#▫️Silent Hill 2 Remake
1 messages · Page 5 of 1
yeah because it works in a weird way
it was more like "i wouldnt touch it as idk what it does"
oh ok
if you mean, did they stop using shadow color offset, then no
Gotcha so probably not worth the update
wdym? it's a patch, it improves performance, it adds dlss fg, it fixes bugs
ofc it's worth the update
I never use Frame Gen. too much latency and visually worse
trying to see if its worth it, i dont have many issues to being with - dont fix whats not broken type deal
I'll have to do another compare tonight, however changing peak brightness changes contrast on the entire image a bit so really people are gonna have to use their own settings that match their own peak. I don't think there is a "recommendation" for this one
I'll probably just stick with the HDR settings I was using
PSA, frame gen is busted with the 3.7.0 dll included, just like Jedi Survivor. Ghosting city. Works well enough with 1.0.7 though.
You're using HDR, right
Yeah
To fix this issue without needing to switch to dlss-g 1.0.7 you can put r.Streamline.TagUIColorAlpha=0 in your Engine.ini
Or use Ersh's SH2 black floor fix mod, which comes with this fix as well
Interesting! Is it a common UE issue then?
How is FG working if combined with ersh's fix or that ini line
I always had silhouete ghosting against heavy fog anyway lol
don't think that's completely fixable
Yea, previous default mid luminance was way too low
not sure what they did with the min luminance. I'll have to mess with it. I still dont' really understand what it's doing
from what i understand, its still like that in prison
I'm curious if SDR is dark as hell too
you play in SDR? otherwise dont go chasing options you wont use lol
there's already way too much going on
No, I play in HDR but my goal was to match SDR 140 nits pretty closely
Ah I see
which I think I did with my settings, but it's dependent on peak
peak changes the whole picture
ha
like this is what worked for me
its not consistence throughout the whole game
yeah its doesnt stick to it, broken
i'm just gonna stick with these settings. it worked whatever
no wrong answers
if i want to test with SK (to get sdr inside hdr with the graph), I have to take ersh's swapchain fix file out (otherwise crash), but then the window gets all fucked up on alt tab so I have to like set it to a small res window and move it out the way to look at the pictures
yea i'm done ha
most annoying game to test ever
very time consuming
yea
ha yea
I stepped away from testing and enjoyed some game finally, looks like you did too
yea 🙂
Goddamnit I should have just waited two weeks.
Can anyone confirm if the traversal stutter is just as bad though? And the animation hitching?
Waited for what...
I'm seeing one report (have not confirmed yet) that the HDR changed, even on the old settings
that it looks different
can anyone else confirm or deny this?
This patch obviously?
I think the HDR changed
I mean thats the case if every new release. some get fixed, some dont. I don't have much issues with original game
it doesn't look the same as before with my old settings
maybe they fixed the black floor?
did you remove the ersh mod before trying?
no
test vanilla
ya thats what I mean, just toggle it off
check with reshade
i can't. i'd have to find the exact spot from before
what kinda peak brightness and black floor you're seeing
just check a generally dark place or fire up an old save from apt.
oh wait yea
did they fix it?
wut
testing more
no nvm
i dont think they fixed
but idk what's going on anymore lol
i feel like something is off
hmm... I've only played at default settings plus ersh mod so I will just go back to apts. and check the completely dark places at default
should be easy to spot, i spent a lot of time there not knowing what to do lol
A better question would be @neat kestrel does the game look better or worse with ersh mod applied at old settings of yours? Just measure that with reshade
I just wasn't expecting Bloober of all companies to add FG and somewhat address stuttering within a week and a half is all. I thought it'd take months for them to do anything substantial
ersh's mod still seem to be doing what it's supposed to
It’s the same
Forget about them fixing it
but even the main menu screen looks darker than it did before
i spent a lot of time staring at it yesterday
something looks darker
using the same settings
Ersh already confirmed they changed HDR settings, not how it works, his fix still needed
for all we know, they just changed main menu lol not a good test
lol
it's realy hard to tell unless i do the exact same spot/comparison
i dont even have that save anymore it was overriden
if ersh says it's the same then i trust it ha
im not doubting ersh mod is still intact and needed
i mean i trust him that HDR didn't change
gotcha, just the default settings
yea i guess
that makes it easy, I will take pic of my current settings and reapply and be done
just grab from thread
Is Ersh's fix suppsed to fix the frame gen UI ghosting issues as well? That's what they're saying on Reeeestera but menus are still janky for me. Everything else looks good though, the rest of the ghosting is resolved.
Old defaults / New defaults
I saw videos that show less stuttering than vanilla code. Seems like there's less but the major hitches are still present and yeah I'm not expecting a miracle
Old defaults / New defaults
wtf lol
Know what?
I'm gonna go ahead and say it
I liked the old ones more
I dont remember the OLD default being this dark in the beggining? New Default certainly looks like what I remember
#1212434739500154921 message
@summer gyro we are in HDR hell over here
nice
Hmm I think its cuz of the hero lighting mod that james looks so dark there so maybe it was that dark, not sure
I'm not using any mods
i like the new defaults
It seems brighter than sdr just from a glance
well its bright but they never had a paper white slider anyway
oh interesting,
but the general balance of the image I mean
like midtone brightness being higher I like
its just too bright
so I'd just scale it down afterwards with reshade
and add ersh black floor fix
Great for all the people that like to play their atmospheric horror games in the broad daylight
I guess
im guessing still mixed with ersh mod, new defaults looks good + peak brightness set correct or 500 nits
ya re2 was 300 paper white at default
really bizarre choice in both cases
at least re2 had a paper white slider
we are SOL here
Idk, new defaults look way brighter than 140 nits sdr
since we have reshade
I'll have to test later
scale up sdr to like 300 and itll prob be similar i imagine
maybe also lower brightness to 1 or something
maybe 1.2 was what they had brightness set to in sdr idk
i think thats exposure
Well how about this....can we confirm that the hdr itself did not change, just the default settings?
