#▫️RDR1 & Undead Nightmare
1 messages · Page 2 of 1
if you lower your cpu clock speed, the fps is lower
is that considered a cpu bottomneck ?
Not necessarily I would say. If the CPU becomes the constraining factor then yes. A single core's usage not being at close 100% means that there are issues somewhere else.
I knew you would make this argument
if i can get more fps with higher cpu clock speed, i would still consider it a cpu bottomneck
but you can call it engine limitation or whatever
51/58 = 0.88
121/147 = 0.82
the fps is kinda bouncing a bit
its 124/145 btw
roughly matched
but i know what you mean
i do not disagree with you, but thats my definition of cpu bottomneck
maybe we call it a cpu scaling issue
that should make more sense
No publication has benchmarked this game properly yet. I bet a 7800X3D would run this game a lot better than any non 3D vcache CPU
This is brilliant; you're just changing the whole definition of CPU-bottleneck just to be able to say you're still right about it. Interesting....
We clearly need to clarify more about CPU and GPU bottlenecks after reading the comments on my last video: https://youtu.be/2DfGNPiNTuM
What equipment do I use to make my videos?
Camera: Sony a6100 https://amzn.to/3wmDtR9
Camera Lens: Sigma 16mm f/1.4 https://amzn.to/36i0t9t
Camera Capture Card: Elgato CamLink 4K https://amzn.to/3AEAPcH
PC C...
go watch this video
To avoid spreading misinformation; this is definitely not a CPU-bottleneck (for reasons Lilium explained) and most likely indeed a memory speed/memory bus speed issue.
Please explain 🙂
go watch it
Please explain why that validates your opinion. Not gonna watch a 35 minute video man haha
"Can you please explain instead of making me watch a 35 minute video?" --> "I refuse to talk, just block me" 🤣
But me and Lilium weren't talking about overall CPU-usage (which indeed can be hugely misleading, you're fully right on that), but per core usage. Per core usage actually says a loooot more and can be actually a measurement of a CPU-bottleneck
As you can easily see if a game might be very single-threaded and having one or more cores locked at high percentage of usage while the other cores aren't much utilized at all. That shows a typical CPU-bottleneck in my view. Also how DF always shows it.
Sorry for the little bit of mocking btw. Just getting used to my newly found non-moderation freedom haha
Btw, now noticing this post has some weirdness though; GPU usage below 100% doesn't per se indicated a GPU bottleneck of course, then likely something else is the bottleneck. But it is indeed making my same argument as how single-threaded performance could be a CPU-bottleneck that is causing the GPU to be underutilized.
i think the problem is that this game cant even utilize one threads enough
like always below 50%
It likely can't, because again, something else is bottlenecking this. But our whole argument is likely based on us having a totally different definition of CPU-bottlenecks.
the callisto protocol has same behavior when it came out
check the ryzen 3600 per core usage
DF still call it cpu limited
Tldr says:
CPU usage below 100%: unknown
it should be unknow
games can never use 100% of your cpu
except shader compilation
In layman terms: it's a CPU bottleneck
In non layman terms: it's not
in my terms if you can get more fps by increasing your cpu clock speed, it is cpu limited
in the video I see on both sides one core being more heavily utilized up to 70% or so... still seems like a CPU-limit indeed or maybe something else. The numbers are not totally clear on this here to be honest.
maybe just call it bad opitimization
But what if you use a very crappy integrated graphics chip, causing huge slowdowns, you would then still call that CPU-limited when combined with the newest AMD/Intel CPU?
you should get 100% or 99% gpu usage on a igpu
What if I told you that if the memory is stalling, it's a trickle down effect?
i definitely will
like if you go single channel memory, you lose performace when not gpu limited for sure
but as i said earlier
Could also be that the GPU-bus is the limiting factor, thus the GPU usage being below 90%, but still getting bottlenecked. But then thus a GPU-bus speed bottleneck.
this is the case whether you consider out of vram is gpu limited
vram speed will afffect gpu performance
Out of VRAM = out of GPU memory, yes, would call that a GPU-bottleneck
as it is part of the GPU itself, fundamentally
ram speed will affact cpu performance
RAM speed != VRAM speed
idk, your definitions are seemingly a bit different than what is widely accepted apparently, causing this whole discussion
ram is not a part of the cpu itselt
VRAM is
like if you run out of system memory and lose performance
VRAM != RAM
it isnt a cpu bottleneck for sure
but when you run out of vram it is gpu bottleneck right ?
if you have fully utilized VRAM then yes, no CPU-bottleneck
Yes
i know what you mean then
You could have said the game is single core limited
and yes that is a cpu bottleneck in a way as far as I understand things
and yes, GTA IV is the same way, running the game with DXVK eliminates some of this as it makes the game utilize the GPU more
#1293211621715345428 message To my knowledge you can't draw that conclusion really from this post as ALL cores of the CPU are heavily underutilized.
