#✅RenoDX: Zenless Zone Zero

1 messages · Page 3 of 1

prime igloo
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do they not know what an OLED is

strong tide
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they know, they don't care

prime igloo
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☹️

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I was speechless the first time I tried a gacha game and saw that

strong tide
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the static UID is present on every game they made (and on other gachas) because they want to have an identifier on screenshots

prime igloo
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I actually just stopped playing it

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invisible markers....

strong tide
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and they also know that most people won't bother to remove the identifiers lmao

prime igloo
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including me

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well I actually don't even understand that anymore, since private servers are so easy to set up and get updated very regularly

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it's slowly turning into one of those scenarios where it's more an annoyance to proper users than a deterrent to anything malicious

strong tide
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but like, here's the thing though, a developer will only think "someone might want to touch this shader on its own", if the person writing that code is thinking about supporting modding, even implicitly, because for the developers, it doesn't matter, if they want to disable the pillarbox, they have the source code, they can just go and remove the code that sets it up.

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the game is just not designed around modding, so developers will just not think or even consider this use case

prime igloo
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yeah, I'd like devs to think about that, but kind of an unrealistic expectation for a company like hoyo

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on a slightly relevant note, I suck at using REST if the game gives me the slightest bit of resistance. I tried removing the UID using it but I failed miserably. is there a better place I could ask for help regarding this or does anyone here have an ini for it that does that?

mighty moss
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This works for removing the uid

prime igloo
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is that for the modded launcher though?

mighty moss
prime igloo
#

ah ok, appreciate it, I just use reshade though

prisma dome
prime igloo
#

isn't that REST?

opal cove
opal cove
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And the benefit of having an always on id for ss far outweighs appeasing the 1% of user complaining about burning in the corner of the screen (if that ever happens)

prisma dome
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So, I'm guessing soop's converter effects don't work with REST?

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I'm just trying to make sure the DoF effect I'm using doesn't cover the UI, but I can't isolate shaders in REST without it breaking the converter shaders.

orchid coyote
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Did anyone have issues with the game crashing every 30-40minutes, and displaying stuff that shouldn't be normally seen with RenoDX?

For example

  1. Sometimes the black screen shown during scene switching can disappear earlier than it supposed to and show pop-in

  2. During Dialogue when the speaking character changes the screen flashes black for a split-second.

Both of these don't happen without ReShade, and the game is stable

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Also during dialogue the characters seem overblown when a choice appears

sonic cipher
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✅RenoDX: Zenless Zone Zero

prime igloo
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was seed ult fixed?

opal cove
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no

prisma dome
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Discord is supposed to have native AVIF support... why do their uploads of em come out so fried? The PNG by comparison.

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Or, maybe it's the autoconverter I'm using to convert from JXR to AVIF, because Discord won't let me upload anything bigger than 10mb without Nitro. Otherwise, I would just upload the native PNG's out of Reshade instead of converting to smaller files.

opal cove
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#🖼️hdr-screenshots exists

tacit berry
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I think you can work around that by using the icc profile hack and 8 bit

dusky pagoda
# prime igloo do they not know what an OLED is

to be fair the UID is dimmer than the game world most of the time and if it ever becomes an issue it will likely be inverse burn in, which is partially fixed via long term pixel compensation cycle

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people very much do still get "burn in" from black bars, it's just much less common than the typical logo burn in

tacit berry
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the ui is brighter than the highlight on ps5

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tbf the ps5's video capture isn't great, but the ui shouldn't be brighter as seen with renodx

austere void
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the mod is kinda broken right now

orchid coyote
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Just use Special K HDR

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Works fine for this game

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That's what I'm doing

tacit berry
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afaik the only thing that's broken is seed's ult

tacit berry
#

I mean I've had some black flickering on distant objects

opal cove
orchid coyote
opal cove
orchid coyote
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Makes sense lol

idle rampart
karmic atlas
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ZZZ has z'ed it's last Z

silver lantern
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Press Z to pay respects

mighty moss
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Please let this be true 🙏

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I've been asking them to add dlss/fsr/xess upscaling in every zzz survey for a while

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But uhh is dx12 gonna fuck over this renodx mod if it's not getting updated?

orchid coyote
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Waited so long for a proper anti aliasing solution

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Now only native HDR support

karmic atlas
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Just when Maple leaves behind the Z slop

orchid coyote
karmic atlas
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  • ZZZ Reno dead
  • Wuwa has atrocious RTGI since the latest update
  • Genshin has no HDR and AC means no Reno
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I dunno

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Do I wait for duet abyss

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Everness to neverness

orchid coyote
karmic atlas
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It looks ass

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Major ghosting

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RTAO is too strong now

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Looks like cranked up SSAO back in the day

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Or those Reshade based RT shaders were the user cranked the settings

opal cove
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I dont think theres even rtao in this game

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Its just plain ssao

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You can turn capsule AO settings off with RT on

karmic atlas
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But that doesn't solve the ghosting?

opal cove
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Yeah

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But its it not rtao related

opal cove
orchid coyote
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As long as DX12 doesn't break the shaders

karmic atlas
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When that DLSS patch drops we'll see what you'll say then

orchid coyote
karmic atlas
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Because I ain't playing with TAA anymore

orchid coyote
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It's not good

karmic atlas
orchid coyote
#

Doesn't even seem to be working properly lol

opal cove
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Nobody talks about smaa

karmic atlas
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Might as well turn AA off

opal cove
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Leave that trash behind

karmic atlas
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Same thing

opal cove
orchid coyote
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Is it supposed to be this bad?

karmic atlas
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Yes

opal cove
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Smaa was always this bad

karmic atlas
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SMAA fixes a bit of stairstepping in static shots, that's about it

orchid coyote
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Thought it should be better than TAA but then I had to change to it cause SMAA did nothing to the sharp edges

karmic atlas
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I would toggle SMAA on/off

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No difference

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Same shimmerfest

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This was when I first picked up a pc

karmic atlas
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But the cost is shimmefest

opal cove
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Smaa isnt good for a long time now

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Unless ur in

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FuckTAA land

karmic atlas
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You have bad eyesight

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Games have had shimmering forever

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It's fine

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Games were not blurry until 8th - 9th gen slop

orchid coyote
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Huh?
Did the performance drop?

