#✅RenoDX: Zenless Zone Zero
1 messages · Page 3 of 1
they know, they don't care
the static UID is present on every game they made (and on other gachas) because they want to have an identifier on screenshots
yes, even if it's dumb and you can remove it easily with editing, you'd be astonished to learn that leakers are even dumber and lazier.
and they also know that most people won't bother to remove the identifiers lmao
including me
well I actually don't even understand that anymore, since private servers are so easy to set up and get updated very regularly
it's slowly turning into one of those scenarios where it's more an annoyance to proper users than a deterrent to anything malicious
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.
the game is just not designed around modding, so developers will just not think or even consider this use case
yeah, I'd like devs to think about that, but kind of an unrealistic expectation for a company like hoyo
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?
This works for removing the uid
is that for the modded launcher though?
If you mean xxmi, yeah
ah ok, appreciate it, I just use reshade though
Use the Shader Toggler addon.
isn't that REST?
ohh, this? https://github.com/FransBouma/ShaderToggler
I'll take a look
Might as well use the mod instead of wasting time
Most Oled users dont care
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)
So, I'm guessing soop's converter effects don't work with REST?
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.
Did anyone have issues with the game crashing every 30-40minutes, and displaying stuff that shouldn't be normally seen with RenoDX?
For example
-
Sometimes the black screen shown during scene switching can disappear earlier than it supposed to and show pop-in
-
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
Also during dialogue the characters seem overblown when a choice appears
✅RenoDX: Zenless Zone Zero
was seed ult fixed?
no
Discord is supposed to have native AVIF support... why do their uploads of em come out so fried? The PNG by comparison.
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.
#🖼️hdr-screenshots exists
it doesn't really support hdr avif
I think you can work around that by using the icc profile hack and 8 bit
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
people very much do still get "burn in" from black bars, it's just much less common than the typical logo burn in
the ui is brighter than the highlight on ps5
tbf the ps5's video capture isn't great, but the ui shouldn't be brighter as seen with renodx
this is untonemapped
the mod is kinda broken right now
And it's abandoned
Just use Special K HDR
Works fine for this game
That's what I'm doing
afaik the only thing that's broken is seed's ult
oh
I mean I've had some black flickering on distant objects
its time for you to learn to fix it buddy
no
Why so aggressive
I would love to fix it myself but I don't have the skillset required, so I just don't use it
its not aggressive its an ongoing meme i have with him
Ohh
Makes sense lol
No one is updating renodx for zzz now?
ZZZ has z'ed it's last Z
Press Z to pay respects
Please let this be true 🙏
I've been asking them to add dlss/fsr/xess upscaling in every zzz survey for a while
But uhh is dx12 gonna fuck over this renodx mod if it's not getting updated?
FINALLY
Waited so long for a proper anti aliasing solution
Now only native HDR support
Just when Maple leaves behind the Z slop
Someone really doesn't like gacha
- ZZZ Reno dead
- Wuwa has atrocious RTGI since the latest update
- Genshin has no HDR and AC means no Reno
I dunno
Do I wait for duet abyss
Everness to neverness
Wuwa broke RTGI in latest update?
damn
It looks ass
Major ghosting
RTAO is too strong now
Looks like cranked up SSAO back in the day
Or those Reshade based RT shaders were the user cranked the settings
I dont think theres even rtao in this game
Its just plain ssao
You can turn capsule AO settings off with RT on
But that doesn't solve the ghosting?
Its alive as long as you dont play seedslop

As long as DX12 doesn't break the shaders
When that DLSS patch drops we'll see what you'll say then

Because I ain't playing with TAA anymore
There's also SMAA but uhhh
It's not good

Doesn't even seem to be working properly lol
Nobody talks about smaa
Might as well turn AA off
Leave that trash behind
Same thing