Ow wait, you meant Callisto
ill be honest
the game ( rdr1) runs well enough I think that even if something is limited it doesnt really matter
its not like gta iv where teh game wont even hit 144 fps on the newest and bestest hardware due to cpu shinenigans when u go out on the street
but that is of course a DX9 game
yeah, if gta4 is dx12, should be much better
rdr1 runs fine on mordern hardware
still too demanding for a 14 years old game if you ask me
but gta4 is another story, it runs poorly on the lastet hardware without mods/tweaks
I mean I did that for durante's game (ys10) and posted my mod
and I got tons of happy comments like "ty, I was going to give up on the hdr but I found your mod"
but I didnt post on reddit, I posted on the steam forums
Agree honestly
But yeah, could run better... who knows, maybe they'll patch it up a bit to overcome this limitation? The same team released post-launch patches for the console-versions, so...
There is hope
Someone should try PresentMon to look at the CPU busy/GPU busy results
I think SK has that too, unless it doesn't work on this game
Making the game multithreded would be a significant engineering effort, I don't think they can realistically do anything besides lowering the CPU overhead, assuming there is a room for the improvement left
Sadly don't want to caugh up 50 bucks for this
Haha, quite amusing to see; polly25 was thus very likely not right as the game doesn't seem to be CPU-limited at all. So, making the game more multithreaded will likely make 0 difference
See: #1293211621715345428 message
All based on #1293211621715345428 message
It really depends on your definition of what is an CPU bottleneck, but I've seen Lilium already clarified that
I don't think polly is entirely out of line calling it a CPU bottleneck
Hence why I think CPU busy graph would clarify this (maybe?)
So, if polly25's image shows core utilization that is most often similar to what it shows in the image he provided, everything me and lilium said should be true
It's an argument over the semantics anyway
But high CPU busy means it is waiting on something else and thus NOT CPU-limited. Right?
Probably, but still finds his definition of CPU-limited very weird when the bottleneck is likely not the CPU at all 😅
But yeah, I'm going on far too long about this
Yeah I'm not seeing a single CPU core being hammered in the screenshots he posted
So who knows
Hence our argument against it being a CPU-bottleneck.
You can take yourself as an example haha, as when someone like polly says something that is likely not true, but says it often enough, people will assume it to be true
Hence I argued against it to prevent that, but always a hard time finding a good balance if I'm honest
I think the problem here is that the game simply doesn't utilize the resources available, but it is an X360 game at it's core, it's probably the best they could do with the old code
The way DXVK makes the games run better on widows continue to be baffling to me
Like, old DX9 game like GTA4 I can understand, but what about the modern unreal engine stuff
Here's some videos of FF7 remake I've recorded the other day for the twitter argument, Vulcan conversion layer smokes the native DX12 implementation in terms of frametimes
https://youtu.be/4qNut3dRUSo
https://youtu.be/H_jV_n7cxRg
#1293211621715345428 message Could be the actual reason. That one resource is completely utilized (memory speed), bottlenecking all others, like GPU, CPU, HDD/SSD speed etc.
Could be
Curious if DF is able to give us more clarity about this when their analysis comes out. Alex said in the DF Weekly that he is looking into it.
I mean into the game, not this specific issue
async compute and the CPU work of an API being decently multi threaded
This is regular DXVK
Both runs on the warm shader cache
Wonder how much difference there is between vkd3d for dx12 and DXVK for dx11
Yeah works decently well under Nvidia iirc. You need the dxgi.dll from dxvk
hmmm
async compute not async shader compilation
ahh ok
Well I guess I know what I'm doing today
I will never finish GoWR 😅
GCN had async compute on the consoles since PS4 gen. Nvidia got it the first time with RTX 2000 series.
It was a console exclusive feature for a while
Only dx12 and Vulkan support it
Yeah but is async compute related to the smoother frame times?
or is it just multithreading?
do I only need d3d12 or both d3d12 and d3d12core?
everything
compute shaders running faster
so the game on PC doesn't use async compute despite being an dx12 app, and DXVK/Vulcan forces it?
