet kelp
#

lol my CPU is always pegged at 100 C

#

i should probably get a heat pad for this laptop 😂

wet kelp
#

despite the crap it gets, UE is a very finely tuned thing

pallid lava
#

Took @CapFrameX v1.7.4 beta for a spin in #SilentHill2Remake to check out the CPU/GPU Busy Metric.

For some reason, the game is insanely CPU-limited indoors. Epic preset + RT On (hardware lumen) here takes 23.1ms of CPU time; even the Low preset is over my 16ms target at 18.4ms.

wet kelp
#

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

pallid lava
#

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

gray parrot
#

i've heard this before, cap in game and then cap via RTSS produces better results

wet kelp
#

FSR3 Frame Interpolation RHI vs UE RHI

gray parrot
#

Cyberpunk for example is/was absolutely dogshit when you only cap in RTSS

wet kelp
#

(FSR3 FI has its own RHI)

pallid lava
gray parrot
#

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

pallid lava
gray parrot
#

Ahh ok nvm lol

wet kelp
#

honestly the best way to play this game is probably FSR3 FI ... except for me textures are sometimes flashing with crazy textures

gray parrot
#

looks like it

pallid lava
#

Yes
You need to be a patreon supporter for the invite

gray parrot
#

I need a sugarmama to participate

pallid lava
#

or get it from someone from the team I guess

wet kelp
gray parrot
#

I keep using lame Nvidia overlay in the meantime

gray parrot
open zenith
gray parrot
wet kelp
#

okay can someone tell me which is better quality, PF_FloatR11G11B10, or PF_FloatRGBA ?

hybrid anvil
#

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.

summer gyro
wet kelp
wet kelp
#

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

wet kelp
#

(if that mod is not working)

pallid lava
summer gyro
#

ya i saw that but have no idea what it means to use fsr3 rhi vs ue rhi

tough scarab
wet kelp
tough scarab
#

NRD is from 2020 or even earlier

summer gyro
#

is RR like combining DLSS and denoising into a single pass

#

or something like that

tough scarab
#

RR replaces all denoisers used in the game and works alongside DLSS

summer gyro
#

i'm just wondering if its hypothetically possible to use rr without dlss or if their integration is too deep for that

tough scarab
#

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

wet kelp
#

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

summer gyro
#

wouldnt every real time ray tracing method involve reconstructing rays over time since its so demanding

#

what makes spatiotemporal reservoir different from ray reconstruction

wet kelp
#

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)

wet kelp
#

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 😂)

tough scarab
#

RR is a denoiser

wet kelp
#

NRD is a collection of denoisers

tough scarab
tough scarab
#

RR unifies it in one pass

wet kelp
#

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

wet kelp
tough scarab
#

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

wet kelp
#

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

tough scarab
#

Because RR in other games did a lot more than even just unblurring

#

it reconstructed a lot of detail

wet kelp
#

yeah, i agree. for some reason *it's blurry in this game

tough scarab
#

well I have no idea how this method of forcing it in unofficial games works

#

how it interacts with the engine or whtever

wet kelp
#

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

tough scarab
#

I guess there is no guarantee it works ocrrectly

wet kelp
#

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 !

quartz epoch
wet kelp
#

(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)

quartz epoch
#

it's a stark difference in some scenes

wet kelp
#

i'll do some sscreens now

tough scarab
#

yeah without RR anything that isnt a mirror reflection

#

will shit the bed

quartz epoch
#

it's a shame that the RR DLL method doesn't work alongside PureDark's DLSS frame generation mod currently

wet kelp
#

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

wet kelp
wet kelp
#

we should probably move this discussion to #1293113206687928322

quartz epoch
# tough scarab are you sure

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

quartz epoch
#

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

tough scarab
#

any idea if this game has spatial sound on PC?