Is it supposed to be this bad?
Yes
Smaa was always this bad
SMAA fixes a bit of stairstepping in static shots, that's about it
Thought it should be better than TAA but then I had to change to it cause SMAA did nothing to the sharp edges
For so long I had to contend with the 'just turn off AA in a game and use Reshade based SMAA bro'
I would toggle SMAA on/off
No difference
Same shimmerfest
This was when I first picked up a pc
You could make the argument that SMAA is 'better' because no ghosting or blur
But the cost is shimmefest
You have bad eyesight
Games have had shimmering forever
It's fine
Games were not blurry until 8th - 9th gen slop
Huh?
Did the performance drop?
You would think it should be better especially when ZZZ has problems with shader compilation stutter
As DX12 builds at start
Elden ring would like to have a word 
I mean, the PS5 version has HDR
they dont really care for pc
I guess it's more like an exclusivity deal
Sony must have paid big money for their console priority
yeah because they would only do it for money
Genshin still doesn't have 4K textures on other platforms than PS5
same with higher LOD
ZZZ has had ray tracing since like 1.5?
I know, Genshin is the worst offender
But only on PS5
And I don't think anyone uses it as the hardware can't keep up 60fps even without ray tracing
I think it drops to like 40?
Maybe less
Bad enough that Plebstation has no games
But we also have to suffer with features only being exclusive to that version
It's a good console
But the developers don't optimize games nowadays, so the hardware's too weak for 60fps
I love being CPU limited with my R7 5800X on 1440p
Friend's 5800X3D isn't much better in 4K
7800x3d cpu bottlenecks slightly at 4k lol
Noticed some fps improvements in specific cpu heavy scenarios upgrading to 9800x3d
When a game needs 9800X3D to not be CPU limited you know it's bad lol
Yeah and im not even on some crazy gpu like a 4090 or a 5090 so it would be worse there 😭
I'm on a 4070Ti and it's bad
9800X3D is the bare minimum 
When the 10900X3D with 12core 1CCD comes out
The 9800X3D will become a 3600X overnight
Im on a 9070xt
Really hope they add Framegen with the DLSS update
Extra smoothness would be great
embrace the frameslopping
As Lossless Scalling and Smooth Motion have big artifacts here
@opal cove more followers for the cause
It's better than base 60fps with almost the same input latency
But only DLSS FrameGen makes sense
Every other implementation is shit
too much artifacting
Yeah if they add fg then we get reflex too
Cant wait to force enable reflex > al2 in optiscaler without using fg to reduce latency
Can you not already do that with Special K?
I know it supports Nvidia Reflex
Yeah you prolly can in special k as well on an nvidia gpu
I'm already force enabling it
I dont use sk tho
I use it for HDR and VRR framepacing
More stable than using Reshade+DisplayCommander in my case
I have no idea why but last time I tried it the game crashed every like 30-40minutes
With Special K its rock stable
im a lossless frameslopper these days
dumb adaptive frame gen is so good
nvidia needs to steal that
you're getting better than base PS5 HDR with this reno mod
What they need to do is bloody release reflex warp 
Nearly end of the year
Still no reflex 2
no
Aceshit
'proper'
wipeout screen is clamped on reno? guess what
ps5 is also like that
basically a lot of things that are "broken" in reno right now
is just standard ps5 hdr fare

Snoys sandbagging us renochads
i don't think you'll be picking a new gachaslop
with so many other gachaslops in the horizon
'Soo many'
Where?
I am still waiting
I was a firm anti-weeb
I've now embraced the gatcha and weeb shit
But there's no games
Or they don't have HDR
So the same as no games
get cooked old man
:3
It would be really good if not the text artifacting
what artefacts "? 
I need to try the PS5 HDR just to see how it compares to Special K / RenoDX
Barely an inconvenience
Text artifacting is just due to game fps when u switch between menus
When text shows up in dialog you get a mumbo jumbo flash for a split second before the next dialog appears
yes
cause thats from the dogshit game
if you want to adjust that in LS
you can just
adjust the lower bound
true, when i cap ZZZ at 80 FPS and turn on that 2x i do not see issues
just the game being dogshit and dropping fps inbetween menus
Yeah it's really weird
The FPS consistency is all over the place
increase interpolation threshold
LSFG already disables itself if you're 10~ fps or below
increasing this limit increases that
I've seen drips to ~12-16fps in 0.1% lows
while switching menus
Need to try that actually
then you can try raising the threshold to 20 fps
absolutely
yea, but its kinda crap
so many things are still clamped
Just in time to quit this game and play endfield
yea, but rip renodx
dlss + rt or hdr
pick one
Sigma
i quit this game
2little2late
Hopefully they let u pick between running dx11/dx12 and dlss/rt is supported in dx11
But that's prolly too much wishful thinking
Rt is not part of dx11 feature set bud
Nvm i realised that hsr is also dx11 and has dlss
So we should be good for dlss if zzz still has a dx11 mode
no frameslopping for you
Well if optiscaler works theres always that as an option to inject frame gen
Can you use DLSS motion vectors to force enable DLSS Framegen?
Nope, optiscaler's fg injection is fsr 3 based
But it does use dlss/whatever upscaler's motion vectors
Interesting
So you can enable FSR3 FG with DLSS inputs
Thought the game needed native fg support for this
Kinda nice
Cope
It can happen but hsr only has a dx11 path
Not zzz
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RTGI is here
I really do hope it won't slash FPS in half
you know it's a sick feature when you have to ask yourself what the difference even is, but your frame rate is halved
abomination of a redesign tho
Yea
ZZZ default GI bake
Is already very competent
This RTGI looks pretty fucking mid just like the piss 5 vsrsion