That's the most important thing at the moment ha
@summer gyro what was the mid SDR used? 46?
i though sammi said 46
she either said it was 46 and 50 is what unreal defaults to or its the other way around
and it was 50 and 46 is what unreal defaults to
dont remember
Well hopefully nothing changed with the actual HDR so I can keep using the settings I came up with earlier. I was enjoying those
it was as close to 140 sdr as i could get
bruh why tf did they change this, so annoying now. I did notice it looked brighter at defaults + ersh fix. I'm not sure if I think it looks worse though. With proper blacks still it looks "good"
they basically just cranked the mid lum right
New defaults with brightness 0.8 look all right I guess
SDR / HDR new defaults Brightness 0.8
Here's what I was using if you're interested
with ersh's fix
I'm looking at the vanilla so far
yo wut
i swear the game is darker now
with my old settings
what is going on
oh it's ultra+
new version really changes things
I think it made the vignette way stronger or something
you mean the patch or the mod?
do I have to change settings after the patch
hmm gotta figure out why ultra+ is making things so much darker

If you're not obsessed like me and don't care about the perfect partiy with SDR reference, you can just adjust max luminance and brightness sliders to your liking and ignore everything else
I swear this game changes the hdr settings sometimes on a reboot
throws me off
so tldr: are the new defaults good?
Depends who you ask I guess. I think they're way too bright
This has been by far the most annoying game i've ever played in terms of figuring out settings
Too bright out of the box IMO, but you can fix that pretty easily with the brightness slider
Otherwise they are all right
does steam cloud saves not work in this game?
i backed up my saves so nbd but noticed that upon a reinstall it didn't have my saves
yea doesn't seem to save them to the cloud
just an fyi, back up your saves
because it has too many
I don't like that.
Stutter should never be on the list of issues
that ruins almost all of the experience...
Yea. I'm just gonna stick with my previous settings above. I was getting tripped up because ultra+ changes the image a bit now and i swear the game randomly turns my hdr settings back to default. It kept messing up my comparisons ha
So many roadblocks
is the stutter situation improveD?
I haven't gotten a chance to play it proper yet
I am seeing reports though that framegen seems to be forced on even if you turn it off? Will need to verify that one....EDIT: apparently Ultra+ was causing it
still not as bad as Doom Eternal
So is it a problem if I just continue to use my pre patch settings? As far as I've read, it should work and only the defaults have been changed?
correct
Whhaaaa? Ultra+ is forcing FG to be on at all times on the new patch?
I'm trying to follow the channel (which is hard since it's all over the place) but looks like it's that optional chroma file she has
damn,
what a cluster
that's supposed to disable that razer RGB dll or some shit
so just remove that i guess
oh k, good to know... never just simple update is it
Also apparently that 30 fps cutscene mod is broken witht he new mod
and causes massive stuttering
but i'd need to confirm
so maybe that needs an update after the patch
I think I may like just stop playing this game for a few weeks
let the dust settle lol
they massively improved the game wtf, I have way less stutters in apartments
i guess it's ready to play then
HDR -> Fixed (it was never terrible, but now :))
DLSS FG -> Added
Stutters -> ~Fixed
once again: never play games at launch.
We waited 20 years for a remake, you wait 2 more weeks a get a noticeably better experienced, for a lower price too.
I'm seeing a lot of people screaming about FG issues
so i'm staying away from that ha
I just tested it
not getting that issue
🤷
seems to be an issue with people and FSR FG
Which issue...
The one where FG was forced on with that Chroma optional pak file
Seems to not be an issue with nvidia FG.
Probably something with fsr
Ah ok must be messing with FG mod and not dlss mod the devs added
Yea probably
hellaoouuuiii 😊
just bisecting the patch, and noticed they disabled HDR swap chain
i'm not sure if it will have any effect in practice
they did a really good job. didn't get everything, but got a lot of stuff i can't do
super excited 😊
@hybrid anvil
All the HDR config in Unreal are kinda nonsense and do nothing
untrue, they only do things in specific colour spaces
That's just the default value.
The game changes it at runtime.
So this should make no difference
these are the runtime settings
HDR still works, so I wouldn't worry
all good, only letting you know in case you're bisecting
i don't like the new default -9 min luminance
i think it's too dark
they might've been trying to counteract the shadow color offset
i left it at the old default -4
yeah im setting it back there
mid 50 seems ok with exposure at 1 or 1.2 i guess?
not comparing with sdr, just saying what feels ok
might be too much in bright scenes tho
I stuck with mid luminance at 26 just because I got used to it
yea whatever works for you
The game wants to be really dark on purpose I think, and I kinda like the effect
all i can say is that -9 min seems bad
ha yea definitely
The game also has some areas that have a lot of bt2020 colors
I was seeing like 22% bt2020
unreal does a strong gamut expansion
Is that mostly noise or something
mostly dark colors with the black floor fix i guess
that or gamut expansion on bright
Oh that makes sense
yeah it makes little sense...
raise but crush
bad
probably done by two different people
framegen feels good
sure it's imperfect but feels better than 2x less fps in this case
can anyone confirm... if you do that tick rate fix thing, and then use frame gen, will it be essentially "fixed" and also run at 60fps? or will it still be locked to 30?
because i can live with that. not ideal but... i'd consider it "good enough"
also do i have to use DLSS-G mod to get FSR frame gen to use DLSS upscaling? Frame Gen is ghosted in the menu if I pick DLSS on my 3080 GPU
hmm cant seem to get the DLSSG mod to work
tried the DLSS tweaks version and the regular one
Need the universal DLLs instead. Weird
Also run the registry disable. Which is I did but yeah you need universal DLLs
Fsr frame Gen with fsr upscaling is MUCH more stuttery than fsr FG with DLSS upscaling for some reason
alright so i tried this myself
it actually runs at 60 and runs physics at the correct speed!
however
it turns the game to this weird red/pink hue
and the stutters are still awful when approaching Neely's bar, so my cpu is probably just not good enough to overcome that. this is with RT on though
The absolute bottom limit I’ve seen recommended for framegen is like 40fps
But I guess input lag isn’t as important for a slow game like silent hill
yeah it wouldn't play great
but if it looked perfectly smooth i could deal. combat isnt that difficult
anyway its interesting that it actually does run in the correct pacing with frame gen on at 60fps. weird that it breaks the colour
it turns the game to this weird red/pink hue
ahh thank you for making me aware!