open zenith
stark trench
#

his mods always break lots of stuff for one reason or another

#

could be the drm but i dont know enough about them

tough scarab
#

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

open zenith
#

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

tough scarab
#

lol unsafe injection

open zenith
tough scarab
#

you say the most random stuff

open zenith
tough scarab
#

stop

#

pls

stark trench
#

i'm mostly just familiar with his starfield and elden ring mods not working if you try to use specialk alongside them

pallid lava
#

It's also the most expensive by far

open zenith
# tough scarab stop

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.

tough scarab
#

is it constructive when you confidently talk about stuff you're clueless about

open zenith
#

Then please provide feedback ast to why my statement was wrong, instead of telling me to stop

tough scarab
#

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

open zenith
#

But indeed doesn't sound like injecting code

tough scarab
#

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

open zenith
#

But Streamline itself doesn't contain the main FG DLL, the game should if you want FG support, right?

open zenith
#

right?

tough scarab
#

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

open zenith
#

Maybe they didn't want to QA it

tough scarab
#

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

gray parrot
#

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

pallid lava
#

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

tough scarab
#

nope

#

also tried not running rtss

crystal flame
#

yeah then that's just the game. SK was adding bonus craziness there for me on top of the game's already awful stutters

tough scarab
#

with your fix and Musa's settings I am not hitting 0 nits during the game's black screens

crystal flame
#

the fix only ensures theres no raise from color grading offset

summer gyro
#

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

crystal flame
#

what remains is aces itself, which the game's hdr settings control

#

it never reaches pure 0 but is close enough

tough scarab
#

bruh it literally hurts my eyes with this flashing

#

i have never seen anything like this in any game

crystal flame
#

yeah, it's awful

tough scarab
#

i cannot play like this

crystal flame
#

not all areas are that bad, but it's never "good"

tough scarab
#

the frametime shows constant micro stutters

tough scarab
#

can't get dlsstweaks to work with the FG mod

#

tried using the mod's directory too

quartz epoch
#

what is it you're trying to do with DLSSTweak?

tough scarab
#

get the hud

quartz epoch
#

ah, you can enable it globally and it works

tough scarab
#

so when RR is active it overrides the regular hud

crystal flame
#

yeah i think RR is completely replacing dlss when active

wet kelp
wet kelp
wet kelp
#

we can be polite

stark trench
#

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

wet kelp
#

why would you bother though, it can be forced easily without the mod (is my meaning)

stark trench
#

someone's gotta do it i guess

wet kelp
#

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)

stark trench
#

oh i misread up above, puredark doesn't have a free rr mod for this game, just a paywalled fg mod

quartz epoch
#

but the mod conflicts with Ray Reconstruction, so you either use DLSS FG or RR in this instance

quartz epoch
stark trench
#

yeah

wet kelp
gray parrot
#

Blacks and HDR are fine now, stutter without SK is also good with ultra plus but damn the stupid flicker is destroying the immersion

wet kelp
#

or is that just the game?

tough scarab
#

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

strong stream
#

when i launch with specialK, the game just

#

crashes

mortal prism
#

i have the opposite problem. when I crash my game specialk just

#

launches

wet kelp
tough scarab
#

I was using it

tough scarab
#

Why does the gamma flicker stop when I alt tab the game and have it in the background?

gray parrot
tough scarab
#

it doesn't

#

the game refuses to have consistent frametime even if you lock it at a low framerate

gray parrot
#

😞

#

VRR flicker... my OLEDs arch enemy. Bravia 9 here I come

tough scarab
#

figured

#

seems like vsync turns off when you tab

#

loading screen became uncapped

gray parrot
#

How worse could the game run with vrr off?

#

🤔

ebon zealot
#

disabling vrr and capping at 60 is the way to go with this game

gray parrot
#

I will give it a shot

#

Vrr flicker is shitshow

gray parrot
#

still flicker with vrr off capped at 60

pallid lava
#

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Silent Hill 2's remake for P...