Its not ww with dynamic time of day where the GI helps
the GI in zzz already is so cool
Only in DX12, XeFG is supported as well in beta opti
Yep dlss/fsr fg isnt supported in dx11
afaik there aren't any games on dx11 with frame gen unless you count unofficial mods (obligatory fuck puredark btw)
But well we are getting dx12 anyways with rt in the next patch
dont think theres any dx11 game with fg
older streamline had the ability to support DX11 NV FG
Ofc no DX11 games natively have it
is there even a mod
There are
PD and Doodlez
have both implemented some variation of FG into DX11 games
PD even got +2.7.0 Streamline to work so MFG is available in Skyrim
very neat
I asked Pumbo if we could do the same
but it will be a bunch of work with Luma and he doesnt care that much aboiut FG

we have games like wukong and mhws that turn on fg by default no matter what
fucking shitty devs
Cuz puredark probably wraps it in dx12
dx11 doesn't support rt

it won't slash your fps in half
like it doesn't really impact performance that much on a ps5
Piss 5 cant even maintain a constant 60 even with rt off tho
Dont know why theyre so stuck on native rendering
its not just the gpu that's the problem though
R5 3600 shouldnt be too hard for 60 except in extreme cases
Playing on ps5 i only see brief moments of
60
Which is like wtf even when theres nothing that major going up on screen
Of course wuwa is also even worse with the native rendering bs
15fps slide show
lumina square or even the new area are probably cpu bound
my 2070 super can hold 60 at 4k native
the ps5's gpu should probably be faster
or is it? idk tbh
Man
Or maybe its my friends tvs being shitty
But the frames just feel bad
Or im too used to lsfg

