#✅RenoDX: Zenless Zone Zero

1 messages · Page 4 of 1

strong tide
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actually @mighty moss can you make me a favor and send me your player.log after you go in-game with RT On?

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%localappdata%low/MiHoYo/ZenlessZoneZero/Player.log

strong tide
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Ok i was right

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FUCK

opal cove
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zamn

strong tide
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I got it work on NVIDIA but it was jank xdd

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the game uses NvAPI for RT shit

opal cove
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What was the issue

strong tide
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NvAPI does some fucky things with bindings

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that renodx doesn't like

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i used fakenvapi to kill nvapi on my system and it worked

opal cove
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LOL

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Wait this game uses SER?

strong tide
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it seems to yes

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it's not using just SER though

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it's using more than that because i'm on Ampere that doesn't have SER

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and it was broken for me none the less lol

strong tide
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but yeah it's as i expected

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btw there's hidden dlssg support in the game?

opal cove
mighty moss
strong tide
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the game uses nvapi for RT things on NVIDIA

mighty moss
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These are the settings i used ^

strong tide
opal cove
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Is that something shortfuse can fix

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But yea now we know why no amd support nyehehe

mighty moss
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Ironic considering rt first appeared with this game on consoles running amd gpus

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But on pc for now its officially locked to nvidia gpus and seems to be far better optimized for them compared to amd

strong tide
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no

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this works fine on AMD

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game checks if nvapi RT features are supported, if so it uses some nvidia specific shaders, if not it uses generic DXR shaders.

mighty moss
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Yeah i mean i dont get the rt flickering on amd (but i still get flickering on the bottom of my screen with reno) but i was talking performance wise

strong tide
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i didn't see a huge difference in performance

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between RT On without Reno

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vs RT on with reno with fakenvapi

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i'm on an ampere card though that doesn't have SER

mighty moss
strong tide
mighty moss
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But in other non path traced rt games both gpus are usually quite close in fps

opal cove
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One sec

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Have 4070 ti super

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Uh how do we do the opti method

strong tide
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oh yeah one thing

mighty moss
strong tide
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using fakenvapi on nvidia

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kills dlss and you'll have to use FSR/XeSS

mighty moss
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Install like normal but use dbghelp.dll as the file name

opal cove
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no i know how to install

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do we load reshade from opti

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or do it alongside

mighty moss
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Im loading reshade from opti

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Rename reshade dll to reshade64.dll and enable the reshade option in optiscaler.ini

mighty moss
opal cove
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fsr4 int8 is expensive

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on nvidia

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next to dlss

mighty moss
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Even on 40/50 series?

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On rx 6000/7000 its usually like only slightly heavier than xess

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Is it that much worse than that

strong tide
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it is very expensive on NVIDIA

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5ms on my end

mighty moss
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Oof

strong tide
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vs 1.5ms of transformer DLSS, 0.7ms of CNN DLSS and 2ms of XeSS and 1.5ms of FSR3

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btw

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i don't have that

mighty moss
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Yeah i guess its prolly an amd thing then

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But it does only happen when renodx is active, without it i dont have that issue

strong tide
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🤔

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wtf?

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that is impossible for me to debug sorry

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i don't have an AMD GPU

opal cove
mighty moss
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Guess ill stick with dx11 for now until if that gets fixed somehow

mighty moss
# strong tide

Do you see any perf difference with running opti + fakenvapi vs without btw?

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For rt

opal cove
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already stated up

mighty moss
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Oh

mighty moss
orchid coyote
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So uhh
RT + Reno is broken for now due to NVApi shenanigans?

tacit berry
orchid coyote
opal cove
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@strong tide wait how do you force spoofing on nvidia

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i set nvapi to true in opti

tacit berry
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I'd assume just rerun the installer and say you're on amd

opal cove
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it says spoof on but im still getting the RT noise

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nvm

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its working now?

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oh i haven't injected reshade yet

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lul

opal cove
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41fps with no nvapi stuff

mighty moss
opal cove
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relax

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surprisingly

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i get the same performance with nvapi

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but the stutter is kinda cray cray dog

mighty moss
strong tide
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I fixed it

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this should fix RT when running on NVIDIA GPUs

opal cove
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ZAMN dawg

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what did you do

strong tide
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      //Check if we're a raytracing pipeline using NvAPI SER, it follows this layout:
      //[0] | TBL | 1885845696336 | TUAV, array_size: 1, binding: 0, count: 1, register: 0, space: 2, visibility: all
      renodx::mods::shader::on_create_pipeline_layout = [](auto, std::span<reshade::api::pipeline_layout_param> params) {
        if (params.size() != 1)
          return true;

        bool has_tbl = std::ranges::any_of(params, [](auto param) {
          return (param.type == reshade::api::pipeline_layout_param_type::descriptor_table);
        });

        if (has_tbl && params[0].descriptor_table.ranges->type == reshade::api::descriptor_type::texture_unordered_access_view
            && params[0].descriptor_table.ranges->dx_register_index == 0
            && params[0].descriptor_table.ranges->dx_register_space == 2)
          return false;

        return true;
      };```
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i'm skipping the RT pipeline from being touched by RenoDX

opal cove
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pog

strong tide
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also wait what the fuck

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my GPU supports SER..?

opal cove
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it works

strong tide
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i thought this was restrcited to Ada onwards

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but the game is checking if my GPU supports SER and it says it does so 🤔

opal cove
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🤔

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damn

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this just works

strong tide
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NVIDIA: SER is already accelerated on all NVIDIA GeForce RTX™ 40 and 50 Series GPUs. NVIDIA GeForce RTX™ 20 and 30 Series GPUs also support SER; while the reorder step is a no-op on these architectures, there is no performance downside to enabling it. This allows developers to target all NVIDIA raytracing capable hardware with identical SER code. HitObject that comes with SER is useful independent of sorting.