i think if you put in the debug version of the framegen dll you'll see a message
funny thing is when it had traversal stutter and dropped below 60, the hue was gone... i wonder if capping to 59 would work
nvngx_dlssg.dll from here https://github.com/NVIDIAGameWorks/Streamline/tree/main/bin/x64/development
what!?
why
what's invalid
no idea, vinny's doing some sort of hacks. doesnt happen normally
it does not work
i wonder why dropping to 55 fps gets rid of the hue for like 3 seconds
using the FSR hack may be why this is happening plus the fixtick
anyway, the DLSSG-FSR FG mod works beautifully at least
does not feel overly stuttery either
about the same as vanilla
FSR FG + DLSS upscaling on 2000-3000 series Nvidia card should just be working without needing mods these days, but you know. Bloober
just happy we have it at all though so mods can enable it
They were trying to use frame gen with -UseFixedTimeStep. If you use that launch argument the game only runs at at a fixed 30fps, without any animation stutters. Framerates above or below the target slow down or speed up the game. With frame gen it should turn it into a perfect 60 but there's this red/pink overlay bug..
Does anyone here know of a way to change the tick rate of -UseFixedTimeStep?
can someone tell me did the patch mess up HDR settings, as in if you were happy with them beforehand, you have to readjust now or what?
they reduced diffuse indirect lighting quite a bit too so the game will be darker in some areas. it's easy to revert
That shouldn’t be needed now tho
A compilation of changes and adjustments that I noticed after playing through both the unpatched and updated versions of Silent Hill 2 Remake.
There may be other changes that I am unaware of, but these are just the biggest ones that I spotted.
It released with 1.03. The patch yesterday was 1.04.
The video title is correct though
the point was to show that the frosted windows are absolutely fine on the unnatainable 1.0
I wonder if Ultra+ potentially fixes that door
Who cares honestly. More people being able to play the game is always a good thing.
huh?
@crystal flameJust to confirm, have you noticed any noticeable ghosting with FG? I was gonna try it out later
eh, the usual amount of artifacting
the settings menu also has artifacting but who cares really
There's ghosting on the sides
But when I'm actually just playing and focused on the middle of the screen I don't notice it so I'll still use it. That being said I'm playing on a 65 inch tv from 6 feet out so the sides are only in my peripheral vision
New Nvidia driver update available today, includes optimization for SH2
Optimal settings != driver optimizations.
From the changelog it contains no optimizations for the game itself on driver-level sadly
right
That's for GFE for brain dead people
It just includes the game to the library for GPU optimization
who can't understand settings menus
Still its a new driver update
the "optimal" settings are often questionable too
you posted this here based on the premise that it had a driver profile for the game, and it doesn't
welp the new update introduced stutter that wasnt there before so cant blame me for trying
also 99.9% of the time, driver "optimizations" don't do anything for a game, save for maybe occasional game breaking issues
other people are claiming the new update reduced stutter
ffxvi demo was straight up completely broken without updated drivers for me 😄 polygons were stretching
yeah that's what I mean, but those cases are rare
drivers almost never increase performance
shader compilation maybe?
IDK, maybe...
that's probably it
your whole shader cache got wiped
not all PSOs are covered during the first boot, some still happen while playing
👍 so just best to play some more and hope it gets better
Most videos I've seen show less constant stutters, it's more traversal stutter that's still present. But it appears to be improved overall
Can anyone tell if animation hitching is still present? I'm not as sensitive to it
Has anyone tried SH2 with SK recently? Curious if it still causes performance issues. I unfortunately probably will not be able to test much until like Monday or next week.
all it truly adds is screenshot ability, I tried it last night and game stuttered with and without it
I'm interested in it more for the framerate limiter and/or latent sync
idc about screenshots, I can do that with xbox game bar
you can limit frames in Nvidia CP or RTSS or in game if needed
not sure what Latency sync does
do you have MORE stutters with SK?
or not really
i don't remember who said it was causing performance issues
i did. a lot more
might've been SK's limiter, or it trying to add nvidia reflex, or whatever
but it was adding severe framerate instability
on top of the game's already awful one
alright, I guess don't fix what ain't broke, right? I'll just stick to using nvidia as a cap
#1291021198628618353 message
so you are not getting stutter after game update and latest U+?
oh it's still stuttering, but it's better
Oh I know, for me its worse lol but curious if BR4P is running better somehow... he might be using beta U+
Not really any more than I had before lol
there are still stutters but it seems fine enough to enjoy the game
i'm on v 2.2.0 of U+
The one good thing about not using VRR is I don't have flicker ha
but yea the FPS was going insane with SK in your video
I surprisingly dont have VRR flicker in game anymore since I capped it to 75 FPS, so I just keep it on as always
Maybe a good rule of thumb is to assume that SK will cause issues if the game is already held together by toothpicks and bubble gum
i.e. this game and still wakes the deep
Yup best to avoid it in heavy games but damn I need it in Cyberpunk for pics lol
For SDR PNGs converted from HDR image
game bar does not tonemap as good as SK, lots of crushed blacks
You can take the screenshot with xbox game bar, open the JXR in SKIV, then save as SDR. I think that should do a better job?
but yea i hear ya
Straight from SK screenshot is the best
or just press a button and its ready
not that its ever happened to me
results are always excellent and almost identical to what im seeing on the screen, minus some of the HDR effects of course
open this in skiv and view as sdr
it'll be black and white
ha
compared to the HDR view which has color
not sure why
Fun fact: the toggles in Ultra+ do not work if you use it with SK
shows in color on my tv
if you click view in sdr it doesn't
ctrl + d to open the menu
ah missed that detail, i dont have skiv
Yea skiv specifically
What movie player are you using thats compatible with SK?
And show me a game screenshot that turned out to be black and white with SK
I'm not using a movie player with SK. I just have that jxr image
And how was the jxr taken?