the ps5 version is genuinely that ass
on my 2070 super pc it feels far superior in lumina square and that one new area
hell even in combat I guess because of vrr
honestly either they gotta scale more shit down or cap it to 30fps
Its probably about the same
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
tbh I only said that because its a dx11 game, but idk how relevant that is really
sometimes it pushes ahead when the game demands a lot of memory bandwidth
but most of the time in modern stuff it'll shit itself because it runs out of vram
I literally tried it yesterday too
Damn
yea bro welcome to the club
VRR doesn't even go below 48Hz for me when the game is definitely below that sometimes
It's so ass
the hdr is scuffed and it runs like ass
Yeah
But VRR with Special K helps a lot on PC on the other hand
it does
Small-scale fights are really smooth
like I've said that's part of the reason why its a much smoother experience on my 2070 super and 5900x
But I also have a 4070Ti so it would be really bad if they weren't lol
the other part is because it doesn't get cpu bound in lumina square
damn yea that's going to beat a ps5 pro
Yeah you're probably GPU bound with that GPU
yea
I'm getting CPU bound in Lumina's Square
I have to drop to 1080p if I want a steady 60
forgot to mention I capped my frame rate to 60
Getting 1440p@70fps stable-ish with 1.2 render scale
But it can drop slightly below 60 in heavy areas
Or sometimes go above 90
I guess the ps5 could, but the cpu is still an issue
or 120+ in domains
Yeah
It's interesting though as Genshin is steady 4K@60
I did drop the res in that one new area to see how well it'd run on the 5900x
HSR too
it was at like 80-ish fps while cpu bound
It's just that ZZZ is so heavy
HSR was locked 60 for me
oh you mean on pc
They do the same for Genshin
No, I mean PS5
Didn't notice any framedips tbh
yea, but genshin is aight from what I saw at least
But I also didn't play HSR on PC
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this one has the overworld
its sinking, but not as low as zzz
So mostly 60 with drops to 40 during intense animations
Yeah, ZZZ is pretty bad
Probably not as noticeable due to HSR being turn-based
it was sinking in the overworld, but it seems like it was within vrr territory
ZZZ is very fast-paced
zzz constantly falls out of vrr territory
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I love my 1% lows being 20fps during menu changes
Yeah, on my 9070xt at 4k 0.8 render scale and maxed settings except for mirror reflection set to medium, it barely maintains 120fps in the overworld
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
Yeah, similar for me with 1.2 scale 1440p
ready for fsr 4?
Ofc
also tbf renodx breaks with mirror reflections set to high
Mirror reflection set to high eats a big chonk of fps as well
Sometimes I've seen like 10-15fps difference between medium and high for that
But the visual quality difference isn't really worth it for that
wuwa is terrible I've heard
ZZZ is ever worse in 2.0 than before damn
I played it during launch but immediately switched to PC
Yeah that is what I remember back then
Sub 30fps in combat is crazy
And it's with DRS
Ps5 is prolly getting cpu bottlenecked as fuck ig
They really went and added DRS in 2.0 and it still drops below 30
Those zen 2 cores are not keeping up
Seeing as ZZZ is extremely single-threaded then you bet it is
If only sony/ms waited a year to put a zen 3 cpu in their consoles at least
Would have aged quite a bit better over time I'd imagine
guys can some one help me set up SK HDR ? XD
- Enable HDR
- Enable 8/10bit pipeline remastering + check Keep 8bit UNORM
- It's working
It's that easy
The most difficult part is installing Special K itself
Oh ok :3
is the last version from 4 months ago ?
Yeah it hasn't been updated since 2.0
Thank god I don't pull mid characters like Seed or Orphie&Magus 😌
Yeah it won't work at all in a few days

🫡
But we're getting DLAA!!
DLSS won't do much in this game
Most of the time you're CPU bound rather than GPU
really? I don't have that experience at all
I mean even if it doesnt improve performance much, having an aa solution that isnt hot garbage will certainly help with the visuals
I mean won't do much for performance*
I'll personally be probably using it for the better AA
What's your setup?
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
5800X3D with RTX 3080
very sad how there has been no new GPUs released since the 30 series 😔
Im mostly gpu bound but thats because im on a 9800x3d playing at 4k (0.8 render scale) on a 9070xt lol
But yeah even in that scenario there are still cpu bottlenecks sometimes (not too often but they do exist)
It's correct for the 5xxx series but a 4070 has 3090 performance with half of the power and lower temps
It's definitely an upgrade
true it would be nice to upgrade for better efficiency. this thing is so loud
VRAM is another beast but pure performance-wise the 4xxx series is really good
5xxx on the other hand only brings a cost cut and nothing more basically
I got a 4070Ti from PNY and damn it's silent even under load lol
Only gets audible over 70C, and loud over 80C
This was the main reason I didn't get a 3090 tbh
Mfg and buggier drivers 😻
As they require undervolting to even function normally
400W peak looking ass
might give you enough headroom to enable ray tracing
even more cpu load, the game is gonna explode
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
can't be that bad
what do you mean it won’t ? cutting half of my resolution with DLSS should work better
dont mess with the zzz devs.....
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No mention of dlss or rt on the actual update changelog either
Is it not happening then?
I guess not yet
Oh
So both dx11 and dx12 modes are available simultaneously then
But no dlss in dx11 mode?
🥀

fyi i'll drop D3D11 support
for the renodx mod as well
unless the shaders happen to be shared across D3D11/D3D12 (which i find it unlikely)
I assume dx12 doesn't work for the renodx mod currently right?
unknown
can't tell from the title screen
and game is still in maintenance
i'll need to check in-game when servers are up
probably turbo dead though