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ok i don't support SER but SER has no penalty on my GPU

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so the driver just says "sure use it lmao"

opal cove
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lol

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so devs can just target ser regardless

strong tide
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yeah

opal cove
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ok guess I can supermax this shader dump

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@strong tide did the reflection indicating which one's an uberpost just gone now

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ok um this might be one good news at the end of this shit show

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I switched to different stages to dump different variations of the same effect

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only to find

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they're now using the same shader?

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nvm I think my assumptions might be wrong 🙂

opal cove
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ok

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bit of a sanity check

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are these two doing the same thing

strong tide
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erm

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you have no idea what you are looking at right?

opal cove
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here's what happens, they always come before one of the patched shaders (?)

strong tide
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1 sec

opal cove
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turning them off get the brightness up

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im going by vibes but did i get the right one at least

strong tide
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be sure to annotate where you found them

strong tide
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i did a major refactoring of the mod and i moved it to use the ToneMapPass/IntermediatePass/SwapChainPass from renodx::draw, which should make it easier to maintain the mod in the future.
During that move, i also fixed gamma correction and some tonemapping mistakes, which give us some WCG out of the game, and i got rid of the (wrong) midgray and hue correction that assumed this game was using the regular Unity tonemapping (it's not, it's entirely different.).
I also moved the mod to HDR10 by default, this now means you can cope with XeFG on OptiFG, and DLSSG should also work now, if you figure out how to enable it, for those that preferred scRGB, there is now a slider to select the swapchain encoding/colorspace.

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shouldn't have broken anything but let me know

prime igloo
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thank you for your work

mighty moss
strong tide
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Nice lol

mighty moss
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Man this game can look great at 4k with reno, rt cranked up and fsr4 (make sure to view these images in an image viewer that supports hdr avif images)

strong tide
opal cove
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@strong tide

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um

strong tide
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oh god uh

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do you want to learn how to fix this simple shit by youself?

opal cove
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how simple is simple

strong tide
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can you recognize patterners and copy and paste shit?

opal cove
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i guess

strong tide
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good

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follow the instructions on how to setup the dev enviorment and i'll guide you when i wake up on how to fix this shit

opal cove
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yeah im clocking off

strong tide
opal cove
mighty moss
opal cove
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they dont work when posted on discord btw, the colors are fucked

mighty moss
opal cove
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HDR PNGs

mighty moss
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Im using starward's screenshot function and it seems like none of the options they provide work with discord embeds in the hdr formats

opal cove
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reshade has a screenshot function

mighty moss
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Oh

prime igloo
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there's also an addon to automatically copy it to your clipboard, very handy

mighty moss
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Ty

mighty moss
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Just tested hdr pngs and they also dont work properly with discord embeds for me

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Oh it works on mobile but not desktop somehow?

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Wth

karmic atlas
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I'm on the Luma pipeline now

mighty moss
tacit berry
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the fact that the game supports ser is crazy

idle rampart
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@mighty moss did u have a problem where the fsr4 wont work in lobby ?

flat ravine
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@idle rampart no

idle rampart
flat ravine
idle rampart
flat ravine
flat ravine
cedar flume
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I cant get renodx to apply, it loads in reshade but I still get an sdr image

orchid coyote
opal cove
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No

cedar flume
orchid coyote
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SK + RenoDX was never working well for me

cedar flume
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yeah maybe I should just change method, but it always worked before with sk, so strange

orchid coyote
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The benefit of Optiscaler is it allows for proper Framegen

cedar flume
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I dont really need framegen, anyway I tried with inject64 and it works, so sk is just being a dick for some reason

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I could try optiscaler on my laptop tho, xess would really help

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Soooo how do I inject reshade with opti?

cedar flume
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I tried, it defaults to lazy because early is incompatible with renodx according to sk

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im trying optiscaler now

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what dll should I make optiscaler use when installing? Dxgi gets renamed

cedar flume
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yay it works with reno

strong tide
strong tide
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i do think @opal cove just got extremely lucky or something

opal cove
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there mioght be a new issue

opal cove
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yep

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just a psa for those who are still on DX11 (or use dx12 without RT for some reason):
planar reflections are completely gone with the mod enabled

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didn't notice this myself bc i had RT on the whole time

karmic atlas
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They take our medicine (Planar) to sell us their poison (RTshit)

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gaming has fallen

strong tide
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what the fuck

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was this always broken?

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also

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have you checked if DX11 is actually broken?

opal cove
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right image is booting with the game in DX11

strong tide
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because there was a specific shader on DX12 that was clamping the game that i didn't have the time to fix yet

opal cove
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with reno

strong tide
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what the actual fuck

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was this always broken and nobody noticed or is it new?

opal cove
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this is new

strong tide
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i don't touch anything related to reflections though

opal cove
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previously planar reflections worked until you ulted

strong tide
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so i'm very confused LMAO

opal cove
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and then its locked until you restart the stage

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ala this one

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#1330764788711555166 message

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now its just uh, gone

strong tide
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kill me please lmao

opal cove
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at least we know it happens on both dx11/12

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if you turn off RT in DX12 it will fallback to planar and that's also broken with the mod enabled

strong tide
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do you have a very obvious place where it's broken

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that isn't on 2.0 lmao

opal cove
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lumina square at night

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right in front of HIA

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the puddles should just turn into white blobs if planar is broken

opal cove
mighty moss
orchid coyote
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So, do the DLSS presets just not work right now?
Everything seems to be Quality

mighty moss
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Seems like it

orchid coyote
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Can't force DLAA either

mighty moss
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Hard stuck at 1.4 scaling ratio

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Even with Optiscaler I can't force change the ratio

orchid coyote
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Sad as I get exactly the same performance with DLSS on or off lol