So not a SK issue... it takes hdr to sdr pics just fine. Have not seen a game pic turning bnw like that ever
I didn't say it was a SK issue. I was just trying to figure out why SKIV showed it like that
Most likely the source of that pic is issue, not skiv
Maybe. But I've seen similar with silent hill 2 screenshots that i took. It happens with super low luminance shots
Might be something on my end idk
Possible. Like i said, ive never had SK ruin pics like that ever and ive taken 1000s
Ok lol.
Again, I was never accusing it of being bugged. I was trying to figure out what was going on
And also I'm not talking about SK. I'm talking about skiv
Oh, I thought the whole discussion was SK/Skiv takes bad pics compared to gamebar
No i never said that
I think another user on the SK skiv channel had the same results
Games or movies or both?
Lol ok probably a much ado about nothing 😅
Just interesting
And who knows if the hdr pic of that bluray was tonemapped correctly to begin with or not
Lots of possibilities cuz that movie is also available on stream and then uhd in proper hdr10 as well
I don't think the source image is the problem
Because it's happened with other low luninance images
Probably better discussed in the SK channel
heads up for anyone who was up to the labyrinth before the patch
https://store.steampowered.com/news/app/2124490/view/4538031421720444974?l=english
We are aware of an issue some players may encounter after the most recent 1.04 patch released on October the 21st in the Labyrinth level of Silent Hill 2. This blocker can occur if you load a save data from the Labyrinth level (after Toluca Prison) created before applying the 1.04 patch. Our team has identified the issue, and a fix is in impleme...
Nice to see some dev-transparancy
Can I use this mod while also using SK?
If I install ReShade as an addon normally, and put the mod next to exe, it works fine. But when I use SK to launch the game, it just crashes.
Mod works fine solo, so does SK. Just not together.
Am I missing some sort of config that I need to apply to make 'em both work? I know RenoDX works with SK, so technically this should, too? Especialy when I install ReShade as a central installation.
renodx sometimes works with sk but not always
some people were saying sk is causing stuttering in this game though
SK wasn't even working with this game for me.
Until I tried delayed injection today, and now it is.
I normally use ReShade as an SK addon to use Lilium's shaders in any game I want without having to manually do it again and again.
And that makes it easy.
But with Ersh's mod, idk if I can use the ReShade within SK to load it.
SK crashes with ershs swapchain fix mod, if you're using that
no idea. SK was causing severe stuttering in this game for me
I had that first, realized that might be causing an issue, removed it, still doesn't work, sadly.
Sad times.
I am getting really wonky perf with FG on, so I wanted to inject SK and apply some of that good good frame cap, and continue to use your mod as well, as I just installed it yesterday.
Sadly, no bueno for me.
Thus I was wondering if RenoDX/your mod can be used with SK at the same time, but alas ..
All good, though.
You are much better off using the Nvidia control panel frame cap for this game anyways
idk about that, SK is far superior.
Oh, for 'this' game, sure.
If SK can't work, yes.
NVCP + Ersh's mod and hopefully FG behaves nicely.
yeah im in the same boat as you... many times SK and Reshade dont work together
I don't use ReShade at all outside of Lilium's shaders for HDR analysis. And for that, I have it centrally installed via SK.
and its a me problem too, it works great for others on their machines for the same games
So, ReShade is available in every game I play with SK, and one shortcut away from being enabled and seeing the shaders applied.
But with this mod, as it's not ASI/DLL, I can't load it manually via SKCP either.
And not sure what's up.
I'll get with Marat and see if he got some cursed shit done in past to do this.
yeah its an Add-on
Yeah
are you using RTSS by chance or MSI afterburner?
Nope
Just SK being a bit weird with this game until I use injection delay, then it's fine.
But then I can't use Ersh's mod, so. RIP RIP.
again though, you dont really need SK if you just wanted to cap frame rates for this game
SK has been noted to provide worse performance in this game anyways so better to not take that chance
@radiant lodge do you have exact instructions on how to use the reshade widget/plugin inside SK? And im assuming you can upload all types of shaders and textures to it and not just the Lilium HDR analysis option.
Follow this to have a setup like I explained above.
thank you1
It's more than just capping frames, tbh. Kal has a lot of nice features built-in there for DLSS-G pacing and such.
Either way, I'll have to pick my poison, better blacks on my OLED or better performance, cause the perf was wonky with FG enabled the other day.
But I did realize my NVCP didn't have the 116 limit enabled, so I did that today.
Will try again, if that works, sure. If not, RIP.
No SK also means no HDR SS.

I feel ya on that one lol
Still have SKIV to at least throw JXR in and get HDR PNGs out, so there's that.
but with this guide, I am guessing both will work
you tried and it still didnt work?
It didn't work, cause I can't figure out how to do the following: If you want to use Addons such as RenoDX, you can try Early load order and disable Compatiblity Mode in SK’s control panel.
Like how do I even add it as an add-on? SKCP only shows ASI/DLL as addon that can be added.
Ahh, did you disable the compatibility mode at least?
I'll ask Kal later actually, why is SKCP not showing any other extension support if page says that.
It was already disabled.
gotcha
You can just right click and hit Reset and be sure its not using compatibility mode
I will also need to find out the Early Load Order stuff though
Haven't used SK with Reno in SH2, but I'm using them together fine on Metaphor with a local Reshade/Reno install in the Metaphor directory and then booting the game via SKIF as per usual
im guessing Reno just takes the extra step of installing the add-on file to the SK folder? @quartz epoch
I don't know what you're asking, sorry. Reno is a Reshade add-on, it needs to be loaded via Reshade. But yeah, local Reshade/global SK combo works for me on Metaphor, though I don't know about SH2, but it's worth a shot
Ah nevermind, looks like Reshade+SK just works normally for that game. SH2 is special case though.
local Reshade/Reno
How would I go about doing that if I wanna install Ersh's mod local?
He's saying, the normal reshade works with SK in that game
If your SK doesn't work, try delaying injection.
I did it by 25secs.
Ah, by local install, he means just using the Reshade Addon installer?