Am I getting this right?
no dx11 does not support it
vkd3d is about the same as DX12 in FF7R
DX11 with DXVK runs best by far
Also, HDR doesn't work, so 
also dx12 and vulkan requires devs to write a driver basically
yeah kinda thought as much because dx12 is much more "set in stone"
The worst part is that Rebirth apparently makes a heavy use of the mesh shaders, so DXVK probably won't be an option for that one
yeah I think mesh shaders are not a thing in dx11
you can easily test this by how fast my HDR analysis shader runs in dx11 vs dx12
Btw. Going back to the menu from the game actual reboots the executable. Crazy 😅
I'm just gonna wait until all the main characters get the same treatment
I never saw a huge benefit for simple upscaled texture personally
I think the main problem of the game is low poly count of some models. Increasing the texture quality might only make this issue more noticeable
i'd rather wait for a project that touches up everything, yeah
from what i see of the coverphoto that doesn't look like a bad upscale either way
That's a ridiculous notion, something like that happens when people do ultra high res textures with a different conflicting style
Mario in unreal engine
The character models don’t seem bad poly wise
So the ai upscales seem good
They aren't, it's the terrible low res and poorly compressed textures
They should have gone back to their archives to use the source textures before htey got downscaled and compresed, for the new console and PC release
Nice to see my view being respected 😂
Agree, there it looked good, here it might too, just had some doubts
installing some mods on this game is a total pain in the ass
esspecially texture mods
you have to extract game archives and repack them, browse directories manually
Works that way for almost all RAGE games. That's what OpenIV was often used for.
please do not talk like that.
you can express the same concept without being aggressive.
saying that a notion is ridiculous is tantamount to being aggressive?
yes. It contributes to a negative and toxic enviroment.
You can simply say "I don't personally agree".
Given anything you say is your own opinion, just like the opinion you just classified as "ridiculous".
Be humble and open please.
I don't agree with what you're claiming, but have it your way.
so what is it:
- You are smarter than everybody else?
- Your opinion is of higher relevance because you are superior?
- You want to fight about anything because everything in this world is a matter of life or death?
- You are trolling and take pleasure in people being diminished and offended?
its not so bad
https://github.com/ThirteenAG/WidescreenFixesPack/releases/tag/rdr
Make sure you have the universal asi leader in the form of dinput8.dll (comes packaged with the linked fusionfix)
Create an UPDATE/GAME folder in your main RDR directory, put the updated game files there (like content.rpf, etc) these updated files will be loaded over the game's base files.
at least this way you dont have to worry about reinstalling your game if u mess up anything
and using magic RDR is pretty easy its basically a winrar like utility
And about AI upscales in general I just don't see that much reason to update 1 or 2 characters and leave the rest low res, either upscale a bunch of things so the lower res assets dont stand out or just dont upscale at all.
Plus RAGE engine games always have very weird internal memory optimization issues after you add a certain number of extra assets. Normally in the form of spawn issues or certain parts of the maps stop loading in (like seen with gta iv). Only the future will tell what limitation we will find with RDR1
Your mind is clearly made up, as shown by your four propositions (thanks for painting such a villainous portrait btw), so why even ask me. That's why I said let's just have it your way then
Only issue is that in games like RDR2 and gta v it balloons the install size
Cause you have to have a duplicate of the entire packed file
rdr2 works differently than gta v
rdr 2 only has lennys mod loader for now and that doesnt require duplicates of packed files
every file u put in lml essentially ''replaces'' or gets streamed into the game instead of the original
RDR2 is so unstable if you install some texture replacements
I had to do an insane amount of "downsizing" of the mods I had installed to just a few to stop it being a crashfest
im kind of an expernt in RDR2 modding boundaries now
so if uhave crashes I i can help
usually caused by some bad .asi mods
most of the time, anyway
I would still get some bugs with the online content unlockers that people would say are fixed
Like not being able to donate to homeless people
Is there a preferred online content unlocker
yea the one that is called 'online content unlocker'
the other one is version.dll - do not use that
also do not use WHYEM's DLC
which is a propular clothing mod but wil lalways cause huge issues like trains not spawning/ trains spawning without any passengers, reduced wildlife spawns
also do not use JOBS expanded or bounties expansion mods as those are guaranteed to crash your game
other mods that will guaranteed to crash your game is the old back holster's mod wich replaces some rifle strap .ydr files
that will crash your game after 15m or so
there is a newer alternative that replaces some talismans if you really want to have back rifle holsters for some reason
is DX12 still unstable with texture replacements
DX12 had some missing effects for me like the oil spread underwater in the contaminated lake near the mine
Vulkan fixes that and gives better performance (5-8 fps usually)
but I wouldnt say DX12 by itself is worse with texture mods
I just simply wouldnt use any upscaled textures in RDR2
so redundant and again, internal memory of the game cant handle it because of current lml limitations, which basically streams the added files on top of the files
there was one or two mods that make a noticeable improvement, specifically with really low res environment textures
and one mod which simply fixes textures using low res variants of stuff that exists in higher res
crashes are never good
it takes time to figure out what makes u crash
basically u should never really crash even when modded
maybe if u are doing specific missions specific mods could cause a crash
but if u are crashing just in the open world that is not great
I spent teh past month actively modding RDR2, figuring out crashes, merging mods
im planning to do sort of a tutorial for it thats why am doing this
READ?