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You would think it should be better especially when ZZZ has problems with shader compilation stutter

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As DX12 builds at start

karmic atlas
mighty moss
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Oh yeah i forgot about that

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3dmigoto doesnt support dx12 right?

orchid coyote
cedar flume
orchid coyote
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Sony must have paid big money for their console priority

cedar flume
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yeah because they would only do it for money

orchid coyote
orchid coyote
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ZZZ has had ray tracing since like 1.5?

cedar flume
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I know, Genshin is the worst offender

cedar flume
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miyabi patch

orchid coyote
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I think it drops to like 40?

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Maybe less

karmic atlas
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Bad enough that Plebstation has no games

But we also have to suffer with features only being exclusive to that version

cedar flume
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well thats because zzz is already badly optimized in raster

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rt is even worse

orchid coyote
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It's a good console
But the developers don't optimize games nowadays, so the hardware's too weak for 60fps

orchid coyote
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Friend's 5800X3D isn't much better in 4K

mighty moss
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Noticed some fps improvements in specific cpu heavy scenarios upgrading to 9800x3d

orchid coyote
mighty moss
orchid coyote
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I'm on a 4070Ti and it's bad

karmic atlas
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9800X3D is the bare minimum frenzy

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When the 10900X3D with 12core 1CCD comes out

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The 9800X3D will become a 3600X overnight

mighty moss
orchid coyote
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Extra smoothness would be great

karmic atlas
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snig embrace the frameslopping

orchid coyote
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As Lossless Scalling and Smooth Motion have big artifacts here

karmic atlas
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@opal cove more followers for the cause

orchid coyote
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But only DLSS FrameGen makes sense

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Every other implementation is shit

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too much artifacting

mighty moss
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Cant wait to force enable reflex > al2 in optiscaler without using fg to reduce latency

orchid coyote
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I know it supports Nvidia Reflex

mighty moss
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Yeah you prolly can in special k as well on an nvidia gpu

orchid coyote
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I'm already force enabling it

mighty moss
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I dont use sk tho

orchid coyote
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I use it for HDR and VRR framepacing

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More stable than using Reshade+DisplayCommander in my case

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I have no idea why but last time I tried it the game crashed every like 30-40minutes

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With Special K its rock stable

opal cove
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you can also force antilag2

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its whatever

opal cove
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dumb adaptive frame gen is so good

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nvidia needs to steal that

opal cove
karmic atlas
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What they need to do is bloody release reflex warp snig

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Nearly end of the year

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Still no reflex 2

opal cove
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people don't appreciate what they have

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until they actually played the ps5 version

karmic atlas
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Itm

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Slop

opal cove
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no

karmic atlas
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Aceshit

opal cove
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its proper HDR

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but its randomly clamped

karmic atlas
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'proper'

opal cove
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in various places

karmic atlas
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So ass

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Fantastic

opal cove
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wipeout screen is clamped on reno? guess what
ps5 is also like that

karmic atlas
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I've played 5 hrs of this game

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I dunno what areas have problems or dont

opal cove
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basically a lot of things that are "broken" in reno right now

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is just standard ps5 hdr fare

karmic atlas
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Snoys sandbagging us renochads

opal cove
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i don't think you'll be picking a new gachaslop

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with so many other gachaslops in the horizon

karmic atlas
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'Soo many'

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Where?

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I am still waiting

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I was a firm anti-weeb

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I've now embraced the gatcha and weeb shit

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But there's no games

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Or they don't have HDR

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So the same as no games

austere void
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:3

orchid coyote
austere void
orchid coyote
opal cove
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Text artifacting is just due to game fps when u switch between menus

orchid coyote
opal cove
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yes

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cause thats from the dogshit game

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if you want to adjust that in LS

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you can just

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adjust the lower bound

austere void
opal cove
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increase base framerate threshold

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its not LS' fault anyways

orchid coyote
opal cove
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just the game being dogshit and dropping fps inbetween menus

orchid coyote
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The FPS consistency is all over the place

opal cove
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LSFG already disables itself if you're 10~ fps or below

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increasing this limit increases that

orchid coyote
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while switching menus

orchid coyote
opal cove
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then you can try raising the threshold to 20 fps

tacit berry
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so many things are still clamped

mighty moss
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So dlss + rt on pc is actually gonna be real

opal cove
#

Just in time to quit this game and play endfield

tacit berry
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dlss + rt or hdr
pick one

karmic atlas
opal cove
#

Sigma

sullen tiger
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i quit this game

opal cove
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2little2late

sullen tiger
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new characters are boring

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no need to play anymore

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🤷‍♂️

mighty moss
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But that's prolly too much wishful thinking

opal cove
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Rt is not part of dx11 feature set bud

mighty moss
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Damn

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Well at least dlss maybe?

mighty moss
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Nvm i realised that hsr is also dx11 and has dlss

