#✅RenoDX: Unreal Engine

1 messages · Page 5 of 1

elfin lance
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set blowout to 100

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and reload the map -- if this doesnt change anything

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tell me if it made a grayscale

daring breach
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alright trying now

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this is with the files you just sent

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now I'll go to the menu to change the blowout

elfin lance
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I know that map works too

daring breach
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so blowout to 100 and blowout restoration stays at the base 50 right?

elfin lance
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just blowout 100

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nothing else

daring breach
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I'm using nvidia to take the screenshots if that matters

elfin lance
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ohh

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use gamebar

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win alt prntscreen

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and the jxr file will be in

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my videos / captures

daring breach
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with blowout at 100 it is grey btw

elfin lance
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set blowout back to 50

daring breach
elfin lance
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your settings are just griefed

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or the screenshots are griefed

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but dont send me pics of the graysacale lol

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turn it off

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also just for fun

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try fullscreen

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since lg oleds have the meme 4096x2060 resolution

daring breach
daring breach
elfin lance
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but yea take a pic with gamebar

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and send the jxr

daring breach
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Before I use the gamebar, how is this screenshot?

elfin lance
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ok I'm buying the game to test

daring breach
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Because it looks normal, but then only once I go near the desk then all the lights become weird

daring breach
elfin lance
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its all good lol

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at this point I'm curious

daring breach
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alright then, let's see what's the problem with this game lol

elfin lance
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I had a dude test every map

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are you using framegen?

daring breach
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nope I got a 3090ti, no framegen for me :,)

elfin lance
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DLAA?

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@forest sapphire you there

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these are pics somebody else sent

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when I worked on the gme

daring breach
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the game is weird with dlss and dlaa, sometimes I get glitches but I turned it off and HDR is the same of course so that's not the problem

elfin lance
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send me reshade.log

daring breach
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do I need to close the game or is it already generated?

elfin lance
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close the game

daring breach
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closing it now, this is the gamebar screenshot btw

elfin lance
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169 peak

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try fullscreen for fun

daring breach
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opening and trying fullscreen now

elfin lance
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nothing looks wrong there

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the shaders replace because of the grayscale

daring breach
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this is fullscreen (also removed force borderless in the reshade)

elfin lance
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ok I got borderless

elfin lance
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dlss quality and

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epic preset

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do you know how to use

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lilium's hdr analsys shader?

daring breach
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yes I used it tons of times with sk

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I'll get it now

elfin lance
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everything works just fine for me

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just a fresh install

daring breach
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this is so odd, why is my game not working properly lol

elfin lance
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ima try your settings

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sorry idk

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works just fine

daring breach
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mhh I'll try to reinstall the game

elfin lance
elfin lance
daring breach
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what could the problem ever be I wonder

elfin lance
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is your tv on oled pixel brightness 100

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and HGIG?

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the mod works fine; so now its a game setting issue or display issue

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make sure windows HDR is on, try to copy my ingame settings

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also get lilium's analsys shader

daring breach
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yes I got both max brightness and HGIG, Windows HDR is on I make sure each time

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I'm quickly reinstalling the game just to be 100% sure

elfin lance
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and take a picture of the game with renodx + lilium analsys for me

daring breach
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alright 11 minutes and I'll do it

daring breach
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here with lilium

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super weird, 169 nits max

elfin lance
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but this is good

daring breach
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oh it is?

elfin lance
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did you remember to upgrade r10g10b10a2_unorm output size

daring breach
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yes if I don't upgrade it it's just a black screen

elfin lance
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you can try output ratio; but I dont think the game needs upgrades

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you can also try

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b8g8r8a8_tyless output size

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idk

daring breach
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how is this

elfin lance
elfin lance
daring breach
elfin lance
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also try window mode 4k; and then force window in the addon

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but I honestly dont know because the shaders are replacing

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but the game is getting clamped

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that means something is getting griefed

chilly locust
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somebody tried this mod on high on life or spongebob rehydrated? how is it?

elfin lance
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high on life works just fine

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as for spongebob idk

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if spongebob doesnt work, I'll happily add it to the mod for you; you'll just have to enable dump lutshaders if it doesnt work

jovial trout
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I posted the shaders before actually

elfin lance
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was it the custom lutbuilders?

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or regular lutbuilders?

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anda re they already commited

jovial trout
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idk, I just remember dumping lutbuilders and posting em in here before I knew what to do with em

elfin lance
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0x61F067B4.ps_5_0.cso

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lets check

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spongebob is added to the mod

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oh shit

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I added that today LMAo

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// Found in Astroneer

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spongebob uses the same lutbuilder as Astroneer

jovial trout
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somehow that's funny

elfin lance
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but that was battle for bikini bottem; not rehydrated

chilly locust
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2003 one?

elfin lance
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wait nvm same game

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I confused it with

chilly locust
elfin lance
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the cosmic shake

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lmao what timing

daring breach
jovial trout
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probably the same lutbuilder, I doubt anything changed between those games

elfin lance
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but if a dev mobs a contrast knob for example

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it might be a diff lutbuilder

daring breach
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only with the UI brightness up does it magically go up in nits lol

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I guess I just gotta give up, it's so weird, I checked my tv settings, the windows hdr calibration, dumped the engine ini and gameusersettings ini so it'd make fresh ones, reinstalled the game from 0 and yet it doesn't work, I just don't understand what's the problem

elfin lance
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you have to reload the scene/mission for them to properly apply

elfin lance
daring breach
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im trying the re4r hdr so we see if it's the game or my setup

elfin lance
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@chilly locust for spongebob you might need B8G8R8A8_Typeless and/or B8G8R8A8_unorm upgrades to unclamp the game

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ping me if it works

daring breach
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this works right?

elfin lance
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idk whats wrong with ready or not on your end; since I tested the game and its working properly with dlss quality

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it defaulted to the epic preset

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and I just enabled dlss quality

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(4k monitor, borderless)

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only change I made in RenoDX was R10G10B10A2_Unorm outputsize upgrades

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do you have any nvidia control panel tweaks

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like increasing AF x16

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that might break HDR

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ohh one more test @daring breach

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disable the steam overlay + nvidia overlay

daring breach
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alright I'll disable them

elfin lance
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the nvidia overlay is known to cause issues

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but yea if you have tweaks, disable them too

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do you have tweaks?

daring breach
elfin lance
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forcing vsync on globally is bad; but for different reasons

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but yea try no overlays

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letting games/apps handle vsync is always the best

daring breach
elfin lance
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vsync on globally and off in game

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is the same as vsync on in game

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vsync on globally just griefs programs that expect vsync off behavior

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or the odd game that relies on vsync off during loading screens

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and turns it back on after loading

daring breach
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so both off?

elfin lance
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no

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nvcp global -> application controlled

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ingame -> vsync on

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if the game itself doesnt have vsync; you can force vsync on in NVCP for that one game

daring breach
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and the ingame vsync enables the gsync in case I have gsync?