SK on its own works just fine on SH2
yeah, just tried this to double check and no luck. RIP
most games dont work with both is what ive seen, when it does work, its great but rare
Use reshade as a SK plugin. Works 99.99% of the time
But that doesn't work with reahade addons i don't think
Thats what we are trying to experiment with
Looks like it works with add-ons too but we are not clear on instructions
What does kal do for DLSSG frame pacing? And is it applicable to when you use FSR FG with DLSS upscaling?
He uses Nvidias Reflex framerate limiter
You can do the same now with the newest RTSS version I think
or the framerate limiter in nvidias control panel
I've never once gotten it to work with addons
How/where did you update the Early Load order exactly?
I've tried everything haha. If you get it to work lemme know 🙂
Maybe i missed something
I dont even understand the setup steps lol so you are asking the rrrrong guy
You drop the reshade dlls in the plugins reshade folder of sk. Textures and shaders go in the global folder of sk
I'm not home or I'd get you screenshots
Textures and Shaders can be combined from diff. games?
I meant the reshade textures and shaders folder
Gotcha
im gonna get some info. from the horse's mouth
Info is correct: If you want to use Addons such as RenoDX, you can try Early load order and disable Compatiblity Mode in SK’s control panel.
Here
Oh ok i guess I'll try that next time
Won't be able to try until like Monday so lemme know how it is 🙂
I will, though I might stop playing for a while. Cyanide might be an AGX LUT for the game
What's that
every play Cyberpunk?
has Nova LUT and all that
i dont think it'll be anything crazy or world altering but lets see
Yea sounds cool
i'll muck with SK+Reshade in the meantime
and yah the LUT mod wont be coming anytime soon so will just keep playing in stutterville
going up and down the stairs in the Hospital is a damn mess
So is SK not causing worse performance anymore with this game.
I admit i never compared it
Although unless i can get addons to work with SK reshade, it's a moot point
for me its worse either way
and the FPS is all over the place from one wall to another so its difficult to gauge
Ohh good to know thanks
I decided to mess around with CPU affinity in task manager and it was having some effects. Removing affinity from first 4 threads reduced the stutter. Then I decided to remove affinity from the 4 e-core threads and it basically eliminated all micro stutter
same place before, at the same graphics settings:
this is some random shit
but it's working
all I have now are traversal stutters
this is with no FG and capped to 60
this is crazy
I've never had a flat graph like that before, in this place before it was in the 50s and stuttering all over all the time
this is after enabling ecores
the big spikes are alt tabs
that's all I am doing
could this be a windows scheduler bug specific to my CPU or cpu family?
I am on newest 24h2
@wet kelp ^ this looks worth investigating
This is similar to how I fixed stutter in Elden Ring early this year, but there it was removing affinity from thread 0
and that's what's different
well, if these results work on others PCs excluding E cores, it's likely UE 5.1's task graph doesn't understand E cores
Or there are some issues in the Windows thread schedueler...
Or both
What is the point of E-Cores anyways? Always feels like low-cost extra cores to boost the core-count on paper and to claim energy efficiency....
Plus Windows and games themselves don't seem to be able to handle it properly quite often
I have no idea how e-cores work
Marketing?
They are pretty useless on desktop
My point, feels like they were added mostly to boost the core-count number on paper to improve marketing these CPUs.... Only applications that might be able to use them are properly multi-threaded compilers, render programs etc. Games are rarely that multi-threaded...
Don't really get why they don't put the focus on just P-Cores, but just trying to enhance their energy efficiency.
Because they can't? And neither does AMD, except for X3D cache
Feels like were hitting a wall of what's possible in the CPU space
there are. Windows scheduler is not even "good" by today's standards. install Linux 6.x kernel and you'll see what i mean pretty quickly
i feel like E-cores were a knee-jerk reaction to Intel being unprepared for AMD to beat them
they fast tracked their early gen lower-power cores to market
i think they will mature well, but they were released too early, without proper driver or OS support, and not powerful enough in their first generations
the question of "high power core that can do efficient low power work" vs. "dedicated high power and low power cores" is an interesting one
certainly AMD has had a lot of trouble working out power control on Linux, which is a complex problem when trying to manage sleep and low-power states, in the context of mutexes
(i worked with Mario Limonciello at AMD diagnosing some low-level power/mutex issues)
Think this is the case yeah
i think AMD is doing them now aren't they?
@crystal flame some people in the Ultra plus server are saying your mod is crushing shadow detail for them? Do you know what they may be doing wrong? I don't think the mod is supposed to do that.
They might have wack calibration
Or their monitors are doing some kind of sRGB gamma correction out of the box
it's literally what it does
raising blacks does add a bit of visibility in them (sometimes)
it does not crush a single pixel
ultra is crushing shadows by default in sdr. unless that changed
Oh let me make sure they're not on sdr
They're on hdr
So ultra plus wouldn't be doing that
There’s a toggle in ersh’s mod so you can test for yourself
Yea I plan to when I get home
Also keep in mind the people on that server probably don’t know anything about hdr
I saw someone recommending people download a reshade lut
He said that for every game he plays he searches AgX lut on nexus
some monitors have no details near black
like mine
so if you go too low
detail is crushed
not by the game, but by the monitor
obviously people don't know it's the monitor
well obviously
PC monitors
Never again
i mean what do they expect
lowering the black floor will make shadows darker, yes
it's not destroying a single pixel of information however
which is what black crush would do - reducing any sort of near zero value to zero, losing detail
is it harder to see? sure. that's why it's lowering shadow contrast by default
I'm just trying to prevent misinformation and people being like "this mod crushes blacks" 🙂
thanks 🙂
Np!
it is annoying to see the misinformation. we know exactly what's going on here in this case, the root cause and the exact fix. it's working exactly as it should, and is superior to any other manual method as it's precisely fixing the root cause, down to fractions of a nit since the UI fix. the only debatable thing is the shadow contrast lowering, but that's just an addition that tries to preserve the intentions of the devs
Is anyone on the nexus page complaining about it? I haven't checked.