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So we should be good for dlss if zzz still has a dx11 mode

orchid coyote
karmic atlas
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no frameslopping for you

mighty moss
orchid coyote
mighty moss
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But it does use dlss/whatever upscaler's motion vectors

orchid coyote
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Interesting

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So you can enable FSR3 FG with DLSS inputs
Thought the game needed native fg support for this

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Kinda nice

opal cove
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It can happen but hsr only has a dx11 path

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Not zzz

orchid coyote
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RTGI is here

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I really do hope it won't slash FPS in half

prime igloo
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you know it's a sick feature when you have to ask yourself what the difference even is, but your frame rate is halved

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abomination of a redesign tho

opal cove
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ZZZ default GI bake

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Is already very competent

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This RTGI looks pretty fucking mid just like the piss 5 vsrsion

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Its not ww with dynamic time of day where the GI helps

prime igloo
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the GI in zzz already is so cool

dusky pagoda
mighty moss
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Yep dlss/fsr fg isnt supported in dx11

dusky pagoda
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afaik there aren't any games on dx11 with frame gen unless you count unofficial mods (obligatory fuck puredark btw)

mighty moss
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But well we are getting dx12 anyways with rt in the next patch

sullen tiger
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dont think theres any dx11 game with fg

karmic atlas
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Ofc no DX11 games natively have it

sullen tiger
karmic atlas
#

There are

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PD and Doodlez

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have both implemented some variation of FG into DX11 games

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PD even got +2.7.0 Streamline to work so MFG is available in Skyrim

dusky pagoda
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very neat

karmic atlas
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I asked Pumbo if we could do the same

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but it will be a bunch of work with Luma and he doesnt care that much aboiut FG

sullen tiger
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me neither

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Fg is bad

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ruined gaming

karmic atlas
sullen tiger
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we have games like wukong and mhws that turn on fg by default no matter what

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fucking shitty devs

opal cove
tacit berry
tacit berry
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like it doesn't really impact performance that much on a ps5

opal cove
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Piss 5 cant even maintain a constant 60 even with rt off tho

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Dont know why theyre so stuck on native rendering

tacit berry
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its not just the gpu that's the problem though

opal cove
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R5 3600 shouldnt be too hard for 60 except in extreme cases

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Playing on ps5 i only see brief moments of

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60

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Which is like wtf even when theres nothing that major going up on screen

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Of course wuwa is also even worse with the native rendering bs

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15fps slide show

tacit berry
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my 2070 super can hold 60 at 4k native

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the ps5's gpu should probably be faster

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or is it? idk tbh

opal cove
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Man

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Or maybe its my friends tvs being shitty

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But the frames just feel bad

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Or im too used to lsfg

tacit berry
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the ps5 version is genuinely that ass

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on my 2070 super pc it feels far superior in lumina square and that one new area

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hell even in combat I guess because of vrr

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honestly either they gotta scale more shit down or cap it to 30fps

mighty moss
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Series x gpu is roughly around 3060ti equivalent but ps5 is a bit cut down compared to that still

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Yeah it pushes similar numbers to the 2070 super

tacit berry
#

sometimes it pushes ahead when the game demands a lot of memory bandwidth

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but most of the time in modern stuff it'll shit itself because it runs out of vram

orchid coyote
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Damn

tacit berry
#

yea bro welcome to the club

orchid coyote
#

VRR doesn't even go below 48Hz for me when the game is definitely below that sometimes

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It's so ass

tacit berry
#

the hdr is scuffed and it runs like ass

orchid coyote
#

But VRR with Special K helps a lot on PC on the other hand

tacit berry
#

it does

orchid coyote
#

Small-scale fights are really smooth

tacit berry
#

like I've said that's part of the reason why its a much smoother experience on my 2070 super and 5900x

orchid coyote
tacit berry
#

the other part is because it doesn't get cpu bound in lumina square

tacit berry
orchid coyote
tacit berry
#

yea

orchid coyote
#

I'm getting CPU bound in Lumina's Square

tacit berry
#

I have to drop to 1080p if I want a steady 60

tacit berry
orchid coyote
#

Getting 1440p@70fps stable-ish with 1.2 render scale

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But it can drop slightly below 60 in heavy areas

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Or sometimes go above 90

tacit berry
orchid coyote
#

or 120+ in domains

orchid coyote
#

It's interesting though as Genshin is steady 4K@60

tacit berry
#

I did drop the res in that one new area to see how well it'd run on the 5900x

orchid coyote
#

HSR too

tacit berry
#

it was at like 80-ish fps while cpu bound

orchid coyote
#

It's just that ZZZ is so heavy

tacit berry
#

because they target 4k native

orchid coyote
tacit berry
#

oh you mean on pc

orchid coyote
orchid coyote
#

Didn't notice any framedips tbh

tacit berry
orchid coyote
#

But I also didn't play HSR on PC

tacit berry
orchid coyote
#

As the controller support was weird

orchid coyote
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It was smooth back then

tacit berry
#

this one has the overworld

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its sinking, but not as low as zzz

orchid coyote
#

So mostly 60 with drops to 40 during intense animations

orchid coyote
orchid coyote
tacit berry
orchid coyote
#

ZZZ is very fast-paced

tacit berry
#

zzz constantly falls out of vrr territory

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now for genshin

orchid coyote
mighty moss
#

In combat it's more like 90-100fps most of the time but can dip to as low as 60 if it gets really heavy in specific situations

orchid coyote
orchid coyote
#

~110fps at best

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90-100 in combat

mighty moss
tacit berry
#

also tbf renodx breaks with mirror reflections set to high

mighty moss
#

Mirror reflection set to high eats a big chonk of fps as well

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Sometimes I've seen like 10-15fps difference between medium and high for that