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But at least better antialiasing than TAA

mighty moss
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I see improved performance with "dlss" (fsr4) enabled compared to native taa

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But I play at 4k res too which prolly helps there

orchid coyote
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Yeah I play at 1440p

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But my performance drop between RT High and Low is not as bad as on AMD

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10% for Low
20% for High

mighty moss
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30% for low and 60% for high

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And that's on a 9070xt

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Prolly even worse for older amd cards

orchid coyote
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high seems to have 2x the performance loss of low

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But 10% doesn't bother me on Nvidia

orchid coyote
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So it's probably worse

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XeFG works though, sadly with UI artifacting on the upper left corner where the objectives are

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Oh wait

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Enabling OptiFG instead of Streamline fixes the UI issues

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Magic

idle rampart
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i only got black screen lol

opal cove
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or bottleneck somewhere else

orchid coyote
idle rampart
orchid coyote
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So it was expected

orchid coyote
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Nothing else

opal cove
orchid coyote
idle rampart
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this

opal cove
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inject method

idle rampart
opal cove
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how did you get optiscaler in

idle rampart
opal cove
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update zzz mod build yet?

idle rampart
opal cove
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yes

idle rampart
opal cove
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are you trying to use

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dlss -> fsr

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or xefg

idle rampart
opal cove
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that doesn't work

opal cove
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and just fallback

mighty moss
# mighty moss 30% for low and 60% for high

The Bringer did not bring RT with him

Run with RT ON FSR OFF: https://youtu.be/agRrJxGLcxI

  • Notes
    Adrenalin Drivers 25.9.2
    Recorded with OBS NVENC AV1 (Admin)
    Overlay using CapFrameX
    FSR4 enabled through DLSS with Optiscaler

Enabling DX12: https://www.reddit.com/r/ZenlessZoneZero/comments/1o6xfgm/comment/njk0cdf/?utm_source=share&utm_medium=...

▶ Play video
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Wait wtf how does this guy also on a 9070xt see much less performance overhead with rt high than i do

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Hes on a 9950x3d too while im on a 9800x3d so its not like its the cpu affecting things either

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Where is he getting 20% more fps from

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???

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Ok turning off al2 gave me like 7 fps but still

mighty moss
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Oh yeah also some further insight to the bottom part of the display flickering in dx12 on amd

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It only happens when renodx is set to scrgb output

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But doesnt happen when its set to hdr10 output

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Interesting

flat ravine
strong tide
flat ravine
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https://youtu.be/bRiRQql6BYU @idle rampart They are not stuttering with DX12 too doomerWojak

Because Lumina is already CPU bottleneck, DLSS cannot do much to help out lol

  • Notes
    Nvidia Studio Drivers 581.29
    Recorded with OBS NVENC AV1 (Admin)
    CapFrameX for the info overlay

Enabling DX12: https://www.reddit.com/r/ZenlessZoneZero/comments/1o6xfgm/comment/njk0cdf/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1

  • Table o...
▶ Play video
idle rampart
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just play more i guess

flat ravine
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Its fine everywhere else

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Even with dlss/rt off still stuttering doomerWojak

idle rampart
flat ravine
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Hmm

pliant falcon
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Could anyone help me out with how to make Reshade and renodx work with the DX12 version of the game every time I install version 6.6.1 of reshade it just says the game is running abnormally and shuts down after a minute 😭 I feel so dumb.

orchid coyote
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I have no idea

orchid coyote
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On 5700X + 4070Ti

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Better than DX11 stutter wise

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But I also get ~70fps on RT High with this setup

orchid coyote
orchid coyote
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Everything else on max

flat ravine
mighty moss
opal cove
flat ravine
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But like im getting stutters with RT off too which doesnt even use 5gb Vram doomerWojak

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@idle rampart has a 12gb card too i think

opal cove
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AyyMD

orchid coyote
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Optiscaler Framegen + Reshade causes black screen on load

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Over

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Also I think the DX12 mode wasn't published for a reason

orchid coyote
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And makes the game a generally blurry mess

opal cove
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use the built in TAA

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and shimmering use CNN preset

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oh wait the game might be using CNN as default lul

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one sec let me check

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yeah looks like its already booting with CNN as default

mighty spear
orchid coyote
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overrides dont work properly

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the profiles dont change i think

cedar flume
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they do, just use dlssglom and nvinspector

mighty spear
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Oh I found out it's not officially supported yet. Bummer. Lumina Square runs awfully bad under DX12.

mighty spear
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Or this just should work. I've been trying to read the DLSS overlay but...

cedar flume
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it replaces the .bin files in the drivers with the latest streamline dlls

mighty spear
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I'd rather not to mess with global settings. Will try with profile inspector should be easy to figure out. Thx a lot though.

mighty spear
flat ravine
# mighty spear

Can u check if changing dlss mode to balanced/performance there is actually working ingame

cedar flume
opal cove
orchid coyote
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Optiscaler solved it somehow

mighty spear
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The stutter are unbearable though.

mighty spear
orchid coyote
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seems to be lots of weird problems with it

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I don't get stutters but get a weirdly blurry image

mighty spear
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Did you try Lumina Square?

orchid coyote
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yeah

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no stutters

opal cove
opal cove
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Dont know where the blurry image complaint is coming from when this is way sharper than the previous TAA method

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Especially if its dlss with 1.4 scale

mighty moss
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I'm using fsr4 through optiscaler and its noticeably sharper than native taa

orchid coyote
mighty moss
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Even with sharpness set to 0 in optiscaler

opal cove
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Yeah even dlss is noticeably sharper even without sharpening

orchid coyote
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a friend got the same issue

mighty spear
opal cove
orchid coyote
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idk if it's DLSS just not working properly or something

opal cove
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Using rt high?

orchid coyote
mighty spear
mighty moss
opal cove
mighty moss
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And rt in this game hits perf quite a lot heavier on non nvidia GPUs it seems

mighty spear
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I had the feeling RTSS was making things worse as well. But could be placebo or margin error.