▶ Play video
#

TL;DR - it's a clusterfuck

hybrid anvil
pallid lava
#

I really wonder how does that even happen in the first place

#

Did someone pushed the wrong button?

quartz epoch
#

that's a great thumbnail

hybrid anvil
zealous pebble
#

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

pallid lava
pallid lava
hybrid anvil
#

"it's worked for 30 years"

pallid lava
wet kelp
# tough scarab I was using it

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

wet kelp
#

do you guys know why someone would get a shader compile error trying to swap a texture? (I'm assuming unsupported material method?)

wet kelp
#

I suppose I could mess with presentation timing

wet kelp
wet kelp
#

it wasn't rejected bc of consoles I suppose... just asking

gray parrot
wet kelp
wet kelp
hybrid anvil
# wet kelp yes some of the people at Epic

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.

wet kelp
hybrid anvil
wet kelp
#

what did they say?

hybrid anvil
#

Watching the Silent Hill movie again after ~15 years 🤣

wet kelp
#

is it as average as we remember?

pallid lava
#

I remember it was pretty all right

hybrid anvil
#

little story

#

but it's very beautiful

pallid lava
#

Yeah Christophe Gans knows how to shot a movie

wet kelp
#

ooo nice

hybrid anvil
#

I don't understand

pallid lava
#

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

wet kelp
#

i remade Bambi from some roadkill on my iPhone 1 and it was better 🤔

pallid lava
summer gyro
#

Ah nice

#

Gal gadot as the evil queen

#

Fitting casting

wet kelp
#

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

zealous pebble
#

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...

hazy thorn
#

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?

pallid lava
#

Defaults with Ersh fix

wet kelp
#

this game is kind of fantastic

hazy thorn
pallid lava
#

That's it

hazy thorn
#

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

crystal flame
hazy thorn
gray parrot
hazy thorn
# gray parrot 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

umbral kernel
#

So how do you use ersh's addon for this? In game hdr off? On?

summer gyro
#

hdr on

umbral kernel
#

At defaults I'm guessing

summer gyro
#

whatever settings you want

umbral kernel
#

And what exactly does it address 😛

summer gyro
#

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

hazy thorn
#

Is it really that much different than, leaving HDR settings at default (except for max lum) and using Lilium's black floor fix though?

summer gyro
#

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

hazy thorn
#

Hmm, so I wonder what the benefit would be of me trying it out in comparison to what I did, gonna try it anyway

umbral kernel
ebon zealot
#

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.

hazy thorn
#

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

crystal flame
crystal flame
#

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

ebon zealot
#

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.

ebon zealot
# hazy thorn 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

hazy thorn
hazy thorn
#

Guessing you’re also using HGIG right?

ebon zealot
#

yeah

crystal flame
summer gyro
#

I’m in the apartments and the game goes past my user set peak anyway

hazy thorn
#

Is this type of banding normal / fixable?

#

Pushed exposure to expose the issue further. It’s very noticeable irl

pallid lava
hazy thorn
#

There isn’t an option for it is there? Im using RT + Epic preset + Sammi’s mod 1.0.2 + renodx

tough scarab
#

lol what is that

hybrid anvil
#

in game

open zenith
# tough scarab lol what is that

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.

hybrid anvil
#

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

open zenith
open zenith
open zenith
zealous pebble
#

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

tough scarab
#

seems it needs additional fix when using flashlight

#

light comes back

summer gyro
#

Oof

pallid lava
tough scarab
hazy thorn
pallid lava
#

It helps to smooth out color gradients

hazy thorn
#

Nevermind, cant be seen in SDR

pallid lava
#

Glad to be of help

hazy thorn
#

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

hybrid anvil
#

anybody else noticed moire patterns shifting on some carpets (apartments)

#

with DLSS 3.7 (or whatever is latest)

rigid jackal
hybrid anvil
#

that's when you use too high resolution mip maps

hazy thorn
# gray parrot Are you getting ton of flicker in dark scenes on your C9?

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…

tough scarab
wet kelp
wet kelp
wet kelp
gray parrot
pallid lava
tough scarab
#

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

summer gyro
#

nice

tough scarab
#

seems it's gonna be 60 fps fixed refresh for this game

quartz epoch
hazy thorn
glossy pivot
#

So what is the stuff I need to play this game correctly?