I just know nexus comments are always interesting
i just had to write two long replies today 😛
claiming that lilium's sdr trc fix + sdr black floor emulation works better
Yes I've seen a few people in the U+ server saying this
i had forgotten about this command r.D3D.ForceDXC ... by default UE uses FXC, Epic's shader compiler, which GPT seems to think doesn't support wave operations and newer methods. it seems like r.D3D.ForceDXC should generally be switched on to force DXC for all games ??
fxc can't even compile sm6 so i'd be pretty confident that setting doesn't matter
i don't think we have any confirmation that SM6 is used in SH2 / other games do we?
yes SM6 is enabled through the config, but are any of its additional features in use?
uhh we do have confirmation
the dumped shaders are sm6
GPT
consensus is that DXC is now preferred for modern shader compilation due to its support for HLSL 2021 and newer features like wave intrinsics, SPIR-V output, and other advanced GPU features. FXC is still used in legacy or specific DXBC workflows, but its development has slowed in favor of DXC.
DXC also compiles shaders to DXIL (DirectX Intermediate Language), which offers more explicit control over flow and better support for modern GPU features. In some cases, FXC can be faster for simple shaders, but DXC is superior for complex workloads. The transition to DXIL, however, has introduced occasional performance issues, such as longer compilation times for certain shader passes (e.g., reflection passes) due to more complex intermediate representations.
For example, one case showed that while DXBC (compiled by FXC) performed better in some Direct3D 12 scenarios, DXIL (compiled by DXC) introduced slower compile times and performance issues in Vulkan
[MICROSOFT DEVELOPER BLOGS]
[GRAHAM WIHLIDAL]
maybe they just bypass this switch
because it's off in every game i've seen and should be using FXC
that would be my guess. it'll use fxc if it can, otherwise dxc
(or maybe SM6 enablement explicitly enables DXC)
with that setting it'd maybe use dxc on everything
i don't know if there's any reason to do so
please God Epic rationalize your API/CVar documentation
yes
i'll try SH2 with it enabled now, i doubt there'll be any difference
i've come to the conclusion btw the biggest unfixable issue in UE games (stutter) is from HLODs). this is the last remaining issue in SH2 and Survivor. i think HLODs are built more slowly than expected, meaning there is a timing problem with shaders and materials mapped to the resulting HLOD meshes, causing texture/shader misses and resultant hitching
also @wet kelp fyi the black floor fix mod should also work in sdr, and should be used instead of the cvar that's inevitably going to crush black in some scenes that don't have a raise
i'm curious what you think on this analysis
i think it's just heavy actors spawning on level streaming
agree 100%. my understanding is the CVar does nothing with HDR? ... do people use the black floor fix on SDR?
because that happens on the game thread and is going to cause a stutter no matter what
cvar doesnt work in hdr. but shader works in both, and should have the same ideal result
do people use the black floor fix on SDR?
they should
i mean to be fair i have not checked if it works
but it should. it's the same shader
YES, but specifically HLOD actors... because all other meshes can be slowed down. HLODs there is very little control. there's more control in UE5.1+, but i still haven't been able to pace HLOD builds or fix the (assumed) race problem
okies, i'll remove and recommend more heavily. it's in my list of recommended mods 😊
It works in sdr it seems
please test first because i might be misinformed in this case
okies 😊
cool!
i normally play SDR because i hate Windows in HDR and can't be bothered switching lol
But yea also test it yourself to confirm!
wilco 😊
i can't be bothered switching too... which is why i stay in hdr all the time 😎
yes but other stuff can be spread across the task graph more evenly. and regular meshes are explicitly built in good time before shaders/materials. what i'm saying i guess is that HLOD has a race bug in the UE code. at least up to v5.1
I'm always in hdr ha
Survivor has a second problem that the GT is spending ~13ms on physics in Koboh
but SH2 and Survivor HLODs is the same problem. i don't think HLODs are used at all in Hogwarts, they use mesh welding, which doesn't seem to have the problem
possible, i don't know enough about that to say anything of value. i just know that level streaming will have a terrible stutter when loading unoptimized actors because of the actor-spawn-happens-on-game-thread thing. and it's basically impossible to optimize them enough.
i would use SK to switch if it didn't crash games!
by unoptimized i mean actors that have a lot of logic and components
yes. well, pick up many vanilla games and they will have this problem. but adjust the timing, task graph and thread priorities, and this is fixable for regular meshes. that's become a pretty standard method in my mods, it could just about be copied between games if the dev hasn't diddled with the streamer/loading timing/code. but not HLODs
i hate how the switch itself takes so long before you can do anything. way too long black screen
for meshes yeah maybe. i'm talking about npcs or some other complicated actors here
they've added HLOD warmups in 5.1 to try and pace word position HLODs
wp.Runtime.HLOD.WarmupNumFrames
wp.Runtime.HLOD.WarmupVTScaleFactor
wp.Runtime.MaxLoadingStreamingCells
wp.Runtime.HLOD.WarmupVTSizeClamp
I'd like to calibrate my monitor's sdr mode. I am going to buy a colorimeter next year
oh okay. yes, they're expensive. but generally clamping their frame time to 2.5 ~ 3.0 (with 0.0 forced extra load time) works well
same 
the default UE settings is to allow i think 6.0 ms of extra loading time for NPC/enemy actors, which is a Bad Idea
it was fine when 30 fps was standard
this is the stuff i mean when i say Epic needs to rationalize/clean up their defaults
yeah
s.PriorityAsyncLoadingExtraTime | Float | 15.000000
s.PriorityLevelStreamingActorsUpdateExtraTime | Float | 3.000000
oh! Ersh the other problem is an overalloation problem... generally s.UnregisterComponentsTimeLimit is 1.0ms, which in many games is not enough to unregister components. often time taken streaming new actors is too long because the engine is trying to suddenly unregister previous actors
anyway. i need to look in the HLOD code. my suspicion is they're trying to pace HLODs, but it's actually a race bug
(possibly fixed in ~5.4...)