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It happens when I walk or move the camera.

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Watch the overlay for performance.

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It looks so good though cannot go back.

flat ravine
opal cove
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something something works on my machine

golden mulch
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Only area exhibiting ‘blur’ seems to be in the menus but that’s more DLSS not functioning outside of the game world, lovely 960p catFlower everything else is sharp though

flat ravine
opal cove
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anything not in the game world is sub native rendering

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shoudl be immediately obvious

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character menus, dialogue etc

opal cove
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and RT

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at one point I ran out of memory to even run LSFG

flat ravine
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Maybe there is memory leak then

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Also 26gb ram usage 💀

opal cove
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26gb is normal

mighty spear
# opal cove

Well maybe I should not expect 120 flat frame pacing as before. But even with no RT it runs the dame. DX11 is 120 flat on that area.

opal cove
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i should note

flat ravine
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DX12 is broken on some GPUs i guess

opal cove
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that the cpu is super dogshit btw

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very cpu limited with RT on

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cant expect much from a 5800x

mighty spear
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That area was killing my 5900X on my old rig, but it was one of the first things I checked when I moved to 9800X3D and it was a huge leap. DX12 though. Not sure they'll be able to optimize much. If they ever decide to release RT anytime soon. Which i doubt.

flat ravine
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DX12 is maybe just broken on your system someone else was also getting crazy frametime spikes with a 5090

opal cove
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50 series de optimization

flat ravine
mighty moss
mighty spear
mighty moss
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Its at pbo mobo limits with -25 co and +200mhz boost

mighty spear
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Mine as well.

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-25 PBO +200Mhz so it booest to 5.4 Ghz.

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Maybe yours is measuring other kind of power thing.

mighty moss
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Its measuring cpu package from capframex so

mighty spear
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But always wonder if I did something wrong.

opal cove
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turn RT off

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restart game

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turn RT on

mighty spear
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Mine is measuring just "CPU Power" from Afterburner haha.

opal cove
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turn dlss off

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restart game

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turn dlss on

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it is something

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there was a guy on 5090

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only getting

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200W usage

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until he did something

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but i forgot the steps

mighty spear
# mighty spear

Yes, might be the GPU, though I was just CPU bound but see how the CPU W go to very low when the FPS decrese.

mighty spear
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Bet something weird with 5000 series. Only 55% GPU usage while pulling 380W. Thats definetely not 55% usage.

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Feels as if DLSS was engaging and disengaging constantly.

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Damn it goes from 200 W to 600 W. I never saw this GPU go over 520 W on rare occasions and I have it undervolted so I play at max usage on 400 W.

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Will stop before experimenting with DX12 on a gatcha fries it haha.

orchid coyote
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DX12 is real broken

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Tried it on my Win11 25H2 OS

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Sttuters going down to even 40fps

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That are just not there when I boot to my gaming drive

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Same driver, same settings, everything

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weird

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DX11 has zero of there issues on the same OS

tacit berry
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um just relaunch the game a bunch and pray it fixes itself

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dx12 isn't always like that

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oh nvm

orchid coyote
tacit berry
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yea

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I'm on team dx11 as well

orchid coyote
#

Hey we heard you like gacha
So we put gacha while launching your gacha

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So you can gacha when you gacha

tacit berry
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wait wdym

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oh

orchid coyote
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ray tracing is cool and all but having to pray to the gacha gods for a stable experience is not so much worth it

tacit berry
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or you can play it on ps5

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and deal with constant fluctuating frame rates

cedar flume
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no problems for me too, apart from dlss not working in some scenes

mighty moss
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Yeah apart from the heavier rt perf overhead and renodx not playing nice with scrgb on amd (although hdr10 works fine), no problems for me on dx12

tacit berry
#

I didn't know apple music can show up in your activity history

mighty moss
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I use music presence to get non supported music players to show up in discord activity

tacit berry
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oh

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I just assumed you have to link accounts

quiet moth
#

From 140fps to 90fps with RT high 💀 that's normal?
I tested with dlss "quality" on 4K output with a rtx4080 and 7800x3d

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My game crash half the time in DX12, with SpecialK + renodx 😔 (I did reset SK ini)

mighty moss
tacit berry
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oh

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I just realized there is a button that says get this status lol

quiet moth
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This was in the new 2.0 area or whatever

cedar flume
tacit berry
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I thought this game's rt was amd optimized

mighty moss
#

Yeah ikr considering its amd powered consoles which have had rt in this game first

quiet moth
#

I get DXGI_ERROR_DEVICE_REMOVED with SpecialK + RenoDX in d3d12
anyone use SK with this ?

Crash when trying to get ingame, after the loading screen

cedar flume
tacit berry
#

I guess just because it runs well on amd console doesn't mean it will run well on pc

tacit berry
cedar flume
#

yeah

tacit berry
#

which is kinda crazy? why is it using ser

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only like 2 games use that

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and they are "full rt" games

cedar flume
#

dunno maybe the unity build they use have that as default?

tacit berry
#

urp doesn't have ray tracing

mighty moss
quiet moth
#

They are still based on Unity 2019.4.40f1, and URP yeah!
They could've updated their fork and not update this tbf

cedar flume
#

dunno then

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they just wanted to use it i guess lol

mighty moss
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Need optiscaler to spoof gpu to nvidia to even get the rt options to show up in the first place

tacit berry
#

also

#

doesn't the latest dxr include ser or smth?

cedar flume
#

yep

tacit berry
#

using nvapi for it is a little strange

quiet moth
#

@strong tide Your renodx mod always crash after the first loading screen (TV screen), if I have DLSS enabled in the game :/

I tried with d3d12.dll in the game, with inject64.exe and even with SpecialK.
Though it works perfectly (HDR working) when I have DLSS disabled in the game