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taking the overlays off did nothing btw just tested

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when I'm in the menu I get over 700 nits, ingame it's literally capped

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at 220

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I'll go to sleep, Ready or Not defeated me, even the cleanest install with the same exact settings as you and no overlays did nothing, it makes no sense but I'll accept it

forest sapphire
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just saw the notification. thats super weird that its doing that for you, it works great on my end with default settings i only adjust paper white

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what part of the game are you in?

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when i was testing it w/ marat i was doing the early-mid game missions i still haven’t tested the dlc

elfin lance
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the office + the gas station

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also the blowout slider modifies the game; so the shaders are replaced

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the game is just clamping for him

daring breach
elfin lance
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but yea thanks for letting me know

daring breach
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I have a laptop, I'll see if I can connect it to my tv and download the game cleanly on there so I can check 100% if my pc/game install is the problem

elfin lance
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did you try disabling overlays?

daring breach
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thanks for the help in any case, it's been some stressful hours, this damn game lol

daring breach
elfin lance
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discord?

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what other overlays are there

daring breach
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didnt do the discord one

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but wouldn't they cause problems to every game if it was their fault?

elfin lance
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renodx is special

daring breach
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I guess I need to try again, but I also wanna delete every single trace of this game from my pc for a true clean install

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other than the steam/common and the appdata/local where else could stuff be stored?

elfin lance
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@chilly locust @jovial trout spongebob rehydrated works just fine; just upgrade B8G8R8A8_Typeless to output size

jovial trout
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Cool. Thanks

elfin lance
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lmao spongebob made me happy

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actually a cute game

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added spongebob to the modlist

elfin lance
elfin lance
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what a small world

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somebody asks for astroneer to be added; and spongebob magically uses the same shader

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and then somebody wants spongebob

jovial trout
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as an update, UUU not working so I'm stuck again

tired mulch
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wuthering waves is probably missing an output shader

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some kind of vignette/screen effect that triggers during cutscenes

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do i run dump lut shaders or do i need the full devkit for this

spare bane
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full devkit

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it's output probably

rigid path
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any of the Overflowing Palette Puzzles in the open world trigger the same vignette if you need to find an easy place to test

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or shorekeeper/phoebe auto attacks but those effects end quickly

tired mulch
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I think we just need the effects to trigger once

tired mulch
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for it to trigger

rigid path
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before finishing the puzzle

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after you clear it the vignette disappears

tired mulch
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the effect on shorekeeper/phoebe is different, it slightly dims the entire screen down but it doesn't hard clip so it's probably fine

rigid path
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might be a different effect but still clamps since it doesn't do it with kuro tonemapping off

tired mulch
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the output shader that's clipping is happening even with the kuro thing turned off

rigid path
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its not quite the same, kurotonemapping on clips everything

tired mulch
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have you played through the new character story quest?

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i can't replay it so if you could run through that quest (or the final portion of it) with the devkit running

rigid path
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haven't done the story yet

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what would i need to do with the devkit

tired mulch
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@spare bane dump shader -> decompile all to hlsl -> zip and send right?

spare bane
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cso is better

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which is just the dump

tired mulch
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use auto dump and play through that cutscene
or
click on dump shaders after that cutscene played
both options are the same (i think)

rigid path
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ok so autodump should capture everything in the current playthrough

spare bane
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it should but that's a lot of shaders

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you basically want to hit snapshot exactly when the effect happens and you'll see a shader that isn't marked as an Add-On appear

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that's the culprit

rigid path
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ok maybe i'll test with the palette puzzle first

spare bane
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like the general pattern is lutbuilder shader, then output shader. so you'll likely see two addon replaced shaders in a row

rigid path
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since that one is easy

tired mulch
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I forgot how to get the shader list appearing in the devkit

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after i press snapshot i don't see anything

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if it appears here it should be the shader after the addon shader that was changed right

spare bane
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if you hit the Floppy Disk icon and click the word Snapshot you should see the shaders

rigid path
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ok so the bottom original shaders are the ones that are missing?

spare bane
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it has to be a numbered draw

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ones where snapshot column isn't empty

tired mulch
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i guess these?

spare bane
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output_0x271E2688.ps_5_x is a known output shader

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it's capped in that snapshot?

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maybe it's a new lutbuilder then

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can you go to Snapshot 1959? in the snapshot view (first nav item)

rigid path
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aite so theres a bunch of numbered ones

spare bane
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0x908 is the lutbuilder

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so one of those is an output shader that is capped

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the output of 0x9081a2d8 would be the source of another shader. that you could see in the Snapshot view (magnifying glass)

rigid path
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so then what would i need to do to find it

tired mulch
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do you scroll down to the snapshot position

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and then go back (or forward) from 0x908?

spare bane
tired mulch
spare bane
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click on the teal teal resource

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and this history on the right will tell you which draw reads from it

tired mulch
spare bane
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hmmmmm that's not right

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then it's just picking the shaders listed after x908.

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you can also just send me the reshade.log

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i can find it in there probably

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is this dx12?

rigid path
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mine is in dx11

spare bane
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yeah, so dump the 0x3b22 shader and send the cso

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it ended up being the next one

tired mulch
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mod should be cross dx compatible (?)

rigid path
spare bane
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there are no SM6/dx12 shaders. all old SM5

daring breach
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@elfin lance so it is fixed now?