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But the visual quality difference isn't really worth it for that

orchid coyote
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Ok, ZZZ is still very good on PS5 lol

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wuwa drops to 15fps on map??????

tacit berry
#

wuwa is terrible I've heard

orchid coyote
#

ZZZ is ever worse in 2.0 than before damn

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I played it during launch but immediately switched to PC

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Yeah that is what I remember back then

mighty moss
orchid coyote
mighty moss
#

Ps5 is prolly getting cpu bottlenecked as fuck ig

orchid coyote
#

They really went and added DRS in 2.0 and it still drops below 30

mighty moss
#

Those zen 2 cores are not keeping up

orchid coyote
mighty moss
#

If only sony/ms waited a year to put a zen 3 cpu in their consoles at least

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Would have aged quite a bit better over time I'd imagine

austere void
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guys can some one help me set up SK HDR ? XD

orchid coyote
#

It's that easy

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The most difficult part is installing Special K itself

austere void
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Oh ok :3

quiet moth
#

is the last version from 4 months ago ?

mighty moss
quiet moth
#

Thank god I don't pull mid characters like Seed or Orphie&Magus 😌

opal cove
#

Only seed is broken

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Orphie and magus is fine

orchid coyote
prime igloo
#

🫡

orchid coyote
#

But we're getting DLAA!!

prime igloo
#

here I made this god awful meme to celebrate

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300 fps here I come

orchid coyote
#

Most of the time you're CPU bound rather than GPU

prime igloo
#

really? I don't have that experience at all

mighty moss
#

I mean even if it doesnt improve performance much, having an aa solution that isnt hot garbage will certainly help with the visuals

orchid coyote
#

I'll personally be probably using it for the better AA

orchid coyote
prime igloo
#

I'm a certified TAA hater, DLSS at faster settings is still better or equal to TAA. gonna be a straight up upgrade in every way

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5800X3D with RTX 3080

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very sad how there has been no new GPUs released since the 30 series 😔

mighty moss
prime igloo
#

the way loading spikes the CPU is crazy

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I love the laggy-ass loading bangboo

orchid coyote
#

It's definitely an upgrade

prime igloo
#

true it would be nice to upgrade for better efficiency. this thing is so loud

orchid coyote
#

VRAM is another beast but pure performance-wise the 4xxx series is really good

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5xxx on the other hand only brings a cost cut and nothing more basically

orchid coyote
#

Only gets audible over 70C, and loud over 80C

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This was the main reason I didn't get a 3090 tbh

mighty moss
orchid coyote
orchid coyote
tacit berry
cedar flume
prime igloo
#

I'm surprised their system renovations blog posts don't talk about DLSS or ray tracing. I wonder if they're just testing it but not releasing it yet. I think it was plenty announced when HSR got it

tacit berry
austere void
cedar flume
mighty moss
#

No mention of dlss or rt on the actual update changelog either

#

Is it not happening then?

prime igloo
#

I guess not yet

strong tide
#

DLSS/RT is locked behind the D3D12 renderer, which is not used by default yet

mighty moss
#

Oh

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So both dx11 and dx12 modes are available simultaneously then

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But no dlss in dx11 mode?

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🥀

strong tide
#

correct

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no DLSS in D3D11

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3dmigoto users destroyed

mighty moss
strong tide
#

fyi i'll drop D3D11 support

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for the renodx mod as well

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unless the shaders happen to be shared across D3D11/D3D12 (which i find it unlikely)

mighty moss
#

I assume dx12 doesn't work for the renodx mod currently right?

strong tide
#

unknown

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can't tell from the title screen

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and game is still in maintenance

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i'll need to check in-game when servers are up

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probably turbo dead though

mighty moss
strong tide
#

I also don't know what is the state of d3d11

mighty moss
#

Well I hope there's another way without using 3dmigoto to hide uid on bottom right corner so that shit doesn't burn in on my oled

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Trying to use REST do that failed miserably

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I'm prolly too dumb to use it correctly or smth idk dies1

feral gulch
#

If we find the shader that draws it, could add a toggle to hide it in RenoDX.

But also realistically its unlikely to burn in unless you’ve got it blasting full brightness all day everyday

mighty moss
#

Yeah no fsr as expected, but wtf did they block ray tracing for non nvidia gpus too?

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💀

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I wonder if the dlss/rt stuff will show up if i can get optiscaler working lol

mighty moss
opal cove
#

Prob will check but i mean we're dropping d3d11 if thw shaders r not overlapping so

mighty moss
#

Lets see what happens when server goes live

strong tide
#

The game uses a generic shader to draw the UI

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if i stopped that shader from rendering on renodx

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it would literally stop rendering the entire UI

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anyway uh i have some very bad news

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looks like every shader changed on d3d11

opal cove
#

Lol

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I mean

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Goodbye anyways

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D3d12 using sm6 tho?

strong tide
strong tide
#

D3D12 and D3D11 are an entirely different set of shaders

opal cove
#

Double goodbye

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Get cooked gooners

mighty moss
strong tide
#

oh this is going to be painful

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shaders on SM6 have different names

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and i can't get SRVs to show

strong tide
opal cove
#

servers up early

mighty moss
mighty moss
#

😭

opal cove
#

We're in.

mighty moss
#

Finally

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Yeah current renodx build is rip even on dx11

mighty moss
#

Does dlss work fine for anyone who has an nvidia gpu here tho

opal cove
#

works fine for me

prime igloo
#

oh so dlss works with optiscaler?