The reshade log (when using d3d12.dll directly) here: #1330764788711555166 message
Thank you

And here's a log from SpecialK (DXGI_ERROR_DEVICE_REMOVED) below

EDIT: It seems to work when using Optiscaler to inject reshade (and reno), I get HDR with DLSS this way, really weird...
But I go from 140fps to 85fps when using Optiscaler 💀

tacit berry
#

fyi you can rename the dll to d3d12.dll

#

or use optiscaler

mighty moss
#

Why do you need to use specialk specifically anyways

quiet moth
#

reshade you mean ?

mighty moss
#

Yeah exactly reshade can run without specialk in this game

tacit berry
#

I think special k is cooked with the latest reshade version

cedar flume
quiet moth
#

I prefer not to add dll in the game folder
also it has a great framelimiter and nvidia reflex

I could use display commander addon in reshade I guess..

tacit berry
#

rtss is an option as well, but its reflex implementation always seemed weird

mighty moss
#

Rtss reflex mode doesn't work in zzz I think, at least when I tried it with fakenvapi on my amd card to inject al2

#

But I have had that working in other games so I think it's the game's fault there

tacit berry
#

special k detects the game's native reflex

#

idk if its even on in the first place, but you can use it to override the setting

mighty moss
#

Yeah I also haven't been able to get the al2 frame limiter working through optiscaler + fakenvapi in this game either

#

While it works in other games

tacit berry
#

dang

mighty moss
#

Although the rest of the al2 functionality seems fine (al2 overlay shows up and reports a latency reduction having it on vs off)

tacit berry
quiet moth
# tacit berry use inject64.exe

"C:\ReShade\Run_ZZZ.ps1"

Start-Process .\inject64.exe -ArgumentList "E:\ZenlessZoneZero Game\ZenlessZoneZero.exe" -WorkingDirectory "C:\ReShade" -Verb RunAs
Start-Process -Wait "E:\ZenlessZoneZero Game\ZenlessZoneZero.exe" -ArgumentList "-use-d3d12" -Verb open

Do I need to put ReShade64.dll in C:\ReShade ? doesn't work...
or I need to rename it

tacit berry
#

I'm going to be honest

#

wait hold up

#

launch cmd as admin

#

then use it to launch inject64

#

open the game and it should inject

quiet moth
#

I just do run ps1 in right click menu and it ask for UAC twice

#

nah I want a script lol

tacit berry
#

fair I've never tried using any scripts with it

quiet moth
#

Ah it's because the first argument is the exe name, not it's path 😅

#

Well, I still crash after first loading screen 😔

tacit berry
#

dang

quiet moth
#

I launched without reno/reshade, disabled dlss ingame, and now it works lol, weird

#

And tried to enable dlss afterward and it crashed lol

opal cove
#

what are you doing

#

don't use inject64

#

just rename reshade to d3d12.dll

#

the game doesn't check for it

#

or use optiscaler renamed as d3d12 and inject reshade through optiscaler

#

don't use SK unless you actually use the SK features

#

since it has its own overhead

mighty moss
#

Yeah I noticed SK had a good bit of performance overhead compared to without

opal cove
#

yes

#

reshade by itself has less overhead

quiet moth
#

I prefer to use an injector than a dll in the game folder

#

Also I bet it will also crash in dlss enabled with d3d12.dll
it works fine without dlss, d3d12 with inject64.exe

opal cove
#

why dont you try it

#

and come back

#

because this issue has been reported before

quiet moth
#

I put reshade 6.6.1 as d3d12.dll alongside ZenlessZoneZero.exe, then launch that exe and it doesn't even inject lol

opal cove
#

only if you launch it in dx11 mode

#

remember to actually launch in dx12

quiet moth
#

right

#

It also crashed, after the TV loading screen

#

only happens when I start with reshade+reno on d3d12, with dlss enabled ingame

#

not SK or inject64.exe issue

opal cove
#

then inject through optiscaler then

#

opti as d3d12

#

in optiscaler.ini, inject reshade set to true

#

put reshade as reshade64.dll in game folder

quiet moth
#

if sk and inject64 and reshade dll all fail specifically with dlss, I doubt this will work lol

#

Damn, it works with optiscaler, really weird

orchid coyote
tacit berry
#

what gpu

orchid coyote
#

RTX 4070Ti

tacit berry
#

wtf

quiet moth
#

reno spam this 02:51:26:073 [ 6104] | INFO | [RenoDX] mods::swapchain::OnCreateResourceView(upgrading, found_upgrade: true, expected: true, view type: texture_2d => texture_2d, view format: r8g8b8a8_unorm_srgb => r8g8b8a8_unorm_srgb => r10g10b10a2_unorm, resource: 0x000001ff2de18a40, resource width: 3840, resource height: 2160, resource format: r10g10b10a2_unorm, resource usage: render_target) 🤔
can it reduce fps ?

tacit berry
#

what resolution

orchid coyote
tacit berry
#

damn

orchid coyote
tacit berry
orchid coyote
#

And it sometimes randomly jumps to 100%

#

Then back to 60

#

This game is cursed

tacit berry
#

it gave me a pretty big boost on my 2070 super

#

4k 60 is somewhat viable with it

quiet moth
tacit berry
#

that's huge

#

it didn't sink my frame rate that much

#

under dx11 at least

orchid coyote
quiet moth
#

I mean I have 140fps in d3d12, without reno/optiscaler

orchid coyote
orchid coyote
quiet moth
#

Well the game crash with DLSS, if I have reno/reshade without optiscaler 😩

#

can I like mostly disable optiscaler and just have its inject reshade stuff?