yea aint nobody got time to read
I'm currently using this and trying it out, so far it looks really good tbh https://www.nexusmods.com/reddeadredemption/mods/219?tab=description
most of the retextures in it don't look very good but I like the rest
I was using it when I briefly played the game on emulator
its my first time playing with it rn
and its not the best but i def prefer it over the vanilla textures
hows the hdr in this game, i havent checked it with lilliums shaders or anything yet
i hate the sliders not showing any numbers tho lol
it's SDR in HDR container
better to use sk hdr than the native one ?
i just set them up using the ingame picture examples i guess, havent really had a different choice
so GTA V on PC might be finally getting the ray tracing added to consoles years ago
next month
the news post from Rockstar is vague but seems like it's hinting this
From their wording of as well as plans to bring the much-requested PlayStation 5 and Xbox Series X|S features of GTA Online to the PC platform in the new year I suspect it will only be the functional improvements and not the visual ones. Hope I'm wrong here though.
it's vague so it can go either way
Well, as they only mention "the features of GTA Online", I suspect it sadly will go as I said 😦
what features did expanded and enhanced even bring other than visual and dualsense haptics/triggers
For those that are unaware, the Expanded and Enhanced version of GTA 5 (which is just what the PS5 and Xbox Series versions are called) added a bunch of content that has remained exclusive, such as Hao's Special Works, Premium Test Ride, Career Build and Progress, and a bunch of different vehicles.
oof might just be those
idk really honestly, not familiar with GTA Online
ya i dont play online either
only children play GTAO in my experience
last time I played it was back on PS3
I imagine its the worst thing ever on PC due to all the mod menu users
Last time I played GTAO hackers dropped cash for hours and I bought everything
Then I used the orbital laser to blow up like 12 people that were doing a car showcase
They’ve supposedly been working on E&E for the PC
so
I’d hope, but we’ll see.
it’s also been so long that I’m not sure I am remembering that right lmao
E&E?
expanded and enhanced. that's the uhh. PS5/xbox whatever remaster for GTA
there were references found in update files pertaining to RT on PC almost a year ago
yeah i thought i remembered that
Here is to hoping they will bring RT to PC 🍺
so, does anyone
get terrible stutter?
like it just drops in FPS immensely depending on where im looking
its very grating and id love to play it without that being an issue
im playing at 120 FPS so idk if that's the FPS cap thing coming into play
I think this game looks wonderful with PumboAdvancedAutoHDR
It's the perfect fit for it. Fake HDR, with a good bit depth already.
Inverse tonemapping can also look good if u are crazy enough
On top of the native HDR?
there is no HDR in there, not a single pixel outside of the 0-80 nits SDR range
so basically I run AutoHDR within the native HDR buffer
kinda like how we use PumboAutoHDR on DXVK
May I ask about your exact settings?
I'll share them later.
How to jump to the very top of this thread?
There is also "jump to top" arrow near the pins and member list icon
at least on desktop browser
and btw, they are basically default.
I make sure the default values of anything I make are already good 😄
Set the HDR brightness to minimum in the game, and the input HDR white level to 100 in my ReShade.
Why is the input mode sRGB?
Set it to auto.
I don't think there's a gamma mismatch in this game so it doesn't require fixing
#🖼️hdr-screenshots message
i did not turn on the in game hdr
You can't use AutoHDR then, unless you use SK or something
i use the autohdr addon from reshade
right.
https://youtu.be/fKt43cqGq_0
Fake HDR exposed!