I also don't know what is the state of d3d11
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
Trying to use REST do that failed miserably
I'm prolly too dumb to use it correctly or smth idk 
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
Yeah no fsr as expected, but wtf did they block ray tracing for non nvidia gpus too?
💀
I wonder if the dlss/rt stuff will show up if i can get optiscaler working lol
Well its a static element thats always there whenever ur playing the game like 99% of the time so not very healthy for an oled i think
I'll be home from grocery when the patch finishes
Prob will check but i mean we're dropping d3d11 if thw shaders r not overlapping so
Yeah it does lmao (also there seems to be reflex support since optiscaler + fakenvapi able to hook into it to load al2?)
Lets see what happens when server goes live
I explained this already
The game uses a generic shader to draw the UI
if i stopped that shader from rendering on renodx
it would literally stop rendering the entire UI
anyway uh i have some very bad news
looks like every shader changed on d3d11

wait not every shader, looks like some of the uberposts still work, but the lutbuilder is 
it is
D3D12 and D3D11 are an entirely different set of shaders

oh this is going to be painful
shaders on SM6 have different names
and i can't get SRVs to show
ok nvm i got that working
servers up early
Not for eu server at least
😭
We're in.
Cooked 
Does dlss work fine for anyone who has an nvidia gpu here tho
works fine for me
oh so dlss works with optiscaler?
nooooooo
spyware is probably not using opti
I did get it working but only with fsr 2.2
Both fsr 4 and xess are brokey
Well thats a shame but hey its still better than taa ig
the game only provides dlss ? no fsr?
yep
Yeah only dlss
damn another AMD hater after wuwa
and the fucked up thing too is its only avaliable under dx12
even though dlss supports dx11
and fsr4 dont even work... wtf man
with fsr at least they'd have the excuse of no dx12 support kinda
wdym no dx12 support?
fsr2 in 2025 
I meant dx11
Nah wuwa has native fsr 3.1/4 support
not fsr4, they dont
u have to override it
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
im pretty sure thats fsr3?
in game
not driver override
and it doesnt have RT for the most RT capable AMD card, genius move too
Thats the screenshot from my friend
Native fsr 4 upgrade from the driver working after you enable fsr 3.1 in game
yea ik, thats what i meant
Yeah apparently they are working on adding rt support for rx 9000 series
yea i tried to force it, it didnt work, just rainbow texture everywhere lol (it was working last patch btw)
FSR 3.1.5 also works on optiscaler
fsr4?
No
💀
Im gonna try the int8 version of fsr4 and see if that works, thats the last resort ig
Nope still fucked
Oh wait there are newer optiscaler builds on their discord
despite them adding a shader burn
Lemme give those a try
@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
Ok yep fsr 4 works with the latest test build + non linear srgb input

Although xess is still broken
it'll be more obvious at lower dlss resolutions
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
4k?
Yeah its 4k with "dlss prioritise graphics quality" preset (actually fsr4)
1.3 scaling?
Optiscaler says its 1.4
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
I think rt high is full res
hence why its so much more demanding
and yep
do keep that in mind if you decide to use lower internal resolutions
haha right you can't go lower anyway
did it stop stuttering for you now
I hopped off
I played it for like 10 minutes
I'm probably just going to stick with 11
fsr 2.1 has the useless cool quirk of looking semi-presentable at insane ratios like 4x+ compared to fsr 3 being unusable
can't wait to have to render at 240p to make RT playable on an A750
ah nvm, it the dlss presets worked in hsr with opti so I got too hopeful
Yeah youre kinda cooked with xess not working in this game on optiscaler
Oh well there is fsr4 int8 instead
fsr4 int8 takes like 5ms at 1440p lmao