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Because if it is, I feel insanely stupid now

elfin lance
daring breach
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God...

elfin lance
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everything good

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what was wrong

daring breach
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You know how I fixed it? I literally took the gas mask off

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Because the gas mask in game adds a dark overlay on the edges

elfin lance
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yea

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gas mask and night vision

daring breach
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I can't believe that was the problem, wow

elfin lance
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its not a "problem" -- its just an effect

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rip 20$

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the game looks cool anyway

daring breach
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Yeah I really suggest you to play it, it's really interesting and actually got lots of insane lore

elfin lance
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I like milsims like

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arma

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played a lot of arma3 life and milsim servers

jovial trout
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ready or not is fun

daring breach
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milsim games are amazing, I never tried arma3 but my friends have been talking about it

elfin lance
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idk how it is now

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but when I played like 10y ago

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there was a really big paid server

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you had to pay 30$ to get in

daring breach
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damn it better have been premium quality with 0 hackers

elfin lance
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high quality yea

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there would be the odd hacker that would waste 30$

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to blow the entire server up

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but they got banned in minutes, and the server just restarted

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but yea the point of charging 30$ for a green card was

  1. keep hackers out
  2. make sure the only people on are actual peopel who want to RP and are serious about it
  3. everything was custom, so it helped pay for server upkeep
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it was a high pop server, with 150 online at any time

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now the server is shut down, and the devs sell their server bins

daring breach
daring breach
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150 in one map?

elfin lance
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yep

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one map

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it was giant

daring breach
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that sounds really fun

elfin lance
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yea it was

daring breach
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sad it's gone

elfin lance
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yea

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arma4 is 2027

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maybe with arma4 life servers and the arma community will re-ignite

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but right now all the RP seems to be GTA5

unborn verge
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After upgrading my GPU to 5070ti I can no longer get RenoUE to work in Returnal, getting black screen. Framegen is disabled in game. Using the latest Hotfix driver
Here's the log

elfin lance
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@unborn verge 23:48:17:931 [20396] | INFO | [RenoDX] Applying user resource upgrade for b8g8r8a8_typeless: 1

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you also have to upgrade

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R10G10B10A2_unorm to output size

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its a 4000/5000 series thing

unborn verge
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Oh

elfin lance
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thats a thing for most UE game btw

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you'll get black screens with audio

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unless you upgrade rgb10a2 outputsize

unborn verge
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I feel like that should be on by default

elfin lance
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and maybe upgrading rgb10a2 in spongebob = grief

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I think if a game has streamline or any upscaling implemented, you need rgb10a2 upgraded

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but yea let me know if works

unborn verge
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Yeah that did the trick

elfin lance
unborn verge
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Kudos marat, kudos

elfin lance
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just remember to turn the native hdr off every launch

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thats the one downside with returnal

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let me know if the mod breaks in later areas; if it does just enable dump shaders; go back to it; and send me the .cso

daring breach
daring breach
daring breach
unborn verge
spare bane
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probalby should remove the GPU version note. probably default on newer UE games

unborn verge
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Honestly? probably better to just nuke the streamline

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At least for Returnal

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I'm starting to understand why Kal despises it so much

elfin lance
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and reflex

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and other things

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if you dont like framegen thats fine; nuke streamline -- but I like framegen

elfin lance
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honestly you're on a 5000 series

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give FG and MFG a go

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assuming the game's implementation isnt griefed

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I think you'll really like it

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esp if you have a high refresh rate display

daring breach
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RenoDX doesn't need stuff like lilium's black floor fix right? or is it still needed?

brave sand
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@spare bane do you have any idea why would swap_chain_proxy_sampler be null on DrawSwapChainProxy?
https://github.com/clshortfuse/renodx/blob/main/src/mods/swapchain.hpp#L881
Infinity Nikki was crashing here, i added a null check and created a new sampler if it was null, and that got the game working again, but i wonder if that is the correct fix

GitHub

Renovation Engine for DirectX Games. Contribute to clshortfuse/renodx development by creating an account on GitHub.

elfin lance
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I wonder how this would get handled:

https://github.com/clshortfuse/renodx/issues/171

robocop needs an exception in addon.cpp -- problem is its product id is [RenoDX] No default settings for RoboCop-Win64-Shipping.exe (Unreal Engine)

Literally just Unreal Engine LMAO

I feel like its not worth committing; and maybe waiting until a slider is added for that feature

spare bane
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use the exe name

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RoboCop-Win64-Shipping.exe

elfin lance
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.exe name works too?

spare bane
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yes

elfin lance
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I'll build that guy a custom version; if he says it works I'll commit it

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unless somebody has robocop and wants to test

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nvm I'll test it 5$

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almost done downloading kekwsit

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.exe name didnt work

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still fails to replace pipeline

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if (product_name == "Unreal Engine") return true; // RoboCop: Rogue City works just fine though

spare bane
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what did you write?

elfin lance
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if (product_name == "RoboCop-Win64-Shipping.exe") return true; // RoboCop: Rogue City

spare bane
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that's not a product name

elfin lance
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ohh theres exe name

spare bane
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auto process_path = renodx::utils::platform::GetCurrentProcessPath();
auto filename = process_path.filename().string();
elfin lance
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let me see

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yea I'm reading

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is my addon.cpp old?

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      renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
        auto process_path = renodx::utils::platform::GetCurrentProcessPath();
        auto product_name = renodx::utils::platform::GetProductName(process_path);
        auto param_count = params.size();

        if (params.size() >= 20) return false;
#

or did you jut add filename

spare bane
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it's in ```cpp
void AddAdvancedSettings() {
auto process_path = renodx::utils::platform::GetCurrentProcessPath();
auto filename = process_path.filename().string();
auto default_settings = GAME_DEFAULT_SETTINGS.find(filename);

{

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just add the filename line and compare

elfin lance
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yea doing that now

spare bane
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renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
        if (params.size() >= 20) return false;

        auto process_path = renodx::utils::platform::GetCurrentProcessPath();

        auto filename = process_path.filename().string();

        if (filename == "RoboCop-Win64-Shipping.exe") return true;

        auto product_name = renodx::utils::platform::GetProductName(process_path);

        if (product_name == "Jusant") return true;
        if (product_name == "InfinityNikki") return true;
        if (product_name == "Lords of the Fallen") return true;
        if (product_name == "Ready Or Not") return true;
        if (product_name == "Eternal Strands") return true;
        if (product_name == "Expedition 33") return true;
        if (product_name == "YKS") return true;  // Slitterhead

        // UE DX12 has a 4 param root sig that crashes if modified. Track for now
        return std::ranges::any_of(params, [](auto param) {
          return (param.type == reshade::api::pipeline_layout_param_type::descriptor_table);
        });
      };
elfin lance
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ohh I was doing