tacit berry
tacit berry
mighty moss
#

Both fsr 4 and xess are brokey

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Well thats a shame but hey its still better than taa ig

idle rampart
tacit berry
#

yep

mighty moss
idle rampart
#

damn another AMD hater after wuwa

tacit berry
#

and the fucked up thing too is its only avaliable under dx12

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even though dlss supports dx11

idle rampart
tacit berry
#

with fsr at least they'd have the excuse of no dx12 support kinda

idle rampart
tacit berry
#

fsr 2 doesn't support dx12

#

11

#

my bad

idle rampart
tacit berry
#

I meant dx11

mighty moss
idle rampart
#

u have to override it

mighty moss
#

Nah they do since a recent patch

#

I have a friend who plays wuwa on 9070xt and he gets fsr 4 natively without any workaround

idle rampart
#

in game

#

not driver override

#

and it doesnt have RT for the most RT capable AMD card, genius move too

mighty moss
#

Thats the screenshot from my friend

#

Native fsr 4 upgrade from the driver working after you enable fsr 3.1 in game

idle rampart
mighty moss
idle rampart
mighty moss
#

FSR 3.1.5 also works on optiscaler

idle rampart
mighty moss
idle rampart
mighty moss
#

Im gonna try the int8 version of fsr4 and see if that works, thats the last resort ig

#

Nope still fucked

tacit berry
#

yea this sucks

#

the shader stutter is terrible

mighty moss
#

Oh wait there are newer optiscaler builds on their discord

tacit berry
#

despite them adding a shader burn

mighty moss
#

Lemme give those a try

opal cove
#

@idle rampart

#

off/on

#

check the shelf at the left

#

low/medium/high wont make a diff in this bc the only diff is resolution

mighty moss
idle rampart
opal cove
mighty moss
#

Although xess is still broken

tacit berry
#

it'll be more obvious at lower dlss resolutions

opal cove
#

RT low, 4K DLSS, XessFG

#

68%

mighty moss
#

Btw there does seem to be nvidia reflex in this game since fakenvapi is able to hijack it to inject anti lag 2 calls

#

Anti lag 2 overlay comes up and all as well, and holding down right ctrl does show a noteable difference in green latency number

#

But anti lag 2 frame limiter doesnt work

#

Ok wow rt high is fucking brutal in its perf overhead

#

On a 9070xt it more than halves your fps compared to rt off

mighty moss
# idle rampart 4k?

Yeah its 4k with "dlss prioritise graphics quality" preset (actually fsr4)

mighty moss
#

Rt low has a lot less perf overhead thankfully

#

Huh rt medium is basically as heavy as rt high

#

Yeah ill stick with rt low then

#

Looks close enough to rt high but runs way better

#

Hmm with optiscaler the in game dlss presets do nothing, all of them are 1.4 scale ratio

#

And even trying to force a custom scale ratio its still stuck at 1.4

tacit berry
#

hence why its so much more demanding

tacit berry
opal cove
#

1.4 no matter what dlss you use

tacit berry
#

haha right you can't go lower anyway

opal cove
#

did it stop stuttering for you now

tacit berry
#

I hopped off

#

I played it for like 10 minutes

#

I'm probably just going to stick with 11

dusky pagoda
#

can't wait to have to render at 240p to make RT playable on an A750

dusky pagoda
mighty moss
#

Oh well there is fsr4 int8 instead

dusky pagoda
#

fsr4 int8 takes like 5ms at 1440p lmao

mighty moss
mighty moss
dusky pagoda
#

I get around the same cost at 1080p

#

It pretty much scales linearly with resolution though

#

I'd assume that's why people have luck with it on handhelds with low res screens but I'm just guessing

opal cove
#

using fsr4 int 8

#

266p -> 800p

#

works fine

#

igpu

#

better than fizzle 2

#

or fizzle 3

dusky pagoda
#

the disocclusion of fsr annoys me so much

#

How much work is it to add HDR10 PQ output instead of scRGB to a RenoDX mod? I'm reminded of the completely different fizzle FSR framegen has and XeFG/DLSS-G doesn't work with scRGB

mighty moss
dusky pagoda
mighty moss
dusky pagoda
#

wait how did you get that then

mighty moss
#

#1005863090044284938 message

dusky pagoda
#

ah I see that's very recent lol

#

thanks I'll try it out tomorrow

prisma dome
flat ravine
#

With dx12

prisma dome
#

Also... how do I swap to DX12?

mighty moss
#

Adding dx12 mode for dlss and rt

#

Yeah

prisma dome
#

But all the techincal stuff came on the DX12 side. So, why did the DX11 shaders change?

mighty moss
prisma dome
#

Granted, I'm no game designer. I'm just trying to add 2 & 2 to get 4, so to speak.

dusky pagoda
# mighty moss

I hate that it actually looks good, HSR with DLSS (and by extension opti conversion) at anything but native looks melted

flat ravine
#

Restarted 5-6 times but no good

prisma dome
#

Guess I'll learn how to install SK until the Reno mod gets updated.

prisma dome
#

There doesn't seem to be a way to force DX12 while running SpecialK. I can only do DX12 with Reshade.