Seems to not have too much overhead on battlemage tho, is it really that much worse on alchemist?
https://www.reddit.com/r/IntelArc/comments/1nixq8d/fsr_4_running_on_b580/
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
using fsr4 int 8
266p -> 800p
works fine
igpu
better than fizzle 2
or fizzle 3
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
oh neat, is that just the most recent test build? I've already been using it for xefg in other games
No its a newer build than that
wait how did you get that then
Like i said its from their discord
#1005863090044284938 message
Is there a reason why this happens? I don't get why the game's rendering can change from patch to patch, outside of super-major patches like 2.0.
Also... how do I swap to DX12?
Uhh this one was pretty major too on the technical side
Adding dx12 mode for dlss and rt
Yeah
But all the techincal stuff came on the DX12 side. So, why did the DX11 shaders change?
Yeah there's some mad shader compliation stutter that takes a bit of time to settle out
Granted, I'm no game designer. I'm just trying to add 2 & 2 to get 4, so to speak.
I hate that it actually looks good, HSR with DLSS (and by extension opti conversion) at anything but native looks melted
My game is just stuttering continuously whenever i move the camera or move 
Restarted 5-6 times but no good
Guess I'll learn how to install SK until the Reno mod gets updated.
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.
Special k supports dx12 so thats weird
Yeah 3dmigoto (and by extension zzmi/xxmi) only has dx11 support unfortunately
So mods that use those (pretty much all of them) are cooked for dx12
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.
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.
It happens because something on the game changed lol
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
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.
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.
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.
FSR 4 works fine for me through optiscaler at least
The game also compiles shader while playing, just give it more time
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
Average ZZZ experience tbh.
I'm on a 7950X3D & 4090. 64GB RAM. No shortage of memory anywhere; still a bit of a stuttery mess.
gave 20+ mins lol but it always stutters when moving camera badly like the frame time graph is a mess
restarted 10+ times
i need to reinstall maybe
Yea, just play wuwa


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)
tbf we also have no official word on if/when dx12 will ever be the default
truthfully i don't really care what the default is.
1 more attempt then i reinstall
Dx12 becoming the default is probably an inevitability
Theyre not just taking their time adding in dlss and rt for fun lol
I'm not paid to work on this, i'm doing this for fun and for my friends pretty much.
Tbh if it ever does get too much for you to keep updating this mod you should consider accepting donations if it helps, personally I wouldnt mind donating a bit here and there to help motivate you in keeping this mod alive (and maybe some others here feel the same way too)
oh it looks like most of the uberposts by a miracle didn't break on direct3d11
I appreciate the offer but i can't really accept donations for this.
it would cause issues with my actual job if i did
Ah right then fair enough
ok since Direct3D11 seems to be mostly working
that has early Direct3D12 support, may do bad things there.
Would you recommend running dx11 or dx12 mode for that one?
Direct3D11
Ok
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)
Yeah in dx12 mode there is some noticeable artificing towards the bottom part of the screen
Other than that it does seem to work so far from a quick glance
Dx11 mode looks good tho
🤔
doesn't happen on my end?
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
Oh and also the wallpapers in the pause menu are completely missing hdr in dx12
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
Character details screen highlights are clipped in dx11
Same for the team selection screen too
Alice looking different
Also holy shit the sig wengine lighting effects are so much brighter than before
Are they actually supposed to be that bright or nah
In dx12 mode both of those screens dont have any hdr at all
In dx12 theyre not quite as bright but still brighter than previous renodx versions in earlier patches
Hmm
Looks tooo bright 
how did u get optiscaler working eh?
mine wont work
I recommend using this optiscaler .dll from their discord along with the latest test build also from their discord (make sure to disable log files in optiscaler.ini)
#1005863090044284938 message
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
I only lost something like 10 fps from rt and gained them back with dlss
It is surprisingly smooth considering how dx11 was
not working for me, weird
optiscaler UI never show up
You are using the dx12 mode right?
yea
-use-d3d12
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
i got it working
bruh
Cooked
I got 2 copies of him on my 4th 10 pull
ofc on the weapon banner i get 4 of his wengine in 1 10 pull, wtfff
Thank you, and I appreciate your response. Very understandable & I greatly appreciate you being willing to still work on this.
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.
Will check later tonight
||It's times like these that I wish I knew how to code, but idk where to even start on that tbh.||
I forgot his name
@polar notch
but the guy who made the mod for opus echo of starsong too had no experience iirc
thats a different person
i dont remember who either
yea
yeah adding hdr to sdr games is easy depending on the game, the framework carries most of the work
The problem is that low level API are a nth times harder to work with than high level ones like OGL, DX9 or DX11
I have constantly heard the remake of ' I dont want to deal with DX12' when it comes to a game
Start with learning a regular programming language to pick up on the principles
then at the same time look into shader programming e.g HLSL
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
What's the difference between low level & high level API?
Actually nvmd, just googled it.
Dayum, you got there fast
It's because DX11 wasn't as broken as i thought it was, i just couldn't read apparently
I understand there will be a DX12 version ready later on but you need more time?
I plan on prioritizing DX12 yes
Makes sense, there's more stuff to do with DX12 probably as they are whole new shaders
@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)
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
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
is it?
i made the mod with DLSS on lmao
damn wtf lol
ah yeah that happens some times.
no
you can avoid that
by doing the galaxy brain shit
I guess the lights are broken with RT on 😭
whats the secret shifu
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