there's a ton of stuff they should do if half the industry is moving to their engine 😐
yeah
following your line of thought on actor load cost ... this is the Epic default in BaseEngine.ini ... ane effective -3.0 material LOD bias on every NPC (and probably enemies)
it's difficult to know if this ancient code is still active (probably), but all these things add up
but that would just affect file i/o right? what i mean, i think, is that it's not really the bottleneck. it's the logic running on game thread when actors spawn
right
an example, spawning a bunch of badly programmed bird actors (heavy components, or heavy logic in blueprints or whatever) when a level chunk loads
and there's no real fixing that with cvars. the actors need to be pooled and optimized, etc
(nothing to do with sh2, idk what's happening there)
if you add this in SH2 (default is 10) and turn off fog, you can see the physics rebuilding on enemies as they're spawned in
i feel like i want to get a job at Epic and just rage fix their tech debt
oh i'm well aware 😄
it's occasionally possible to enable another code path that doesn't have as many problems
or to pace things as they spawn at the edge of visibility
ye
what Julian Le Fay said to me will forever ring in my head ... "3D is about removing as much as possible as early as possible"
i would also add it's about pacing some things over frames. but UE has these problems
this is what bothers me so much about Nanite. devs go "oh we don't need to worry about meshes and draw calls any more" 
btw (and then i'll finish my rant), this also the default ... a halving of all skeletel meshes going into the game
so you can imagine devs/artists putting their perfectly optimised meshes into the game, wondering why it's now lower quality, and re-increasing the poly count to fix it
fuuu
can't fix bad monitors
all i can say is that it does not crush a single pixel, which is verifable with stuff like lilium's shader
how your screen displays that, is, well, not my business
monitor calibration?
just up your hdr brightness then or something, god
i need to do mine actually
like idk what they even expect. there's a uniform raised black floor. this removes that.
game too dark? then tweak your hdr settings or monitor. what's stopping you
the issue was a uniform raise and that's fixed
appreciated
Np
Maybe a slider for the gain and call it minimum nits?
Is it called gain?
Whatever the additive thing is called
well there is the slider already
wdym
oh that
wait so like, you can add the raise back?
fuck no 😄
For the people whose monitors crush near black
but they'll still have raised black floor then
Well ya
their monitors wouldn’t be capable of showing the 0 blacks
Actually they should probably just adjust the in game min luminance slider
yeah i think so too
just tweak the brightness
like, the defaults are way too dark now
the -9 min is ass
Ya I raised it to -1.4
old was -4
the 500 nit default is just baffling 😄
And as discussed earlier adjusting the peak slider changes the entire image
That's what i use on mine ha. Cause i need 600 peak and it overshoots
@summer gyro when you have time, can you link me to your newest SH2 settings? I wanna try them out.
I think min luminance -4.0 was actually a closer match to sdr but after installing ersh's fix I liked raising min luminance to -1.4
#🖼️hdr-screenshots message these are all taken with it at -1.4
Was Sammi saying that SH2 doesn't adjust lod bias at all with dlss?
they're using the official plugin so doubt it
the official plugin doesn't even do it 😄 ?
she said it shows full LODs with any DLSS level
like LOD0?
Does that mean a negative bias of 0?
i’d expect it does what it’s supposed to, as it’s made by nvidia
there might not be an easy way in UE to change samplers
@wet kelp when you get a chance can you explain here the issue with DLSS and lod bias in SH2? I don't understand it well enough to explain
oh it's just that LOD biasing is completely broken in this game
so DLSS can't do its bias
So it's always clamped to zero?
I'm getting really bad flickering with DLSS FG enabled. I'm using "Black Floor Fix and HDR DLSS Frame Generation Fix" as well.
Any ideas? Latest update.
if you have an intel cpu try removing cpu affinity from the last 4 threads
and see if it improves your frametimes
AMD here, getting over 100+FPS but its flickering.
The stutters are just super bad
And it causes vrr to freak out
Best you can do is try sammilucia’s ultra plus mod to reduce stutters
Maybe turn off vrr and cap to 60
No great solutions unfortunately
turn off vrr, turn off vsync, cap to 60
Intel players who get constant stutter should try my suggestion
it got me flat frametime graphs aside from traversal stutters
I dont think its VRR because if I disable DLSS FG it stops flickering. Oddly enough, I was using the FSR FG mod in the past and never had flicker.
Reinstalling game now and retesting with just the HDR + floor fix.
FSR FG supposedly has a better frame limiter in this game
so would explain why it stuttered less
it overrides some logic in the engine
Interesting, I will retest both.
fps at 1440p on a 4080 super isn't much better in some areas ha
4080 as well lol.
it depends on the area
i'm capped to 60, so sometimes i get a perfect 60, no issues, and other times i'm dropping to like 50
Nah it's the GPU getting bottlenecked for me at least
@crystal flame Sammi is saying that the engine code shows the default HDR mode as Dolby Vision. I thought that was odd and wanted to get your thoughts
apparently it has multiple HDR modes in the engine. rec709, p3, dolby vision
default is DV
that sounds like it’s another name for bt2020? either way i don’t think anyone touches that color space cvar, its auto selected
I wonder what happens if you toggle it
colors wrong
viiiviiiidd colors
Anyone having issues with FSR3.1 FG on nvidia 3000?
It can be turned on but fps does not change.
Idk but I think I'm gonna try FG. My fps in the prison sucks
you're acting like it's something complicated and not a toggle
just try it lol
Can you please try FSR 3.1 + FG?
Pretty sure its broken, DLSS + FG works fine but flickers so bad.
I will next time I play! I haven't had enough time lately to play stuff
Idk how to enable that. Is it in the game settings?
I don't use vrr. I assume that's what is flickering for you
Yeap.
Due to the crazy frametimes
Its not, its DLSS FG.
No I'm saying vrr is flickering due to the frametimes from dlss fg
Gotcha yeah could be that but FSR FG mod had no issues initially lol.
And now the official support doesnt work. So im like wtf?
Yea idk much about fsr fg. Maybe they have better frametimes
Are you using ultra+? I saw a lot of people saying they were having fsr issues
Tried with and without.
Oh ok. Well i can give it a try next time
Hey @summer gyro ! Been enjoying your HDR settings! Thanks for tuning those in. I am curious what method you use to compare sdr to HDR. I've been manually switching from HDR to sdr (vice versa) from the in game menu. It's uber painful. I assume there is a way to take screenshots while preserving accuracy? So far steam overlay screenshots appear to be a fail.