#

Ultra +

#

RR

#

ect

summer gyro
#

its on nexus

#

ultra+ and ersh's black floor fix

glossy pivot
#

Where is the black floor fix

summer gyro
hybrid anvil
#

i'd wait for patch 1

hybrid anvil
quartz epoch
#

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

quartz epoch
#

is that not going to make the game logic run faster?

hybrid anvil
#

you'd need to find a way to lock it to 45

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from within UE

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if u unlock the console u can

quartz epoch
zealous pebble
zealous pebble
#

I'm tempted to use that "fix" but 30fps on an OLED is so, so choppy looking. Maybe I'll try BFI...

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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

hazy thorn
tough scarab
#

you just need motion blur

hazy thorn
tough scarab
#

I did play some PS5 games on OLED at 30 fps and it was fine

hazy thorn
#

That's what I mean, on consoles it's tolerable, on PC not so much for some reason.

tough scarab
#

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

hazy thorn
#

Does one need to fix the RR to 60hz?

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right

tough scarab
#

if I was capping at 30 with 120hz or something it stuttered visually

hazy thorn
#

yeah

tough scarab
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so maybe try that

hazy thorn
#

it kind of hurts my soul even contemplating doing that

tough scarab
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I mean I will just wait for patches or something, but you could test that out of curiosity

hazy thorn
tough scarab
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and do FG from 45 to 90

#

that would be pretty good

hazy thorn
#

that would mean using FSR tho?

gray parrot
#

@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.

summer gyro
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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

hazy thorn
#

is there an actual advantage to use pumbo's AutoHDR in this case?

summer gyro
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Nah

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I just use it to scale the paper white

hazy thorn
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Ah I see, so changing the director's intent :p

summer gyro
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There was no intent

hazy thorn
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haha

summer gyro
#

They literally just slapped on the UE defaults in HDR

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Hence the hdr looking entirely different from sdr

neat kestrel
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I'm trying to target 600 peak

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Not sure if i misunderstood

gray parrot
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1297 for 600 if you did 37

neat kestrel
#

but the game would still hit 600 peak with that config?

gray parrot
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no

neat kestrel
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i'm confused

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🙂

gray parrot
#

game doesnt hit peak brightness of the tv ever, HDR not designed that way here

neat kestrel
#

how bright does it hit

gray parrot
#

at default settings looking at bright foggy sky was like 200 or so nits in the begginning, look at Musa's screenshots.

neat kestrel
#

would any other settings besides peak in the above image need to be changed based off my 600 peak monitor

gray parrot
#

its not really designed with HDR in mind

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IDK, im still trying to figure it out

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its whatever goes in this game, whatever looks good to you

neat kestrel
#

alright

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wild west I guess 🙂

gray parrot
#

as is with most UE games it seems

neat kestrel
#

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

gray parrot
neat kestrel
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I just hate bloober cause of their Observer next gen update costing full price for a half ass RT implementation and cool blue LUT

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lol

gray parrot
#

they just get a cut, Konami is the real parent

neat kestrel
#

Finally One of the Best & Horror cyberpunk stories has been rebuilt for the PS5 and Xbox Series X and Developer give us the some part for playing so In This Video we are Compare the Graphics Lighting and other Improvement. Keep in Mind Original was Released in 2017. Share your thoughts, leave a comment also Subscribe. #ObserverRemake #ObserverSy...

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summer gyro
#

The game goes over peak at times

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Is often under as well

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I would just set it to your monitor peak and leave it at that

hazy thorn
#

check the fan

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the original looks much better lol

gray parrot
neat kestrel
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full price 🙂

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even if you paid them for the original game

neat kestrel
#

But yea I kind of hate bloober for that lol

gray parrot
#

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

#

This video is sponsored by MSI's range of next generation QD-OLED monitors. Learn more here: https://msi.gm/QD-OLEDs
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Silent Hill 2's remake for P...