We've been waiting many, many years for Red Dead Redemption to get the PC port it deserves, but launcher issues and minor bugs apart, developer Double Eleven has delivered a very good version of the game for PC users, with rich options, impressive features and the ability to scale the game significantly beyond the PlayStation 5 version. Alex has...
dude what, he said it's similar to RDR2 HDR
in that game it's only the cinematic setting that is fake technically
guess he meant rdr2 on launch
but that was also mismatched gamma
and still 8 bit
this is definitely better
and rdr2 has fucked up ui blending too
he says similar to RDR2 HDR which is SDR in an HDR container
that held true for like a month or two until they patched it
and on the initial console release
on PC we had Game HDR from day 1
ah true
at least there's a separate ui brightness slider here so you can use inverse tonemapping without a super bright UI
so it does look different from the console verision ?
i dont remember how the xbox360 version looks though, that should be the "original version"
there is a shader called XBOX360 gamma emulation
Musa did you ever check what gamma that shader was set to in SDR?
iirc you mentioned it being gamma 2.35 in HDR
that shader i sent ends with 1/2.2
the gamma in hdr is ever so slightly more contrasty than 2.2
like 2.25 or something
2.35 is what the gamma slider in silent hill 2 defaults to
ok I probably misremembered then
did the xbox360 verision use some wired gamma or something ?
here that one
the gamma is a variable here
the 1/2.2 was at the end of the postfx shader
For Just Cause 2 on the Xbox 360, a GameFAQs message board topic titled "Accurate Gamma / Brightness Fix".
it's not 2.6 lol
xenia is a BSD licensed open source research project for emulating Xbox 360 games on modern PCs.
the xbox360 version of the Vanquish is much darker than any other version iirc
is it just reinhard in there?
thats a really wired gamma curve
they sample some tonemap texture
https://github.com/mqhaji/renodx/blob/rdr1/src/games/rdr1/postfxoptics.hlsl#L155
version with named variables
float _171 = BrightPassValues.z;
float _172 = _93 + 0.001;
float _173 = _171 / _172;
float _174 = _167 * _173;
float _175 = _168 * _173;
float _176 = _169 * _173;
float _178 = White;
float _179 = _174 / _178;
float _180 = _175 / _178;
float _181 = _176 / _178;
float _182 = _179 + 1.000;
float _183 = _180 + 1.000;
float _184 = _181 + 1.000;
float _185 = _182 * _174;
float _186 = _183 * _175;
float _187 = _184 * _176;
float _188 = _174 + 1.000;
float _189 = _175 + 1.000;
float _190 = _176 + 1.000;
float _191 = _185 / _188;
float _192 = _186 / _189;
float _193 = _187 / _190;
float _194 = _191 + _52;
float _195 = _192 + _53;
float _196 = _193 + _54;
float _198 = ConstAdd.x;
float _199 = ConstAdd.y;
float _200 = ConstAdd.z;
float _201 = _194 + _198;
float _202 = _195 + _199;
float _203 = _196 + _200;
looks reinhard-like
UI is dim anyway
float scale = BrightPassValues.z / (ClampedLuminance + 0.001);
float3 color = float3(_167, _168, _169);
// _174_175_176
float3 color_scaled = (color * scale);
// _179_180_181
float3 color_scaled_over_white = color_scaled / White;
// _182_183_184
float3 color_scaled_over_white_plus_1 = color_scaled_over_white + 1.f;
// float3 color_final = (color_scaled_over_white_plus_1 * color_scaled) / (color_scaled + 1.f);
float3 color_final = (((color_scaled / White) + 1.f) * color_scaled) / (color_scaled + 1.f);
(x * (x / W + 1)) / (x + 1) i think?
Rockstar in shambles
@wintry zinc @crimson ocean if you are interested in emulating the xbox360 gamma:
- gamma->linear: https://www.desmos.com/calculator/1wv8ft7pl3
- linear->gamma: https://www.desmos.com/calculator/ocuykzr4tq
linear->gamma also has function to how it translates to displaying on a gamma 2.2 display
the green line should be a straight line from 0,0 to 1,1 if anyone is wondering how it should look 😄
comparison against that straight line
I was assuming they already did this?
no I don't think so
the shader called "PS_Apply360Gamma" is just a simple gamma adjust
well, it could be the case where rockstar had a pipeline to adjust textures so that they'd pre-acknowledge the xbox 360 gamma and end up linearizing correctly?