#

Moreover, DX12 disables all mods.

mighty moss
mighty moss
#

So mods that use those (pretty much all of them) are cooked for dx12

prisma dome
#

Indeed. But I could live with all the character mods I used being cooked; it's the 32:9 ultrawide mod that is the most important to me.

prisma dome
# mighty moss Special k supports dx12 so thats weird

Indeed. I think it's because the only way to currently enable DX12 is to do so through a modification of the game's shortcut, rather than through the game's launcher via it's own exe. So, the injector doesn't see it.

strong tide
#

note that MiHoYo doesn't have to exactly change a shader to break it

#

there is a global cbuffer with a bunch of variables

#

if mihoyo adds or removes a field there

#

literally every shader will break

#

(or well, most shaders will break, since most shaders use that global cbuffer)

#

and fyi, while most changes were made for Direct3D12, doesn't mean that Direct3D11 isn't affected

#

the majority of shaders are built for all platforms

#

so if mihoyo changes something for Direct3D12, it will replicate on Direct3D11 as well

#

point being, if they touch literally anything graphics related, it might break the mod

prisma dome
#

Noted.

#

With all that said... I would like to make a request that you don't drop DX11 support. With HoYo not even letting you choose the version you can use at will in an easy way, it's safe to say it's not ready for primetime. DLSS doesn't use the most recent model, either (found out when using DLSS Swapper). It'll probably need a driver update from Nvidia. Plus, all the mod support being for the DX11 version - including QOL stuff that some of us might find essential - is kinda forcing that version to be the better build atm.

strong tide
#

not happening.

#

Unless someone else is willing to take over updating the mod, i will not support both Direct3D11 and Direct3D12.

I no longer play this game and while i'm willing to keep it up to date, supporting both APIs would require updating the mod twice

#

there's zero overlap between the shaders used in Direct3D11 and Direct3D12

#

Unity rebuilds the shaders for Shader Model 6 when running in Direct3D12 (Direct3D11 uses Shader Model 5)

#

first is the Shader in Direct3D11

#

second in Direct3D12

#

they are very different

#

supporting both versions is like making the mod for two different games almost.

prisma dome
#

So then, why not exclusively stick with the version with more universal compatibility, which is DX11? Because not all the DX12 stuff is ready for all the people who can use it anyways, like FSR & whatnot. And the RT features don't seem much more impressive or performative than what you can do with RTGI in Reshade.

#

I at least think that would be the best way to go about it until DX12 has more time in the oven. It also wouldn't force people to choose between playing in HDR & breaking the rest of their mods. Just my two cents, that's all.

mighty moss
idle rampart
mighty moss
#

Yeah the first day after a new patch or gpu driver update theres gonna be shader compilation stutter everywhere

#

But once u play enough those will go away eventually

prisma dome
#

I'm on a 7950X3D & 4090. 64GB RAM. No shortage of memory anywhere; still a bit of a stuttery mess.

flat ravine
#

restarted 10+ times ianHawke i need to reinstall maybe

flat ravine
strong tide
# prisma dome So then, why not exclusively stick with the version with more universal compatib...

So, i'm in a bit of an awkward position right now.

Truthfully speaking, the only reason i'm updating this mod right now is because some of my friends still play this game (like @opal cove) and they wanted to use the DX12 features like RT lol, if it weren't for them, i would mark this mod as abandoned and move on, because i really don't feel like working on it.

The reason this mod wasn't on the official github for RenoDX and was distributed on Discord, is because i wasn't really sure if i wanted to commit to it long term, so i threw it here, just in case people wanted to use it.

I do empathize with your request however, i'll see if i can update DX11 (and DX11 doesn't look completly broken so it might be salvageable)

prime igloo
#

tbf we also have no official word on if/when dx12 will ever be the default

strong tide
#

truthfully i don't really care what the default is.

flat ravine
#

1 more attempt then i reinstall

mighty moss
#

Theyre not just taking their time adding in dlss and rt for fun lol

strong tide
mighty moss
strong tide
#

oh it looks like most of the uberposts by a miracle didn't break on direct3d11

strong tide
#

it would cause issues with my actual job if i did

mighty moss
#

Ah right then fair enough

strong tide
#

that has early Direct3D12 support, may do bad things there.

mighty moss
#

Would you recommend running dx11 or dx12 mode for that one?

strong tide
#

Direct3D11

mighty moss
#

Ok

strong tide
#

oh yeah i updated the mod to run with latest reshade

#

so you'll probably need to update reshade

#

adding Direct3D12 support forced me to change how upgrades work so this may introduce new issues on Direct3D11 (but hopefully not)

mighty moss
#

Other than that it does seem to work so far from a quick glance

#

Dx11 mode looks good tho

strong tide
#

i'll take a look on that later

#

meanwhile i found an issue with DX11 (and fixed it)

#

Fixed clamping caused by bloom shader on Direct3D11

mighty moss
strong tide
#

yeah i didn't have the time to hunt for the bajillion ubershader permutations on dx12

#

i spent most of the time fixing issues on the SM6 decompiler so i could decompile the DX12 shaders

#

lol

mighty moss
#

Character details screen highlights are clipped in dx11

#

Same for the team selection screen too

flat ravine
#

Alice looking different

mighty moss
#

Are they actually supposed to be that bright or nah

mighty moss
mighty moss
#

Hmm

flat ravine
#

Looks tooo bright hehe

idle rampart
#

mine wont work

mighty moss
#

For installation pick dbghelp.dll as the file name

#

Also if you want to use fsr 3.1/4, enable non-linear srgb toggle in optiscaler settings

cedar flume
#

It is surprisingly smooth considering how dx11 was

idle rampart
mighty moss
idle rampart
mighty moss
#

Idk then you must be installing it wrong or something

#

Installation instructions should be the same as usual apart from what i mentioned