orchid coyote
#

I just sent back to DX11 + Special K
Zero issues and the game is buttery smooth

quiet moth
#

Yeah of course, but I want dlss lol

orchid coyote
#

DX12 needs some more time in the oven
Maybe it will be better in 2.4

#

I hope

tacit berry
orchid coyote
quiet moth
quiet moth
#

SK overheard I guess

#

Oh it's probably nvidia reflex in SK

quiet moth
#

Without reflex I get ~120-125fps

quiet moth
orchid coyote
quiet moth
#

I just use a 90fps cap on my gsync display and it's smooth, never dips
with reflex+boost

mighty moss
#

Also renodx/reshade itself barely has any overhead afaik, a lot less than special k anyways

quiet moth
#

reflex: off: 120fps
reflex: on: 110fps
reflex: on+boost: 95fps

wut

#

I thought +boost wouldn't reduce fps 🤔 just increase power draw

quiet moth
mighty moss
#

Special k overhead is still there even without reflex anyways

quiet moth
#

Yeah, it's not nothing

#

I wonder if inject64.exe can load a ReShade.ini alongside it, instead of polluting the game folder 🤔

quiet moth
quiet moth
#

Normal that increasing game brightness (203 vs 406) make the characters skin pink ?
D3D11 here

#

Ah it's fixed if I set UI brightness to the same value (so both 406)

#

seems like a bug, UI brightness impact the whole image when you put it below game brightness
Especially when UI brightness is <50% of game brightness

#

@strong tide ^, sorry if this was already reported 😅

tacit berry
#

um idk about that one, but I've seen a different issue reported

#

relating to the ui brightness not matching game

quiet moth
#

@strong tide
Another bug, the game reach +1200nits, while I have 1000 nits peak 🤔
And this is just reshade+renodx, no SK and no color grading

#

Weird bc even with lilium "tone mapping" targetting 1000 nits, it still overshoot similarly

#

On another note, would be cool to have the ability to disable Lucia shader (the one that remove saturation and adds a dull vibrance or smth)

strong tide
#

literally anything you change requires a scene reload

strong tide
#

because it's so far removed from standard Unity URP

#

that it kinda doesn't matter

quiet moth
opal cove
#

something wrong with the final output shader on dx11 specifically

mighty moss
quiet moth
#

@strong tide Another weird bug: Yuzuha eyes (and hands?) during her ult, d3d11
I don't think other characters have this

mighty moss
#

Yeah i noticed that too, forgot to mention it

strong tide
opal cove
#

surprisingly no one caught it on dx11

#

random play sign

#

left is dx11

#

exact same settings

opal cove
#

the person is here

quiet moth
#

are you maple alt account ?
I think they are old enough to tell me if it bothers them

Meanwhile I only ping for bugs, so they don't get buried into this thread
So they can more easily search these

opal cove
#

thats very out of left field but no

quiet moth
#

Do you have a preset for this new version ? (well considering d3d11 and d3d12 look different rn, a bit hard to for now)
I use this for now

#

(only 140 when I play late and with nearly no ambient light)

opal cove
#

11 and 12 should not look different

#

thats the issue here

quiet moth
#

yeah what I'm saying

#

Does the issue about UI brightness < game brightness looking weird, is only on d3d11 ?
or also d3d12 (but looks differently for another reason, like spiwar screenshot 🤔 )

opal cove
#

its not about UI or game brightness

#

you can have it be double game brightness

#

and it will look cooked

#

ala

quiet moth
#

Well if you put ui brightness at 50% of game brightness, orange gets pink , weird
skin, some buildings that are relatively bright

#

I guess, though it's way less noticeable when it's 200%

opal cove
#

the issue persist no matter what ui brightness or game brightness

#

double check with dx12

quiet moth
#

oof, when both are at same value it seems relatively normal though

opal cove
#

not really no

quiet moth
#

203/203 vs 500/500 ?

opal cove
#

doesn't matter

#

just compare to reference

#

dx12 vs dx11

prisma dome
mighty moss
#

@quiet moth does reflex fps limiter work for you in display commander in this game?

mighty moss
#

🥀

opal cove
#

don't worry he'll be back with a new alt

strong tide
#

did he get banned or did he see our messages on Special K and left?

strong tide
mighty moss
#

Nvm my question was answered in a different way anyways

#

I asked the display commander dev to add fakenvapi support for the reflex limiter which he did, and somehow dc's reflex limiter actually works for zzz for me unlike optiscaler lol (al2 only works in dx12 not dx11 tho)

#

The build for that in question for anyone else interested
#1423918603035476041 message

strong tide
#

Ok i figured out why DX11 is broken

#

and that is because i'm fucking stupid in a different way
they added a new shader after the uberpost

#

i ""fixed"" that shader on d3d12

#

but it breaks d3d11 in a different way

#

no wait

#

It's D3D12 the one that is broken LOL

#

@opal cove so

#

remember this shit?

#

they apply the shader from there everywhere now

#

it was already kinda fixed on d3d11

#

but d3d12 just does a no-op and doesn't run that shader at all

#

which is why it looks the same as the previous versions

#

it looks the same as the previous versions because i nuked the shader mihoyo added KeKw

#

god i hate this shader i have no idea what it's doing on both dx12 and dx11

opal cove
#

oh god lol

strong tide
#

what this shader seems to be doing

#

is applying fucking scanlines to the screen?

#

anyway you are correct that it does look kinda clipped

#

so i'm probably unfucking this shader wrong on both d3d11 and d3d12

karmic atlas
strong tide
#

you know what this shader is too fucked i'm going to upgradetonemap

strong tide
#

@opal cove i think i unfucked both d3d11 and d3d12

#

pls test

mighty moss
# strong tide

Yeah seems like sig wengine effects are the same brightness between dx11 and dx12 now

strong tide
#

I kinda like how it looks though, even it's a bit strange lol

#

i'd imagine her sig is self-emitting a lot of light for some reason that just gets clamped to SDR by RGBA8_UNORM

mighty moss
strong tide
#

correct for both

#

reflex is only on for DX12

#

fakenvapi can add latencyflex to anything

#

but it's quite a bit worse

mighty moss
#

But i guess its still better than nothing right?