#
      renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
        auto process_path = renodx::utils::platform::GetCurrentProcessPath();
        auto filename = process_path.filename().string();
        auto product_name = renodx::utils::platform::GetProductName(process_path);
        auto param_count = params.size();

        if (params.size() >= 20) return false;

        if (product_name == "Jusant") return true;
        if (product_name == "InfinityNikki") return true;
        if (product_name == "Lords of the Fallen") return true; // Lords of the Fallen 2023
        if (product_name == "Ready Or Not") return true;
        if (product_name == "Eternal Strands") return true;
        if (product_name == "Expedition 33") return true;
        if (product_name == "YKS") return true; // Slitterhead
        if (filename == "RoboCop-Win64-Shipping.exe") return true; // RoboCop: Rogue City
#

thought its nice to have all exceptions

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in a block

elfin lance
spare bane
#

commit it

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uh

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what i sent you

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doesn't work?

elfin lance
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you sent me the same thing

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let me compare

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its all rip anyway

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also for some reason only goes to 400 nits; let me try upgrading bgr8-typeless

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building your version

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now its not crashing; maybe it was a one off thing

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if I set exposure to 5.0, it still only goes to ~490 nits

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0x5d760393

0x90bbe81c

0x33247499

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thsoe are the lutbuilders its using

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checked all 3 lutbuilders; they're perfectly fine

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time to check the devkit to see if there are any shaders that draw after

spare bane
elfin lance
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nope

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trying to just remove saturates lol

spare bane
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wtf

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that's similar to oblivion's user gamma in terms of cbuffer names

elfin lance
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it has a gamma slider

spare bane
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float4 main(
    noperspective float4 SV_Position: SV_Position) : SV_Target {
  float4 SV_Target;
  float4 _32 = PostProcessInput_0_Texture.Sample(PostProcessInput_0_Sampler, float2(((((SV_Position.x - float((uint)PostProcessOutput_ViewportMin.x)) * PostProcessOutput_ViewportSizeInverse.x) * PostProcessInput_0_UVViewportSize.x) + PostProcessInput_0_UVViewportMin.x), ((((SV_Position.y - float((uint)PostProcessOutput_ViewportMin.y)) * PostProcessOutput_ViewportSizeInverse.y) * PostProcessInput_0_UVViewportSize.y) + PostProcessInput_0_UVViewportMin.y)));

  float _42 = select((_32.x <= 0.0f), 0.0f, exp2(log2(_32.x) * (Material_PreshaderBuffer[1].w)));
  float _47 = select((_32.y <= 0.0f), 0.0f, exp2(log2(_32.y) * (Material_PreshaderBuffer[1].w)));
  float _52 = select((_32.z <= 0.0f), 0.0f, exp2(log2(_32.z) * (Material_PreshaderBuffer[1].w)));
  SV_Target.x = max(((((Material_PreshaderBuffer[2].y) - _42) * (Material_PreshaderBuffer[2].x)) + _42), 0.0f);
  SV_Target.y = max(((((Material_PreshaderBuffer[2].z) - _47) * (Material_PreshaderBuffer[2].x)) + _47), 0.0f);
  SV_Target.z = max(((((Material_PreshaderBuffer[2].w) - _52) * (Material_PreshaderBuffer[2].x)) + _52), 0.0f);
  SV_Target.w = 0.0f;

  // Disable post process gamma raise (breaks peak nits, breaks scaling, and broken with PQ)
  SV_Target.rgb = _32.rgb;
  return SV_Target;
}
elfin lance
#

but

#

all UE games do

spare bane
#

but Material_PreshaderBuffer

elfin lance
#

lets try that out

#

@spare bane lets go!

spare bane
#

what's you change? just the saturate calls?

elfin lance
#

no

#

SV_Target.xyz = _42.rgb;

#

returned

#

float4 _42 = PostProcessInput_0_Texture.Sample(PostProcessInput_0_Sampler, float2(((_28 * PostProcessInput_0_UVViewportSize.x) + PostProcessInput_0_UVViewportMin.x), ((_29 * PostProcessInput_0_UVViewportSize.y) + PostProcessInput_0_UVViewportMin.y)));

#

in every shader

#

just returned that

spare bane
#

ah

elfin lance
#

well the color is different but

spare bane
#

yeah...

elfin lance
#

same sample

#

rip scanlines

#

by color I mean the variable

#

but the game looks the same

#

loading/unloading

#

the game has lots of crashing issues though

spare bane
#

might be found to some user setting

elfin lance
#

I'll try turning everything off

#

yep turned everyhign as low as it can go; same thing

#

ima still commit the file name stuff

#

when I get shot

#

the peak jumps to ~900 nits

#

for the effect

#

nice I got to play for 5 minutes before it crashed

#
00:00:30:956 [17516] | ERROR | Device was lost with DXGI_ERROR_DEVICE_REMOVED!
00:00:30:956 [17516] | ERROR | > Device removal reason is DXGI_ERROR_INVALID_CALL.
#

I'm going to commit the addon.cpp changes

#

just so filename is there for when we need it in the future

#

robocop is going to need its own seperate fixs though

#

and even then it seems to crash randomly

#

will probably come in handy in the future; so might aswell have filename avaliale

#

but yea its not a coindience that oblivion and robocop have the same shader

#

might be some sort of new UE post effect shader that gets enabled when devs turn on certain effects

chilly locust
#

does this work for gungrave: gore?

swift monolith
#

Remnant 2 doesn’t seem to like RenoDX very much with DLAA or upscaling disabled. The other DLSS modes work fine

elfin lance
#

I was the one that added it to the UE mod; so I wonder what changed

#

I tested every biome

#

I tested it with DLSS off though; didnt test DLAA

hybrid mountain
#

hi guys, got a question about the mod for ace combat 7

#

Looks really great for most missions, this one in particular is blown out in vanilla sdr and auto hdr, rtx hdr

#

but mod looks abysmal for this mission

elfin lance
#

are you using the ace combat mod

hybrid mountain
#

yes

elfin lance
#

try unreal engine generic

#

and upgrade bgr8 typeless and unorm iirc

hybrid mountain
#

alright, it's in the same download page?