You can use xbox game bar or SK to take screenshots. You can also do sdr inside hdr with SK at 2.2 to get a sdr pic.
Then you turn that off and switch the game's hdr on to take another screen
Awesome! Thanks
Np
used SK to switch between sdr and hdr. with sk i can force hdr swapchain when the game is in sdr and set the gamma and brightness for sdr without any need for reshade shaders.
i took the screenshots with game bar
and then converted the jxrs to png using doge's tool
i did the comparisons without ultra+ installed
idk if its still doing it but sammi had added some stuff that changed gamma while in sdr with ultra+ installed
sdr trc fix isn't needed when using sk
its only for when using an sdr swapchain
I have completed the video game
enjoyed it way more than I expected, especially after dismissing the remake initially when it was announced
Does anyone turn vignette off in this game?
vignette off in a dark, moody horror game seems like a bad idea
would just make it too bright
Might yea
Random question but has anyone figured out what hdr tonemapping curve the game uses? (crudely what equation those hdr slider values get plugged into)? I assume some variant of UE default? Haven't looked at decompiled shaders too closely but I assume the curve could be extracted from there.
For SDR I assume it's ACES or something like that
Sorry if my question doesn't make sense. I may have knowledge gaps
aces
but something is fucked up cause increasing peak doesn't just increase peak
it also increases the contrast
the shader they're using from UE is unchanged
thats how the black floor fix mod was made cause ersh just booted up an empty ue project and made the edits in the shader there
this is 5.1, we thought you couldn’t even adjust peak before 5.3. so it’s likely scuffed in some way
5.1 and 5.3 what?
UE
Man, I just got to the prison last night
first of all, how did I even get there? Is the prison in the basement of the historical society building?
also it's sooooooooooooo dark
regarding the prison: ||the historical society was built on the former site of the prison, so you're not really there in a literal sense||
was the prison like half a mile underground? haha
i went down the looong staircase
i thought i was missing something because i had to run down for like 5 minutes
but finally I got to a door
yeah haha, definitely not going to want to think about things too literally with what comes post-prison
haha
i mean you're clearly in some sort of like demon realm
so yea
I actually never played SH2 so I have no idea what is actually happening 🙂
My theory is that the town ||manifests itself differently depending on who is in it. That's why other humans you meet have no idea what you're talking about or look at you weird when you say that the town is not safe and they have to leave||
I suspect that ||only James sees all the fucked up shit in that way and other people see other things that scare them.||
2's decent as a first timer, because it's largely standalone apart from a few references, whereas 1, 3 and 4 are a lot more interconnected
1 and 3 especially
🤐
we'll see how close I am
also Eddie is by far the creepiest character i've ever seen
dude looks like he just shit his pants every time you see him, but somehow he's terrifying
the scene where he's eating ice cream out of the tub with his hands is more sinister than any of the monsters
well hopefully they'll keep making more of them! Not sure why they started with 2 though? Maybe since it was standalone and they wanted to test the waters? Idk
I never played any of the SH games
there's a few other SH projects in the works besides any other potential remakes
"Silent Hill F" looks like it could be neat from its teaser, but who knows
that's not a remake?
no, new title
oh, like completely new story?
cool
I thought all of the silent hill games were kinda standalone
I hope they end up doing a remake of the first one
there's some cult stuff which 1, 3 and 4 gets into quite heavily, but 2 all but ignores, which is why 2 works as a standalone story pretty well
it's a shame that it never panned out, but that led to Death Stranding which was one of my favourite releases last gen, so I'll take it
there needs to be a big expansion of the traversal mechanics
because after the first third of the game it's sort of trivialized by all the equipment you get
and in the DC version they added even more gadgets to make it even easier
the flash floods, rock slides/avalanches, wild fires etc. seem like a good addition in terms of adding a little more difficulty to the traversal
it did kinda feel cool, when you get a new one and realize how useful it is
"oh damn i can do shit so much faster/easier now"
it couldnt escalate forever
i thought it was kinda balanced nicely that you never felt like grinding
though if someone wanted something like a truck simulator zen kinda work out of the game then i guess they were too op
I also didn't like that ladders and the climbing anchor aren't all that useful cause an alternate path is usually right around the corner
the other thing was the whole thing with corpses setting off tactical nuke explosions
it was supposed to be much more important
and in the world/story it's a huge deal
I liked that. The game would have been mega boring without the gear/tech
you never got to see the devastation from a corpse going necro in some populated area
Yea I'm not sure how that worked becuase I always just knocked people out. I guess they can't destroy populated areas but can destroy unpopulated areas?
oh yeah that was just a game over condition right?
i think so? if you didnt dispose before time's up, game over
oh wow
I definitely killed a few guys in my first playthrough but can't remember anything coming from it
yyeah
you can take the corpses to the incinerators or chuck them into the tar lake
before release he was describing that as being a huge mechanic in the game, especially in how it could affect the environment
yea
it was probably cut or cut down at least
guess he planned more
Maybe it can be more of a thing in the 2nd game
DS2 has the robots as well, so that seems like a good way to have some more shooting combat without it feeling awkward
But they missed the chance to even show the devastation in a scripted mission at least
there was a voidout in a mission
it destroyed a city
closer to the beginning
when you are bringing the body to the incinerator
I kind of wish DS had some STALKER/Roadside Picnic esque anomalies
BT areas almost felt like anomaly fields in their own way
The new game looks like it has more stuff like that
also ds2 was supposedly completely rewritten after covid right? i wonder what the original was going to be
I completely lack the patience to wait for the PC port of DS2 (and GTA VI), so I opted to do a silly instead
my gf might get a Pro this xmas but I am not sure I want to play them on console even if I can
the one thing I might want to borrow it for is playing RE4 on PSVR2
since I own the headset for PC use
Play RE7 😛
I borrowed a PS4 Pro for RDR2, TLOU2 and DS, but nobody I know owns a PS5, so this time it's on me
900€ console and GTA 6 is still gonna be 30 fps
yeeeep
actually Sony should also try to make their own AI based FG
for slower games like that 30 to 60 wouldn't be too bad
I figure they will with PS6 with continued growth of PSSR
FSR FG is unusable at 30 fps