#

Copy files to game folder (although replace the optiscaler.dll with the one i linked)
Run install .bat
Select that installation file name i mentioned
Should be properly installed that way

cedar flume
#

aint no way I only got 2 manatos with 160 pulls

#

f this game

mighty moss
#

I got 2 copies of him on my 4th 10 pull

cedar flume
#

ofc on the weapon banner i get 4 of his wengine in 1 10 pull, wtfff

prisma dome
prisma dome
# mighty moss Dx12 becoming the default is probably an inevitability

Honestly, this is why I hope someone works on a DX12 solution for modding the game. It's possible that ZZZ's devs sunset DX11 entirely one day, as some devs have done with older DirectX variants in other games (like Square Enix sunsetting the DX9 version of XIV iirc). It would suck if all those mods went poof.

opal cove
prisma dome
#

||It's times like these that I wish I knew how to code, but idk where to even start on that tbh.||

tacit berry
#

renodx discord

#

I think there was a few people here who made mods with no experience

sullen tiger
#

steve i guess

#

he never wrote any code before his first mod

tacit berry
#

I forgot his name

sullen tiger
#

@polar notch

tacit berry
#

but the guy who made the mod for opus echo of starsong too had no experience iirc

sullen tiger
#

i dont remember who either

tacit berry
#

yea

polar notch
#

yeah adding hdr to sdr games is easy depending on the game, the framework carries most of the work

karmic atlas
#

I have constantly heard the remake of ' I dont want to deal with DX12' when it comes to a game

karmic atlas
#

Thats what I am doing anyways

#

I studied CS at school as one of my subjects but found it borning as.

#

Now I have to do catch up on everything

#

AIslop also helps

#

To give explanations and break downs of what is happening. Just dont except it to vibe code the entirety of a reno addon or modify shaders to implement pathtracing in for you. There are way to many variables and context that it doesnt understand

prisma dome
#

Actually nvmd, just googled it.

orchid coyote
strong tide
#

It's because DX11 wasn't as broken as i thought it was, i just couldn't read apparently

orchid coyote
#

I understand there will be a DX12 version ready later on but you need more time?

strong tide
#

I plan on prioritizing DX12 yes

orchid coyote
opal cove
#

@strong tide

#

do you get this occasionally?

#

when I launch ZZZ, inject64 tries to hook on even when the game is not launched yet (only a UAC prompt showed up)

strong tide
#

when the UAC prompt happens, the process already exists but you are not allowed to touch it

#

you have to always open inject64 before opening the game

opal cove
#

yeah, I open inject64 -> waiting for process -> open game -> UAC -> inject64 hooks into something when the UAC prompt is still on

#

then it doesnt hook into the actual game

#

Also, the game is crashing with the mod if you have DLSS enabled

#

do I provide logs for this

strong tide
#

i made the mod with DLSS on lmao

opal cove
#

damn wtf lol

strong tide
opal cove
#

did you try with RT on

strong tide
#

no

strong tide
#

by doing the galaxy brain shit

opal cove
#

I guess the lights are broken with RT on 😭

opal cove
strong tide
#

write powershell

#
Start-Process "C:\ProgramData\ReShade\inject.exe" -ArgumentList "X6Game-Win64-Shipping.exe" -WorkingDirectory "C:\ProgramData\ReShade" -Verb RunAs
Start-Process -Wait "D:\SteamLibrary\steamapps\common\Infinity Nikki\launcher.exe" -Verb open
#

save that as a ps1 script

#

then use ps2exe to convert that into a standalone exe that requests UAC elevation

#

so you only get one UAC prompt in total, the one to run the script

opal cove
strong tide
#

Invoke-ps2exe -inputFile <script.ps1> -x64 -noConsole -requireAdmin

opal cove
#

I'll send you the logs for the dlss crash

#

something related to when 0xb0f35d3c gets replaced i guess

#

im not sure what to do about the RT issue, would it affect if i start dumping uberposts now

strong tide
#

huh the GPU is just crashing

#

that shit doesn't happen with me tho

#

🤔

opal cove
#

😢

opal cove
#

@austere void test the latest addon and let me know if you crash with DLSS enabled

feral gulch
#

I'm getting the DLSS GPU crashes too (ReShade log just says device hung). Using ShortFuse's DLSS fix addon prevented the crashing but causes the UI + loading screens to look washed out and flicker. I'm on ReShade 6.6.1 and NVIDIA driver 581.29 fwiw

austere void
#

if there is another method to get DLSS in ZZZ i will test the addon with DLSS

opal cove
#

?

#

you need to get d3d12 to get dlss on

#

whats the talk about SK here

#

?

opal cove
#

but yeah, causes the UI to become borked

austere void
# opal cove whats the talk about SK here

i mean it was mention in brandy discord to use this command -use-d3d12 in SK to get ZZZ to use DX12, apart from that i don’t know what other method to get dx12 in ZZZ

opal cove
#

create a shortcut

#

add -use-d3d12 as an argument for it

#

have you never done that before

idle rampart
#

💀

opal cove
#

nobody said anything about SK

austere void
idle rampart
austere void
#

i guess some one did try with SK to use that command agrument

austere void
idle rampart
austere void
#

where do i add -use-d3d12?

feral gulch
austere void
#

and it ever worked

opal cove
#

type it

#

correctly

idle rampart
# opal cove

my dumbass hand typed it --use-d3d12 last time

austere void
#

ok will make sure is typed correctly, :3

austere void
#

yap, i can't run Reshade+ Reno in Dx12, it works ofc on Dx11 and ZZZ can run in DX12 without Reno