spare bane
#

looks like wrong color space

#

or PQ in SDR

elfin lance
#

@indigo pike I made a new game with the blackranger; seem to be fine? (Steam version)

earnest bolt
#

@spare bane would it be a good idea to have a automatic shader dumper that autodumps stuff that's not recognised?

then someone could play the game, share the files and it get fixed up for the next person

spare bane
#

we have that

#

it's in there

earnest bolt
#

so you can just turn it on? you dont have to press a button while a scene is active?

spare bane
#

it's in the first post

#

it'll dump as it finds them

earnest bolt
#

any performance impact?

spare bane
#

yes

#

which is why it's off by default

earnest bolt
#

i dont mind sacrificing a bit of fps but not like 50%, any idea on performance impact %?

spare bane
#

there's no point in always having it on

earnest bolt
#

sure there is, you dont have to remember to turn it on and restart the game
more stuff can be shared and won't get missed

#

i think of it like what dxvk gpl async used to be? generated a cache like file

spare bane
#

i mean

#

you are free to enable the option and play like that all the time

earnest bolt
#

just trying to help my fellow gamers and i'm not a coder so just thinking of a way to help 🙂

spare bane
#

you'll know you're missing a shader when the sliders don't work

#

so it's not like people won't notice

earnest bolt
#

also itll look SDR like right?

#

dim

spare bane
#

it'll be capped to UI nits (203)

earnest bolt
hybrid mountain
#

it doesn't work

spare bane
#

there's a specific Ace Combat 7 mod

hybrid mountain
# spare bane

#1321685184852135967 message
yeah that's what brought me here in the first place, looks great except for 1 mission,

#

i just tried what marat suggested,

elfin lance
#

move the slider

hybrid mountain
elfin lance
#

after moving them

#

but what do you mean none of the sliders work?

hybrid mountain
#

oh ok,

elfin lance
#

like saturation doesnt do anything

hybrid mountain
#

yes

elfin lance
#

thought the ace combat lutbuilders are part of the UE core mod

#

I know the game had an update

hybrid mountain
#

the only thing that changers anything is if i switch from hdr10 to scrgb

elfin lance
#

yea that doesnt matter

#

if you can hit

#

"enable dump lut shaders"

#

restart the game

hybrid mountain
#

I'll try it again,,

elfin lance
#

and go to the mission that doesnt work

#

in your game folder

#

a renodx folder should spawn with a lutbuilder_xxx file

spare bane
#

you have to close the game after making upgrade changes

elfin lance
#

I thought all the ace combat lutbuilders where in the mass mod; weirdge

hybrid mountain
elfin lance
#

if you set the game to blowout 100, does it become a grayscale?

#

just upgrade the game, b8g8r8a8_unorm (output size) and b8g8r8a8_typeless (output size) -- restart the game (close it completely and open it)

you can find it in the advanced tab

#

and see if something changes

hybrid mountain
#

did that

#

the settings got saved, but none of the sliders work still

elfin lance
hybrid mountain
#

also the game still in sdr i think,

elfin lance
#

so if you set blowout to 100

#

the game is not a grayscale?

hybrid mountain
#

yup

elfin lance
#

might be compute shaders despairge idk

#

send reshade.log

indigo pike
hybrid mountain
indigo pike
#

regarding lords of the fallen

elfin lance
indigo pike
#

gonna check version you posted

#

sec

elfin lance
#

did the files I sent change anything?

indigo pike
#

i just found it

elfin lance
#

alright

#

nothing looks off in reshade.log -- so it might just be gamepass being weird or old reshade/old addon ?

#

shaders are replacing; steam version seems to work

indigo pike
#

latest reshade with addon

#

your files didnt help either

elfin lance
#

rip

indigo pike
#

yea

elfin lance
#

are you in borderless mode?

#

I also started a new game with your class

#

and idk everything seems fine

hybrid mountain
elfin lance
#

@hybrid mountain 06:45:15:169 [ 6160] | INFO | Redirecting IDirectInput8W::CreateDevice(this = 00000243E675BE08, rguid = {B6876E70-DE9F-11EF-8004-444553540000}, lplpDirectInputDevice = 00000243E7376DB8, pUnkOuter = 0000000000000000) ...
06:45:57:694 [32724] | DEBUG | [RenoDX] Dumping lutbuiler: 0xca80a1be
06:45:57:694 [32724] | DEBUG | [RenoDX] utils::shader::dump(Dumping: 0xca80a1be => C:\Program Files (x86)\Steam\steamapps\common\ACE COMBAT 7\renodx.\lutbuilder_0xCA80A1BE.ps_5_0.cso)

indigo pike
#

"windowed fullscreen"

elfin lance
#

it dumped a lutbuilder

#

send me lutbuilder_0xCA80A1BE.ps_5_0.cso

#

C:\Program Files (x86)\Steam\steamapps\common\ACE COMBAT 7\renodx.\lutbuilder_0xCA80A1BE.ps_5_0.cso

indigo pike
#

anything here seems off?

elfin lance
#

nope; seems fine

let me double check my DLSS is off

elfin lance
#

yep, no dlss, everyting ultra, LOTF2023 works just fine

#

with the starting class you picked

#

tried replicating your bug

indigo pike
#

probably just some game pass fuckery

#

when in doubt - blame microsoft

elfin lance
#

make sure the b8g8r8a8 unorn and typeless upgrades are still enabled

elfin lance
hybrid mountain
#

aight

elfin lance
#

whatevers going on might be a gamepass specific issue or a setting

#

also you dont have any mods right

elfin lance
# indigo pike

@indigo pike one thing you can try is set the ui brightness a bit higher; like 100

#

the math might be getting griefed by it being too low; even though I dont think it should be an issue

hybrid mountain
elfin lance
elfin lance
#

is the game in hdr?

#

send a pic

hybrid mountain
elfin lance
#

ohh thats blowout 100 brainlet

#

set the sliders back to normal

#

is the game itself like good?

hybrid mountain
#

yeah i've messed it around to see if it works fine

elfin lance
#

but yea set the sliders to default (except the upgrades) -- is it good?