I know other games did that to look the same between PS3 and XBOX
or maybe they changed the look enough that it's not needed anymore
maybe they know the target look was always the PC version
that was never released
PS4/PS5 is straight gamma 2.2 it seems
PS3 too?
XBOX360 is not what PC looks like too
consoles don't inherently have gamma
they just take an 8bit source from the game's rendering and send it to the TV
I am pretty sure that the only games that would have looked different on xbox 360 are the ones that actually kept R8G8B8A8UNORM_SRGB swapchains
which would have linearized or gammified differently on xbox
but for normal R8G8B8A8UNORM swapchains, games would have looked identical between xbox360 and PS3
most do, in fact, I think.
i recall a lot of xbox games having different gamma in comparison videos, so that would mean a ton of games had those srgb swapchains
which would also mean a ton of games are rendering in linear, which I thought was rare in that era
or I'm just overestimating how many games did that
Head-to-head graphics comparison. See the full Digital Foundry analysis on the game here: http://www.eurogamer.net/articles/digitalfoundry-max-payne-3-face-off
looks like it has different gamma
but it doesn't use srgb swapchain on pc
maybe they wreen't available on DX9
the different AFAIK would have come from the GPU linearizing color (albedo) textures
given they'd be SRGB format but linearize differently during rendering on xbox
but the actual tonemapping would have been the same
the other theory is that microsoft pushed devs to use a different gamma formula for xbox on output, and devs actually followed, and it didn't look right maybe?
i'm pretty sure I saw 2.2 somewhere in max payne's code on pc
sRGB RTs do exist in dx9
The "sRGB" the xbox360 uses is used on render targets
XBOX360 is a dx9+dx10 mix. Maybe you could bind sRGB textures as UNORM
what if the creative intent was hampered by the technology at the time, and not a pure reproduction of what they wanted? it's probably not worth trying to make a game look exactly like it did 10 years ago since those optimizations have noisy tradeoffs
Before everything was just in gamma. sRGB in hardware which is a LUT brought the ability to do rendering in linear. Most of those games did rendering in HDR and then tone map and then do further post processing in SDR
Apparently the xbox360 was the primary platform
The xbox360 gamma is achieved through bit shifts since a LUT is more expensive
when you say 360 is primary platform
is that just cause it ran like shit and looked worse on ps3
I heard someone say that
I think rockstar is a PS first company because of legacy
From that Xenia post xbox360 had a 10bit float format. It's 7e3
Would explain the "lowly" HDR the game has
Crytec and Valve both worked around it and the Xenia post also mentions devs either using the hw gamma or doing it in software
And so do sRGB swapchains
The problem with the PC port imho is that it does not look like PS3/4/5 and xbox360
Maybe they fixed something
So what's the way to get good HDR in this
@crimson ocean is the in-game HDR option toggled off or on however
On
Set the game brightness slider to lowest
That’s 100 nits
The input hdr white level is supposed to match that
Oof that makes everything in the menu incredibly dull at least compared to native untouched
The ui slider is also controlled by game brightness
It’s really dumb
So you just have to increase ui brightness slider
Also the output white point can be controlled by pumboautohdr
You can also increase brightness slider in game and set input white level in pumboautohdr to the corresponding value
Just read the tooltips
can look quite nice with mods
Reality Redemption + E3FX Next Gen Reshade for Red Dead Redemption and Reality Redemption
looks good
except for the upscaling or whatever gpu artifacts on Marston's clothing
Need to get liliums HDR CAS in there
could be from reality redemption or DLAA i guess as it seems to be there without the reshade effects
where you do download E3FX?
Nexus
So at the very top yeah. The original comment.
That should be the place for updated summary of how the hdr is any issues fix etc.
Coz there’s no pins, no way to search. So everyone can easily know state of hdr on latest patch
There is a pin for the settings
Does anyone have an idea why reshade can't load the REST addon for me? In other games without problems.
Looks good with Pumbo Wumbo's settings. The sunlight/bloom is a little RADIATED but that's a look games of this generation often had anyway lol
There’s no way to check pin in here?
If on desktop, click the pin icon near the discord search bar
if on mobile, tap the thread name > settings > pinned messages
To Musa or not to Musa, that is the question
quite good upscale
does it cover everything outdoors?
seems like it does
there is also this one
don't know which one is better
but the first includes more textures
there is also a few mods that upscale props
A there a compiled mod installer of everything?
oh lmao my buddy made this
I didnt realize he actually uploaded it to nexus yet
Still such a great game
once a great game always a great game