#

Or amd's driver level og antilag

mighty moss
#

Nvm the low fps for a couple sec every time theres a large fps fluctation with latencyflex is too annoying for me

opal cove
#

I was using that for my igpu laptop

mighty moss
opal cove
#

i dont want to pull my laptop out but you can use fakenvapi without opti

#

it should automatically detect AMD

#

and switch to AL2

#

and not latencyflex

#

if you check the logs

#

just use the correct dll name

#

orwhatever

#

nvapi64.dll

#

or use one of the typical dll names

mighty moss
#

But with neither display commander or opti it does nothing

#

I enabled logs for fakenvapi and none are being created

#

I tried with both the dll name as nvapi64.dll and fakenvapi.dll

opal cove
#

looks like fixed

opal cove
#

i do have this picture saved on my desktop

#

anyways if u can find a way to get it working it should work even without opti

orchid coyote
#

I thought it improves performance?

opal cove
#

lol

#

well now you know bud

#

it doesn't \

#

it could be neutral or slight perf overhead

#

which on this game

#

is a perf overhead

orchid coyote
opal cove
#

he's someone who was banned on this server before

#

not his first alt hehe

orchid coyote
opal cove
#

sure

mighty moss
opal cove
opal cove
opal cove
#

if you're still using sk

mighty moss
# opal cove

Yeah i tried with these exact same values and still fakenvapi doesnt do anything without opti or display controller

mighty moss
orchid coyote
mighty moss
#

Also says al2 dx11 initialization failed in the logs

#

Is al2 dx11 just specifically borked for rdna4 or smth

#

😭

opal cove
#

lol rip i have rdna 3 780m igpu

#

@strong tide I think whatever that shader was doing, maybe affected the reflections?

#

planar reflections are back in full swing

mighty moss
# opal cove lol rip i have rdna 3 780m igpu

I uses to have a rdna3 gpu a while back and tried fakenvapi there too in this game but it always used latencyflex no matter what I did, but that was way before the current patch ofc

#

But well anyways if anyone else on an amd gpu is able to get fakenvapi to activate antilag 2 in dx11 lmk

opal cove
#

so previously planar reflections are broken in both dx12 and dx11

#

now its fixed

#

in DX12

#

where you can already replace it with RT reflections

#

and not dx11

strong tide
#

what the FUCK

#

why did that fix planar reflections on DX12

#

but not on DX11

#

am i getting cucked by 3dmigoto here?

#

but truth to be told

#

i have no clue what the fuck this shader is doing

opal cove
#

i double checked by loading the previous version and planar was not working dx12

strong tide
#

i can actually kinda believe this shader affecting planar

opal cove
#

so whatever changed this patch definited fixed it

strong tide
#

because planar broke on dx11 previously

#

when i touched this shader to fix the character intros

#

I feel like 3dmigoto decompilation is owning me

#

i had 3dmigoto (the DX11 SM5 decompiler) introduce some bizarre issues thanks to broken decompillation

#

the DX12 SM6 decompiller is a lot beter at not fucking up

opal cove
#

damn how do we deal with that

strong tide
#

i'm going to try something

#

copy and paste the SM6 decompillation on top of the SM5 shader KeKw

#

it's still technically the same shader so it should owrk

orchid coyote
#

This game is so cursed

strong tide
#

the SM6 shader uses features not present in SM5

#

alexa play despacito

#

ok time to test something

#

i'm going to stop replacing the vreffects shader on dx11

#

if that restores planar reflections i'm going to kill myself (and get creative)

strong tide
#

so it breaking ZZZ in some way would be pretty on brand

#

ok it is not that shader that is breaking planars on DX11

#

not modifying that shader at all still has broken planars on DX11

orchid coyote
strong tide
#

not exactly but it's the more comfortable one

#

ok bad news

#

planars seems to be killed by resource upgrades on D3D11

#

i disabled shader injection entirely on ZZZ and it planars are still fucked

#

the planar reflection is likely a RGBA8 texture that doesn't like being upgraded

#

ok fine

#

the shady ass renderdoc fork won

#

i can't debug this with renodx-devkit

strong tide
orchid coyote
strong tide
#

I GOT NSIGHT WORKING GET FUCKED MIHOYO

karmic atlas
prisma dome
# opal cove dx11/dx12

The one thing that kinda sucks is that DX11 only gets the planar reflections, but nothing in real-time, i.e, when the character stands next to a window etc.

#

Honestly, if someone made an ultrawide mod, I'd jump ship. The other mods would suck to lose, but they aren't extremely important.

opal cove
#

planar reflections are real time

prisma dome
#

Not really. Not like the RT ones anyways, as far as this game is concerned. Model reflections don't seem to show up at all.

#

Unless there's a setting I need to change.

opal cove
#

whatever you see not showing up

#

are cubemaps fallback

prisma dome
#

@strong tide Update is solid, btw. Do the extra settings work for DX11, or just DX12?

opal cove
#

especially windows

#

you can check by yourself

#

turn off mirror reflections

#

and they still use the same cubemaps

#

those surface don't use planar

prisma dome
opal cove
#

do you not understand

#

one second

#

mirror reflections high

#

mirror reflections OFF

#

this is because this is a surface that doesn't use planar regardless of whether you turn it on or off in the first place

#

likely for performance reasons

#

planar in this game is real time and includes pretty much everything

#

sometimes even more than actual RT

prisma dome
#

So, what surfaces are they actually supposed to show up on? Because I haven't seen a reflection once in this game & I've been playing for a year now.

opal cove
#

lmao

prisma dome
#

Are you gonna answer my question, or just be an asshole?