#

and send a pic of that

hybrid mountain
elfin lance
#

is your peak ~433

#

because it looks solid

hybrid mountain
#

446,

elfin lance
#

close enough

#

enjoy the game

hybrid mountain
#

let me try fleet destruction again

#

@elfin lance looks fixed now

elfin lance
#

yep looks solid, enjoy man

hybrid mountain
#

yep thnx, one last issue though

elfin lance
#

rip

#

try only doing

#

typless upgrades

#

only upgrade b8g8r8a8_typeless, disable _unorm, and restart the game

hybrid mountain
#

yeah,.. it fixes itself, after a few seconds,, and i don't really need to read shit in this game, i know the menu 😂

#

but thnx anyway, just letting you know

elfin lance
#

where upgrades cause the font to glitch for a split second

#

as long as it fixs itself; its fine

hybrid mountain
#

🙏

elfin lance
#

if your display is peak 440 nits or so

#

I suggest lowering paper white

#

to 100-ish

hybrid mountain
#

my monitor is p27aqdm, asus says 1000 nits but i don't really know if it reaches half of that

elfin lance
#

Astroneer has the same issue; for like a split second the font is squares for a split second

spare bane
fathom rapids
#

had to set R10G10B10A2_UNORM to output size to get rid of black screen in lords of the fallen but I'm using a 3080, why is that

swift monolith
elfin lance
#

but I ran around the hub

#

and the 3 biomes

#

are you on gamepass or steam?

swift monolith
#

Steam

swift monolith
elfin lance
#

so let me get this straight

#

everything works except DLAA?

swift monolith
#

DLAA and no upscaler

elfin lance
#

wait none is rip too

#

weird I tested with no upscaler and it seemed fine

#

are you using any mods?

swift monolith
#

Yeah I'm not sure why there's a difference. RTX 5090 latest drivers if that matters

#

No other mods

elfin lance
#

and are you upgrading R10g10b10_a2 output size

#

I'm on a 5090 too

swift monolith
#

I did, as shown in the beginning of the video 🙂

elfin lance
#

I mean for now you can use dlss quality; but thats weird stuff

swift monolith
#

Yeah the workaround works well enough but it's strange

elfin lance
#

a few other UE games have issues with DLAA

#

I wonder if UE broke something

swift monolith
#

Can confirm it also happens with a fresh character in a new campaign

#

So the repro is as simple as getting to Ward 13 and looking at the ocean

#

Also happens with FSR 3 set to native AA (but not any of the other FSR 3 modes), so the pattern here I think is native res?

#

I'm at 4K if that makes any difference

#

Anyway, I'm out of time to investigate at the moment, I can help test more stuff later if needed

elfin lance
#

launching the gme

#

also at 4k

#

lets go to hub

#

o shit yea

#

its rip

#

it wasnt like this long aog

#

when I tested the game

swift monolith
#

RIP

elfin lance
#

I didnt even change my settings

#

thats what they where this whole time

swift monolith
#

I believe XeSS upscaling crashes the game but I’m not sure if that’s a “feature” of the unmodded game as well 😛

elfin lance
#

xess needs a dll upgrade

#

in a lot of games

#

if you replace the xess dll with the latest from intel's github

#

it will work

swift monolith
#

Ah, I don’t need it though

#

I was just going through the options for debugging purposes

#

But that’s good to know

elfin lance
#

ngl I have no idea

swift monolith
#

I’ll take another look later to see if I can figure anything out

elfin lance
#

let me try vanilla real fast

#

yea vanilla still has the same bug

#

I dont think its a shader decompilation issue; since the shaders worked just fine for a while

#

might be something that changed in reno idk

#

let me get the devkit in and see if the original shader still bugs out

#

yep even with the original shader/no replacement, the game glitches out at native res

#

@swift monolith disable r10g10b10a2_unorm upgrades

#

as long as dlss/upscaling is off (native res)

#

it will work

#

if you want to use upscaling, enable the upgrade

swift monolith
#

Good to know, thanks for taking a closer look!

swift monolith
elfin lance
#

not sure tbh

#

when you upgrade resources, expect the unexpectible

#

usually they're "safe"

#

especially with output size

#

but anything can happen

#

it could be a reshade bug with how it handles resources

#

it might be something that changed in the few reshade nightlies I tried between now and release

swift monolith
#

Good to know 🙂 I did have another issue with this game that involved flashing white orbs but an Nvidia driver update fixed that one thankfully

#

That was without any mods as well

#

That involved moving the camera so that it clips a wall/particle/player though. It wasn't fun getting flashbanged by my TV every time that happened especially in the tighter corridors

elfin lance
swift monolith
#

So to recap, if I want to use DLAA I should simply disable r10g10b10a2_unorm and I'll be good to go?

elfin lance
#

dlaa probably wont work

#

lets see

swift monolith
#

I don't think it does, I think it gave me a black screen when the game started

elfin lance
#

I tested upscaling off

#

yea

#

the rgb10 upgradse are to bypass the black screen

#

but for some reason rgb10 upgrades are griefed now

swift monolith
#

To be honest, I find the game unplayable with DLSS off because of the insane amount of ghosting the default TAA has

elfin lance
#

imo dlss quality transformer

#

is probably your best bet

swift monolith
#

Yeah

elfin lance
#

or set dlss quality to 99%

#

via the nvidia control panel

#

not dlaa, 99%

swift monolith
#

Gotcha, thanks

elfin lance
#

ngl I'm on a 4k 32 inch qd oled

#

and I play all my games with dlss balacned, transformer k

#

and it looks just as good as native

#

(outside of the odd transformer bugs like volumentric smearing)

swift monolith
#

Yeah the differences aren't huge especially when the internal res is high enough which it will be with a higher output res

#

I play on an LG G4 so I'm capped at 144hz which means I usually go for DLSS quality or DLAA since my framerate target is a bit lower than yours

#

(I believe I spotted 240hz for your monitor in the settings screenshot you posted earlier?)

