#✅RenoDX: Zenless Zone Zero

1 messages · Page 5 of 1

orchid coyote
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@strong tide any idea why the game still crashes with DLSS enabled if ReShade is not injected via Opti?

strong tide
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It's resource upgraded related

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It works with dlssfix btw

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If you have access to that

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The game code gets unhappy if I upgrade the resources the game sends to dlss

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For some inexplicable reason optiscaler fixed that

opal cove
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I think the glow is the remaining issue left after yesterday

prisma dome
strong tide
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Upgrading resources like renodx does is always going to be something a bit jank because we're not modifying what the game is doing, we're just upgrading things and hoping the game doesn't get mad about it

strong tide
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if we're upgrading that ratio, at that point just upgrade every rgba8 texture regardless of size

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from where did you even get the other ratios from btw?

opal cove
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for 16:9 and below its a 2.1:1 ratio

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and then slightly wider for ultrawide ratios

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the mission finish logo is that S thing after you complete a mission

opal cove
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wait lemme double check

opal cove
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OK I think it clicked on why the colors looked wrong now

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@strong tide the borked colors wasn't from the refactoring/moving to reno defaults but it's from vreffects

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you did a no-op before on those shaders right?

strong tide
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ah wait

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i think i know why that's wrong

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i have an idea

strong tide
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the problem is it adding new issues

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you know what, fine, whatever

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if it breaks shit i can always blame you

strong tide
opal cove
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yeah

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all the color shifts are all in that shader 😭

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how do you use upgradetonemap right btw

strong tide
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do you think this looks fine?

opal cove
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no-op / latest addon

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looks closer now yea

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yeah this is good

strong tide
# opal cove how do you use upgradetonemap right btw

i mean it's as people told you, you give it color_untonemapped, color_tonemapped and color_tonemapped_graded
before color grading, you apply a tonemapper, give it to the color grading shader, and after you do color grading, you give the 3 variables.

The thing is though, what tonemapper you use there "matters".
NeutralSDR works ok if the image isn't tonemapped already and we're applying tonemapping for the first time, but on the case of the vreffects shaders, we're using UpgradeToneMap after we apply our own tonemapping, and using NeutralSDR is actually really bad there because it will fuck with the colors, so you should instead use a display mapper like DICE that is hue-preserving set to output 1.0f (SDR) with a high highlights curve

opal cove
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oh

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so like musa mentioned

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use dice

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make sense

opal cove
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btw possible to add a shortcut to snapshot devkit?

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I lifted the devkit wino made for wuwa but pressing F5 doesn't do a snapshot

strong tide
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that's something from a PR shortfuse hasn't merged yet

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(and i won't merge it because it will make keeping track of the main repo annoying)

opal cove
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kk

strong tide
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anyway

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Hewwo, new version is out on Github:
https://github.com/MapleHinata/renodx/releases/latest
This fixes the regression on color hue introduced by the 2.3 update, and adds in some fixes contributed by @opal cove, with those being

  • Unclamps two new shaders on D3D12
  • Unclamps certain areas like the character menu by upgrading more aspect ratios.

As always, please let me know of any issues, and if any regression happens, know that it's @opal cove's fault.

opal cove
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i'll ping if anything else happens

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but since the excessive glow happens on both d3d11 and 12

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u got any idea on why its happening yet

strong tide
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i told you what it is already

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it's stuff that it's clamped by RGBA8_UNORM in SDR

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that is no longer clamped since now instead of having a whitelist of every shader RTV to upgrade

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we just upgrade all the shaders that match the aspect ratios we defined

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this didn't work previously because mihoyo did some shit math that propagated NaNS

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but they seem to have fixed that and we can ditch the whitelist approach

opal cove
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oh yeah

strong tide
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the whitelist approach was giga fucking ass

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because even if a shader didn't need fixing, you'd still need to whitelist it

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and that was painful manual work

opal cove
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💀

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btw

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for sm4 decomp

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is it the same command

strong tide
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no

opal cove
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or are we using 3dmigoto and doing something slightly

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different

strong tide
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3dmigoto

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remember the cmd_decompiler from the renodx getting started docs?

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we use that

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ls | Where { $_.Extension -eq ".cso" } | ForEach { cmd_Decompiler.exe -D $_.FullName }

strong tide
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it is not a bug, it's HDR that was clamped and now it's not.

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the only reason it looks excessive is because the game lighting is shit

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if it bothers you that much, find the shader that creates the VFX and add a saturate at the end

strong tide
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(but i do not think this is a bug and i will not fix it)

strong tide
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be careful with that

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(a shader might be reused multiple places)

opal cove
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I'll check with a few chars

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assuming it doesn't break anything else will you take the pr for it tho

strong tide
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begrudgingly yes.

opal cove
opal cove
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@mighty moss

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test

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wait

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should deal with the bloom issue

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as long as you toggle this on

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almost forgot, DX12 only

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I'll get to the dx11 shaders some time in the future hehe

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with this dx12 is donezo

mighty moss
# opal cove

I'll test later, been quite busy for the whole weekend

strong tide
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you don't have to do the other shaders now.