#

it just crashes when it finish loading

opal cove
#

turn off dlss

austere void
#

ok so without DLSS, and RT, is there a advantage to run ZZZ in DX12?

mighty moss
#

Nah performance is barely in the scope of margin of error between dx11 and dx12 with dlss and rt off

#

In my experience

#

May as well stick with dx11 if not using those features

flat ravine
mighty moss
#

After you give it a bit of time to compile the shaders yeah

flat ravine
#

Damn my game is broken then doomerWojak

orchid coyote
#

I really wonder why they didn't add pre-compiling of shaders

#

It's already there on Android

austere void
#

they do shaders compiling when you start the game on dx11 from what i remember

prime igloo
#

I get almost half the fps on dx12 vs dx11, and heavy stuttering when moving around. def something wrong with it

#

and I'm pretty sure I saw precompilation in the start menu on both

austere void
#

yeah, thats what happens when you forced dx12 since it’s no officially supported

#

i doubt it will drop FPS THAT much when they officially launch dx12 and DLSS……hopefully 0.0

cedar flume
opal cove
#

Shaders on android just compiles faster in game so you notice less stutters vs this

tacit berry
#

regardless I'm on team dx11

opal cove
tacit berry
#

it works, but I just don't want to deal with the problems

opal cove
#

understandable

#

dix12 RT is also broken right now with reno for some reason #1330764788711555166 message

opal cove
#

oh wait how do you get the -use-d3d12 args then

#

nvm

#

got it

#
Start-Process -Wait "<zzz exe>" -ArgumentList "-use-d3d12" -Verb open```
strong tide
#

in order to get DX12 working, i had to change how RGBA8_UNORM upgrades work, previously i only upgraded some whitelisted shaders to RGBA16_FLOAT, but that approach wouldn't work on DX12 thanks to boring tech reasons that i don't feel like explaining

#

so i'm now upgrading any RGBA8_UNORM textures that match the aspect ratio of the backbuffer (so basically anything that has your aspect ratio lol)

#

this was required because of how DLSS works

mighty moss
strong tide
#

i don't think this is a bug

mighty moss
#

Hmm

strong tide
#

and this means we now get to recover HDR highlighs that were previously capped.

strong tide
#

because it's no longer happening

strong tide
#

like dialogs with 0.8 resolution scale

#

point being, we're just extracting more HDR out of the game now compared to the previous versions

#

the only reason that thing in particular looks odd is because the lighting on the game is quite muted

#

so it kinda clashes a little bit with the rest of the scene

#

but this is not exactly a bug

#

it's just that in previous versions, those highlights were capped to SDR because i never added their shader to the RGBA8_UNORM upgrade list

#

they are now uncapped

#

wait hold on

#

i think i know why the DLSS stuff is crashing

#

@opal cove

#

are you using inject64 to inject ReShade?

#

try installing reshade as d3d12.dll

#

it should work (it works on my end)

opal cove
#

Ok will try

strong tide
#

oh

#

i removed optiscaler

#

and i'm crashing now with DLSS

#

well shit LOL

opal cove
#

Wtf LOL

#

I was getting black screen WITH optiscaler

strong tide
#

use optiscaler

#

to inject reshade

#

put ReShade64.dll on the game's folder

#

and set LoadReshade to true

#

on OptiScaler.ini

#

OptiScaler should chainload ReShade in a safe way

#

if you do inject64 + OptiScaler stuff will explode

#

guaranteed to get a race condition somewhere lol

mighty moss
#

But i seem to be the only one here getting the flickering artifacts on the bottom on my screen in dx12 mode whether i have rt on/off or "dlss" on/off

#

Is that just an amd thing or what

strong tide
#

oh you are using OptiScaler to translate DLSS to FSR/XeSS?

#

i didn't try that

#

but native DLSS had no issues like that

mighty moss
#

Yeah im using optiscaler to translate dlss into fsr4

#

But i also tried xess and fsr 2/3 as well and same thing

strong tide
#

the RT thing will probably have to be fixed by dlssfix then

#

shortfuse said he would look into that eventually

#

for now use optiscaler lol

opal cove
mighty moss
opal cove
#

Very weird

#

Home in 15m anyways will chevk

strong tide
#

wait huh

#

i'm also encountering RT issues

#

with OptiScaler

mighty moss
#

Havent seen that issue on my end

strong tide
#

oh

opal cove
#

How is it only nvidia users getting issue

#

Lol

opal cove
#

Every setting you set

#

It might be something u set diff from us

mighty moss
#

Basically every setting max except high precision character disabled, motion blur disabled and colour filter strength 0

opal cove
#

I wonder if its something random like the game forcing ray reconstruction on with nvidia

mighty moss
#

Optiscaler is spoofing my amd card as an nvidia anyways to even get the rt stuff to show up and work so thats weird lol

opal cove
#

But RR wont run for you

mighty moss
#

Yeah ig

#

Also i found out that the rt perf hit in this game is way higher on my 9070xt compared to a friend who has a 5070ti

#

He tried the same settings i have with rt high and basically getting double the fps

opal cove
#

Yeah rt is playable for me even with no dlss

#

4070 ti super

mighty moss
#

In other games with non path tracing rt, rt performance are usually quite close between both cards so the disparity here is quite surprising

#

Maybe there really is a reason why rt is officially locked to nvidia for now

strong tide
#

i think i know what it is

#

NvApi SER supported.Bind Nv shader ext to slot0 space2[streamline] error: Result::eErrorFeatureMissing

#

i see this when i try runing ZZZ in DX12 on player.log