#

I honestly haven't noticed a difference between DLSS quality and DLAA in Remnant 2, but I haven't done any side by side comparisons

elfin lance
#

I dont care about refresh rate

#

like I'm playing clair obscur at 70 fps

swift monolith
#

You can use frame gen to hit it right?

elfin lance
#

yea

#

MFG is pretty pog

swift monolith
#

As long as your input framerate is high enough MFG is awesome

elfin lance
#

I had a 4090, go ta 5090 for fun

#

thought MFG would be a gimmick; even though I loved framegen since the 4090 release

#

but when I tried it out; I was honestly blown away

#

doing 4x MFG to 224 fps [reflex/vrr cap]

#

or even 3x MFG if I want more real frames

swift monolith
#

It's great for 200hz+ monitors

elfin lance
#

playing gamepad games, the latency isnt an issue

elfin lance
#

I guess 40 x 3

swift monolith
#

Yeah, 40 x 3 is okay

#

But I usually just use regular frame gen (if I need it)

elfin lance
#

nvidia is getting a lot better with framegen image quality and latency

#

so I can see some games benefitng from 40x3

#

hell many

#

most gamepad games dont really need "crazy low latency" to play well

#

so as long as it looks good, 40x3 can potentially work

swift monolith
#

And since I play on a TV with a controller I really don't care about the little bit of added latency

#

Exactly

elfin lance
#

the only games I use a KBM for are like co-op gather survival games

#

or something like heros of hammerwatch (indie pixel co-op game)

swift monolith
#

Oh I know Hammerwatch, it's cool 🙂

elfin lance
#

I'm unironically better at FPS games with a controller and no aim assist vs. kbm

#

because I used a controller my whole life

#

I know controller is worse, but I'm more familiar with it

swift monolith
#

Damn, I'm not quite on that level but I used to exclusively play KBM until recently

elfin lance
swift monolith
#

I realized I just don't enjoy sitting at my desk to play games after sitting at the same desk to do my job

elfin lance
#

idk I grew up gaming at my desk, just feels right

#

but its all preferance

#

some people like big tvs and a couch

swift monolith
#

So now my PC is hooked up to my TV and I use Sunshine/Moonlight to stream to my desk if I want to play something with KBM

elfin lance
#

I got a big table, a big chair, put my feet up

#

btw the only area I didnt test in remnant2 is the fourth biome

swift monolith
#

I get that, a comfy desk setup is great too

elfin lance
#

after you beat the other ones

swift monolith
#

Ah yeah, I should be able to go back there in my campaign

#

I haven't started a new one yet

elfin lance
#

so if the mod breaks when you get to a new area and it goes to sdr; send me a save file and I'll be able to fix it

swift monolith
#

But I imagine it won't have any issues if the others don't

elfin lance
#

well shader permutations are a thing

#

like one shader works for all 3 biomes

#

but then I was playing in nerud or w/e its called

#

and went into the poison fog, which has this like full screen effect

#

and that spawned a different tonamap shader

swift monolith
#

Ah I see

#

Does the entire screen revert to SDR in that situation?

elfin lance
#

every game is different

elfin lance
swift monolith
#

I should be able to notice that pretty quickly, I'm using the Dreamcatcher as a melee and it has a very bright glowing moon on the end of it

#

Which looks infinitely cooler with HDR on

elfin lance
#

yea I got the bow from the dreamcatcher sidequest

#

and in hdr its really nice

swift monolith
#

I'll let you know if I notice anything

elfin lance
#

Ready or Not had 7 lutbuilders/shaders

#

whats nice about the Unreal Engine mod is all these shaders are shared between games

swift monolith
#

Did you play any of the DLC? I don't own it myself but do play with others who have it and sometimes encounter DLC content because of it

#

That might be relevant too

elfin lance
#

so adding shaders from remnant2 probably fixed 20 unreal games we dont know about

swift monolith
#

Ah alright

elfin lance
#

I think I did a quick short scenerio or w/e its called

#

to get an item

swift monolith
elfin lance
#

yep

#

and with the dump shader option; I dont even have to play the game

[dump shaders wont work in remnant2 because it uses compute shaders; I have to find those manually]

#

people just post the shader here; we fix it

#

send a test version

#

if the addon works; off to github

#

and the list grows

elfin lance
# elfin lance

@swift monolith did your white glowing orb artifacts look anything like that

#

that where fixed by the driver update?

swift monolith
#

Hmmm tough to say, it usually wasn't one but a whole bunch that sometimes covered almost the entire screen. And they were only visible for a few frames at most

elfin lance
#

a dude has issues with LOTF2023 (gamepass)

#

and pretty sure its a gamepass bug

#

since I tried replicating his issue on the steam version, and everything works just fine

swift monolith
#

You should be able to reproduce the issue in Remnant 2 quickly enough if you use Nvidia driver version 572.83 or earlier I believe. I wish I'd recorded it now

elfin lance
#

I mean if its fixed thats all that matters

swift monolith
#

The issue disappeared for me once I updated to 576 even though the patch notes don't mention Remnant 2 anywhere

analog egret
#

I have a bit of trouble in Lies of P as well and I am not 100% sure when it started

#

Blowout and Flare work in the menu, but not ingame

elfin lance
#

did you turn off native hdr?

analog egret
#

yes

elfin lance
#

send reshade.log

analog egret
#

one sec

elfin lance
#

also are you using the pinned reshade version in #🧩renodx-dev

analog egret
#

yes

elfin lance
#

nothing looks wrong in the log

#

enable "dump lut shaders", restart the game

#

go to the area sliders didnt work

#

in the game folder a "renodx" folder might appear, and inside of it there will be a "lutbuilder_0x" file

#

if you find one, post it here

#

ping me, but I wont be able to fix it rn; its bedge time

#

rip the game uses compute shaders; idk if they'll dump

analog egret
#

they did not

#

oh well, no worries, get some rest :D

elfin lance
#

swore people tested Lies of P earlier; but maybe they never tested hotel krat

analog egret
#

do your sliders work in the Hotel?

fallow mica
#

yes

#

everything works

#

you probably need #🧩renodx-dev message

analog egret
#

nope, sadly not

#

I remember it working at some point though, not sure what exactly happened

viscid mirage
analog egret
#

nothing changes upon restart. tone mapping sliders work, the others do not

#

they do work in the equip menu though

viscid mirage
#

needs a restart to apply

fallow mica
#

literally didnt change anything

analog egret
#

decided to just play on, did another boss and it is now fixed? might just be one stage of the hotel krat that does not work? weird

dense cliff
#

if you want to get more info run this, enable everything in capture and then click computer, connect local and you should see the unencrypted logs print out live

add to reshade ini to get better dumps

[INSTALL]
DumpExceptions=1
hybrid mountain
spare bane
#

@brave sand let me know if last night's push fixes the issue for you

swift monolith
# elfin lance <:prayge:1295614788046557184>

FYI: I had a brief stroll around the different areas of the final world and didn’t encounter any weirdness. Unfortunately I can’t test the final boss fight until I go through the campaign again