opal cove
#

one sec

#

how have you been playing a year and not notice that

#

the ground on every VR room

#

is planar

prisma dome
# opal cove

Tbf, that's pretty hard to notice in real time. I only access this room during dailies, so I'm in & out pretty fast. The reflection doesn't exactly stick out either. But, fair enough.

opal cove
#

this is also a good example of where they fucked up RT btw

#

the roughness is way different in RT mode

#

when its supposed to be a very reflective floor

#

in general, when you turn on RT

  • every surface that used planar will switch to RT
  • some surface that used only cubemaps before (windows) will start using RT
prisma dome
#

During the beta leaks for this patch, they showed reflections in one of those windows that apparently use cubemaps, can't remember if it was the one at Random Play or not. So yeah, more reflections like that would be great.

opal cove
#

thats one improvement since RT can do it without tanking perf

#

and significantly higher resolution

#

otherwise planar is already on most surfaces

#

just way blurrier

prisma dome
# opal cove the roughness is way different in RT mode

Maybe they're using a general setting for surface roughness? I use the RTGI shaders & I have it set to where I can see light reflecting harder on some surfaces without affecting how it looks outdoor pavement & whatnot. Otherwise, I'd have to manually set it for each room.

#

Granted, that would be a pretty lazy approach for HoYo devs, but they probably ran out of time.

opal cove
#

🤷‍♂️

orchid coyote
# quiet moth

This issue is weird
DLSS + ReShade as d3d12.dll crashes
So do you all guys just load via Opti?

tacit berry
prisma dome
#

For a typical ultrawide, sure.

#

The game actually natively supports 32:9.

#

But the game is putting black bars on the UI to hide the sides.

tacit berry
#

oh

#

ic

#

anyway I was shocked to see the fmvs in ultrawide

tawdry python
#

What stage is this mod in right now? Where can I get latest version and which Reshade version should I use?

orchid coyote
#

Other than that some minor visual glitches

tawdry python
#

If I don't care about reflections (RT off) but like DLSS means I should just use dx11? Didn't even know it supported dlss

cedar flume
#

dlss doesnt work on dx11

potent nimbus
strong tide
#

Hewwo, pretty major update today:

  • Planar reflections fixed on D3D11, hopefully this fix won't cause other issues.
  • Added 21 D3D12 shaders fixed by @opal cove, with this, D3D12 should have parity or execeed content coverage compared to D3D11.
    https://github.com/MapleHinata/renodx/releases/latest
    Grab it on Github!
GitHub

Features

silenthillf: adjust defaults, add gamut mapping, disable sliders with vanilla #409 (Musa Haji)
re4remake: use ReinhardPiecewiseExtended #409 (Musa Haji)
re7-2r-3r-village: use ReinhardPie...

strong tide
#

if someone can aggregate the remaining issues for both D3D11 and D3D12, i'd appreciate it

#

do note that things that were broken prior to 2.3 might no longer be broken

#

because of the mod reworks required by d3d12 lol

mighty moss
#

Doesnt seem so

opal cove
mighty moss
split path
#

How do I get the borders back in windowed mode?

mighty moss
mighty spear
prisma dome
#

Keep in mind that it will break any XXMI-dependent mods, though.

mighty spear
#

Oh yes I tested that, but runs kind of awfully bad. Just wanted to know if this could be a thing MHY is actively working and will be seriously implemented or if the final product would me mostly as it is now.

prisma dome
#

I imagine improvements will come over time, and Nvidia will probably need to release a driver update for it.

austere void
orchid coyote
#

It's working
But it's not stable

#

If it works then good for you, but there are some weird issues with people having lower performance, stutters or straight up crashing

#

DLSS implementation is also very basic, it's not working properly

orchid coyote
austere void
# orchid coyote It's working But it's not stable

I’m surprised it’s at this stage :3 guess the Nvidia stuff comes with some pre-made stuff? whatever do you call the kit, then the rest is polishing and making sure it works with the game build

orchid coyote
#

Everything else after that is the problem

orchid coyote
cedar flume
#

@opal cove could you share your reno preset? I liked the one you made for wuwa, mine always looks like somethings off

opal cove
#

Video?

opal cove
#

Im not sure how to deal with it yet...

opal cove
#

increase contrast to 70 (and additionally highlights 70 for a bit of extra punch)

cedar flume
opal cove
#

OBS

cedar flume
#

thx, downloading now

prisma dome
#

Granted, that's only a workaround. HoYo should be working with Nvidia to get a driver update specifically for DLSS.

opal cove
#

won't work

#

you're welcome to try.

cedar flume
#

last attack of lucia, around 00:04-05

cedar flume
opal cove
#

weird in what way

cedar flume
#

dunno, somethings off

#

like I said before

opal cove
#

yes but how would you describe it

#

give your best attempt

cedar flume
#

like, the red flash when enemies attack you

#

its weird

opal cove
#

you're thinking of something different than i am then

#

the red flash is normal to me

cedar flume
#

it should match sdr right?

opal cove
#

mostly

cedar flume
#

wait i'll show you with some screens

#

nvm its too fast to capture on screens

opal cove
#

screen record

cedar flume
#

yep

#

1 sec

#

this is sdr

#

this is hdr

#

am I crazy or is the red flash different

feral gulch
#

hdr version has some blowout

cedar flume
#

you are right it was blowout

#

i had no idea

#

@opal cove sorry

opal cove
#

all g bro

opal cove
# cedar flume

@strong tide lmao how do you patch a VR effects shader

#

wait don't answer that yet let me see if I can figure it out just from one of your finished products

cedar flume
#

good job it works

opal cove
#

good

cedar flume
#

so only thing to fix is character menu

split path
#

So there's no way to use renodx with bordered windows for zzz?

opal cove
#

🤷‍♂️

split path
#

😔