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neat kestrel
#

Yea, I think I'm just salty about Observer

#

i should get over it ha

neat kestrel
hazy thorn
#

the og team silent wanted to change everything etc

gray parrot
#

oh wow

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well kudos to them then

hazy thorn
#

theres a documentary on YT as well

#

they speak of a lot of tropes, they understood the game well

neat kestrel
#

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

hazy thorn
#

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

gray parrot
#

Anybody try this from the DF video?

neat kestrel
#

I assumed ultra plus did this but idk

gray parrot
#

@wet kelp can you shed some light onto this?

hazy thorn
#

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"

zealous pebble
hazy thorn
zealous pebble
#

Literally

#

Although I think if I didn't always use 60fps modes or higher she might not have gotten frameratepilled

hazy thorn
#

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 😄

hazy thorn
zealous pebble
#

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?

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That would be the sweet spot

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I can deal with 40

gray parrot
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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

zealous pebble
summer gyro
hazy thorn
ebon zealot
# zealous pebble On a serious note note That 30fps tick thing Alex showed... Do you guys think i...

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.

zealous pebble
#

I have not turned on special K because yes I heard about that

ebon zealot
#

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.

zealous pebble
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I am yeah

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You mean set vsync with Nvidia control panel?

ebon zealot
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yeah

zealous pebble
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I'll give it a shot

ebon zealot
#

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

rigid jackal
#

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

zealous pebble
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I see adaptive half refresh

ebon zealot
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that's what you want

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if you're on a 120hz monitor

zealous pebble
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I am

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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

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He couldn't eliminate stutter without putting it to 30

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But hey I'll test it out just to see

ebon zealot
#

he wan't using the in-game fps cap to match the vsync. that's the trick

zealous pebble
#

Ahh

ebon zealot
#

it accomplishes the same thing but at any fps

#

(fixing the delta time stutter)

zealous pebble
#

Ok so cap to 60 in game

Half refresh in Nvidia control panel

That's it?

ebon zealot
#

yeah

#

vsync off in-game

#

shouldn't matter though

zealous pebble
#

Ok

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Only problem is I'm getting like 40 fps in apartments

ebon zealot
#

ah lol

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well

#

that's a different problem

zealous pebble
#

I could try to down scale res

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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...

ebon zealot
#

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)

This video is sponsored by MSI's range of next generation QD-OLED monitors. Learn more here: https://msi.gm/QD-OLEDs
UK viewers can click here for a chance to win an MSI MPG 271QRX QD-OLED Gaming Monitor, Metaphor: ReFantazio Xbox/PC game code and exclusive tote bag: https://msi.gm/msi-x-metaphor-refantazio-giveaway

Silent Hill 2's remake for P...

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zealous pebble
#

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

neat kestrel
#

According to Digital Foundry there's really little you can do to fix these framepacing problems

#

The devs have to fix it

zealous pebble
#

Besides brute force with an insane CPU and locking it to unacceptably low framerates, yep

zealous pebble
zealous pebble
tough scarab
zealous pebble
tough scarab
#

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

zealous pebble
ebon zealot
zealous pebble
#

Compared to DF's video or running the game uncapped

#

It looked ok

#

The half refresh probably makes it even less noticeable?

ebon zealot
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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

zealous pebble
#

That's definitely not my experience. I'm staring at the fps counter and it's every 15 seconds when sprinting between areas

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Regardless of the tic fix and stuff

ebon zealot
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Yeah I'm sure my 7800x3d and 4090 are brute forcing the smaller traversal stutter.

#

It's just the big ones that come through

zealous pebble
#

Ah yeah

gray parrot
rigid jackal
#

so the setting apparently gets ignored

#

I don't have any adaptive half refresh option in nv control panel

zealous pebble
#

I'm about to try

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T.maxfps 40 didn't work in the engine ini. Anyone else have any ideas how to change in game cap?

tough scarab
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Already was stated above you need to use UUU or something to bypass restriction

zealous pebble
#

Oh ok

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Thanks

ebon zealot
rigid jackal
rigid jackal
zealous pebble
#

I'll try that next, thanks

rigid jackal
#

or you can try this in the gameusersettings ini

rigid jackal
zealous pebble
#

Yep lol

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40fps rn