#

I did notice that my character in the inventory menu is overly darkened

north kindle
#

had a solid chuckle at this

unborn verge
#

@elfin lance So what's the deal with Robocop? It's possible to get it to work with RenoUE or it needs a bespoke mod

#

Also, I've noticed RenoDRT with gamma correction crushes the shadows

viscid mirage
#

@spare bane this gets fixed with renodx::mods::swapchain::swapchain_proxy_revert_state = true;

bold gulch
viscid mirage
#

could be another setting in the advanced stuff for the UE mod

brave sand
# spare bane <@176171156213071872> let me know if last night's push fixes the issue for you

It did, thanks for looking into it blobcatheart
I found another problem with Infinity Nikki though, i found out the root cause, but i don't know how to fix it in a cleanly manner.
The problem is: RenoDX seems to think the game's Backbuffer is 100x100, breaking the resource upgrades.
This is because the game creates a new swapchain and binds it to the invisible "bridge" window, i "fixed it" on a personal build by ignoring any swapchains bound to the bridge window as candidates for data->primary_swapchain_desc, but that's kind of a hack and not a proper fix.
Would love to hear if you have any ideas on how to properly fix this

brave sand
elfin lance
elfin lance
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it seems to be a recent thing

hearty anchor
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Would you guys happen to know how to inject reshade into wuthering waves without special k or getting banned

hearty anchor
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I've heard special k can cause some performance loss

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Since I don't really use it's features anyways 🤔

spare bane
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There's also the Inject64 thing

hearty anchor
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Only for fps capping

quiet jetty
elfin lance
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what game?

quiet jetty
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oblivion

elfin lance
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looks gud

quiet jetty
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it's a combo of my pcolor.fx preset, renodx, and ultra+

tired mulch
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@spare bane does the native UE HDR trick to make latest dlss-fg work on other UE games or is it just oblivion

unborn verge
elfin lance
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thats not fixing it

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there are shaders that come after the generic ue shaders

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that need to be unclamped

unborn verge
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Only played the first level, had no crashes though

elfin lance
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I messed around with them

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weird

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I crashed every so often

unborn verge
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I used the very latest reshade that SF posted yesterday or the day before, so that might have been a factor

unborn verge
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But at least you can side step it somewhat

elfin lance
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I didnt read the shader, just returned what it sampled

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so idk what code I skipped

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might've just been meme gamma correction that nobody needs

bold gulch
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The scanlines are very important an can’t be skipped

elfin lance
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also it was a random test to see what was clamping; wasnt an actual "fix"

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honestly I have no idea what the shaders do -- one fix you can try is finding the UE cvars to disable the post process effects

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the game settings only let you set the post process effects to low

hearty anchor
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Hmm the options have changed it a bit 🤔

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@tired mulch is this what you have (minus the peak brightness)

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Also should reshade performance mode be used?

tired mulch
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Other than that looks fine

indigo pike
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Does Oblivion have native HDR or RenoDX only?

spare bane
small root
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this mod flicker with frame generation, is normal?

spare bane
north kindle
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is there a best "Resource Upgrade" configuration for renoDX on UE games? messing around with DB Kakarot right now looking for the best possible HDR RenoDX can provide

jovial trout
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I think I posted that one to the mod list

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wanna say it needed 8 bit but had other issues that prevent it from being truly good

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probably shaders after tonemapping

finite basalt
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does this work with games that already are using UE HDR

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like Riven?

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hdr is just a toggle in the game and has zero adjustments

warped lynx
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yes

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I've seen marat use it in some games with scuffed hdr

finite basalt
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do i need to disable the ingame HDR first

cobalt marlin
finite basalt
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rr not really necessary here

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but it does remove the nasty SSR artifacts so thats nice

cobalt marlin
finite basalt
cobalt marlin
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Guess I'll have to give it a try then

finite basalt
jovial trout
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yeah riven is gorgeous

cobalt marlin
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Wow, didn't John from DF mention some indoors issues with baked lighting tho ?

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Fixed since then ?

finite basalt
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but idk

rain tulip
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does wuthering waves need any additional resource upgrades to unclamp on AMD cards? Trying to get a friend set up with it but RGBA8 typeless and RGB10A2 unorm set to output size aren't doing it

north kindle
warped lynx
rain tulip
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yeah I got him to do that

warped lynx
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ratio w/ dlss

warped lynx
tawny mist
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Please Ping me if you figure it out, I've been trying to get Reno to work with wuwa on my amd card too

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Mine kept crashing whenever I edited my engine.ini for some reason to disable the kurotonemapping

rain tulip
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odd, his isn't crashing, just not unclamping like it should

tired mulch
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Oh

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Fine i can boot my amd laptop in a jiffy

elfin lance
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@finite basalt yea there are a bunch of games with native hdr; but its busted default unreal

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like LOTF2023 has native hdr

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Returnal, etc

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if a game has native hdr; always make sure its off

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when it comes to the UE mod

tawny mist
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Hmm did you have to do anything different to get it working?

tired mulch
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no

tawny mist
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I wonder if the game is doing something weird with the ini when rt is on, I'll have to try without it when I get home

tired mulch
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sk, renodx, optiscaler, nukem dlss3 -> fsr3 all work

cobalt marlin
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Which loads which ?

tired mulch
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sk loads all the other ones

cobalt marlin
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Opti as asi I assume?

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Opti FG working or crash ?

tawny mist
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Oh I hadn't tried optiscaler, interesting I'll have to give that a go too

tired mulch
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flicker

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use DLSS3 -> FSR3 nukem dll method

tawny mist
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Is the FSR upscaling nicer that way?

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I swear it feels like the vanilla game is using fsr1

tired mulch
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no fsr2/3

cobalt marlin
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Talking in general here, as I only have use for Opti when I can't use Nukem's

tired mulch
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the flicker on optiFG is nightmare fuel

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worse than dlss FG transformer dll flicker

cobalt marlin
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That's with spoofing tho, right ?

tired mulch
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nah both on nvidia gpu

cobalt marlin
tired mulch
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on this game specifically only 3.8.1 FG dll or nukem fg is usable

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optifg => no go
310 fg dll => no go

cobalt marlin
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Weird