Invoke-ps2exe -inputFile <script.ps1> -x64 -noConsole -requireAdmin
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
i have no clue
😢
@austere void test the latest addon and let me know if you crash with DLSS enabled
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
won’t i have to use SK to get DLSS on? cuz i give it up trying to get DLSS on in ZZZ once i heard i need SK for it >.>
and Reno + SK has had issues for me in ZZZ
if there is another method to get DLSS in ZZZ i will test the addon with DLSS
Can confirm this works
but yeah, causes the UI to become borked
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
create a shortcut
add -use-d3d12 as an argument for it
have you never done that before
u create a shortcut for it, who says anything about SK
💀
nobody said anything about SK
it was mention wanna
e to get pics from brandy discord?
im sure it was about smtg else
i guess some one did try with SK to use that command agrument
ok, so i create the shortcut :3 what next?
read spiwar message earlier
where do i add -use-d3d12?
add it to the end of target outside of the quotation marks
hm, i did try this
and it ever worked
ok will make sure is typed correctly, :3
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
turn off dlss
yeah it works without DLSS
ok so without DLSS, and RT, is there a advantage to run ZZZ in DX12?
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
Is DX12 stable in cities for u? No excessive stuttering i mean
After you give it a bit of time to compile the shaders yeah
Damn my game is broken then 
I really wonder why they didn't add pre-compiling of shaders
It's already there on Android
isn’t that what they do in dx11? cuz DX12 is not officially out
they do shaders compiling when you start the game on dx11 from what i remember
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
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
they did, it doesnt do a lot tho
Precompilation doesnt catch everything on android either
Shaders on android just compiles faster in game so you notice less stutters vs this
it happens, but not all the time
regardless I'm on team dx11
didn't get it working on dix12?
it works, but I just don't want to deal with the problems
understandable
dix12 RT is also broken right now with reno for some reason #1330764788711555166 message
Start-Process -Wait "<zzz launcher>" -Verb open```
right?
oh wait how do you get the -use-d3d12 args then
nvm
got it
Start-Process -Wait "<zzz exe>" -ArgumentList "-use-d3d12" -Verb open```
i don't have her or her signature so uh that's fun but i think i know what's going on, i think this is supposed to be this bright
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
I think you should be able to try her with her sig effects in the vr training mode
i don't think this is a bug
Hmm
but now we upgrade a lot more to HDR
and this means we now get to recover HDR highlighs that were previously capped.
i didn't do this before because it caused issues with NaNs in some levels with some characters but mihoyo must have fixed it or something
because it's no longer happening
this also has the side effect of fixing a bunch of other things that were previously clamped
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)
Ok will try
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
RT works fine for me with reno
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
oh you are using OptiScaler to translate DLSS to FSR/XeSS?
i didn't try that
but native DLSS had no issues like that
Yeah im using optiscaler to translate dlss into fsr4
But i also tried xess and fsr 2/3 as well and same thing
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
Latest build?
Yep
Havent seen that issue on my end
oh
Setting screen
Every setting you set
It might be something u set diff from us
Basically every setting max except high precision character disabled, motion blur disabled and colour filter strength 0
I wonder if its something random like the game forcing ray reconstruction on with nvidia

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
I mean ur spoofed
But RR wont run for you
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
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
no
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