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but having a toggle that only works on D3D12 is bad

opal cove
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im gonna do dx11 before making a pr

strong tide
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ok good

opal cove
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god i hate how abstract sm4 is

opal cove
orchid coyote
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Is the eye glowing issue still present or is it fixed now?

opal cove
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@strong tide gonna make a pr, reorganized the folder for dx11 to be same as dx12, mind if i add a preset as well

karmic atlas
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Congrats

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Spiwar... The HDR council has declared you a honorary modder

strong tide
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btw does anyone know if the SEED ult is still broken?

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2.3 fixed some shaders generating NaNs so it's possible that was also fixed

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anyway

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Unless new issues are found, the mod looks pretty stable atm?

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I'm not aware of anything else that is still broken other than the DLSS crash, but that is unfixable on my end, renodx-dlssfix should fix that if you have access to the early access channel on the renodx Discord, or OptiScaler.

opal cove
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looks like whatever was patched/changed fixed the camera function as well (if anyone even bother to use this)

strong tide
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Actually

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let me do a thing

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let me get rid of the logspam that happens in D3D12

cedar flume
strong tide
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it crashes if you don't have optiscaler installed

cedar flume
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Also I guess you could add a reset all button for the preset near the hdr look, if you want

cedar flume
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right also, dunno if its been mentioned before, but is it normal for the characters screen to look very exposed when changing presets?

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like this

prisma dome
orchid coyote
cedar flume
# opal cove

I didn't mean that, this happens even when changing scenes, the only way to make it look normal is to have no modifications to the preset applied

opal cove
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🤷‍♂️

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you're gonna need to actually describe the issue in more detail

feral gulch
# cedar flume

even though this is a jxr, it peaks at 203 nits. something is clamping to game brightness causing it to look overexposed / clipped for you

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fwiw i can't reproduce based on the details you gave

cedar flume
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Are you on dx12?

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I'm using optiscaler with dlss

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I'll send more screens when I'm home

opal cove
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try this

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can't reproduce the issue you're seeing so i dont know bud

cedar flume
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Thanks, I'm in uni rn, I'll try it when I get home

opal cove
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if that doesn't work then just deal with it

feral gulch
cedar flume
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My dumbass just remembered that I enabled rcas in optiscaler, could that be the cause?, nvm its not

orchid coyote
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Does Opti have any performance impact when using it to only inject ReShade?

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Framegen doesn't work unfortunately so it's not of use for me with an Nvidia card

cedar flume
mighty moss
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In vr training, wipeout screen and pause menu background has a green tint instead of yellow

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Im on dx11 rn tho lemme see if it also happens in dx12

mighty moss
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Ok the issue isnt there on dx12

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Just dx11 then

cedar flume
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i'll send a video to describe the problem

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btw new reshade update dropped

orchid coyote
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The difference is normal I think?

orchid coyote
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It's a bug

cedar flume
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and it only happens in the character screen

solemn pasture
austere void
prisma dome
feral gulch
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it looks kinda cool

austere void
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Like for half a second the screen goes black

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I’m trying to record it with OBS

mighty moss
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With sanby/orphie/trigger

austere void
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Yeah

mighty moss
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That was in dx11 tho, idk if its also there in dx12

austere void
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I don’t care about Dx12 since that is not official supported

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So i;m on dx11

prisma dome
austere void
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Also how do i record in HDR with OBS?

prisma dome
# austere void Also how do i record in HDR with OBS?
  1. Go to Settings > Output. Set Output to "Advanced" & under "Video Encoder," select either "NVIDIA NVENC AV1" or NVIDIA NVENC HEVC" (40 Series & up support AV1, 30 Series & up support HEVC). Make sure your Recording Format is set to Hybrid .MP4.
  2. Go to Advanced. Set "Color Format" to P010, set "Color Space" to Rec. 2100 (PQ), and set "Color Range" to Full.
  3. Exit Settings, and right click on your game source & select "Properties." Scroll down & make sure the RGB10A2 Color Space is set to Rec. 2100.
prisma dome
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Oh, btw: If you're using Game Capture for your source, you might have to reopen OBS with admin privileges to be able to record ZZZ.

austere void
prisma dome
# austere void

Hmmm. The bug seems to be with Trigger's final shot from releasing Basic Attack. I'm not getting that bug on my end. Maybe it's an issue with that specific area? Try the photo event stage & see if the same thing ocurs.

austere void
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I haven’t started that stage

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Event

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Let me see if i get it in some other game mods

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This was shyiu

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Also Seed also has 2 of them getting black screen

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same as when it was in Shiyu

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Trigger has the black screen, Seed too, and Orphius

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Hell Orphie has 2 black screens XD one on normal attack and one in Ultimate

opal cove
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...?

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Just set as d3d12.dll

opal cove
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One sec

opal cove
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looks like some yee yee ass branch of the code

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is running in h0

solemn pasture
opal cove
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then use optiscaler then

solemn pasture
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I get half fps, dlss not worth this way

opal cove
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then you're doing optiscaler wrong

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optiscaler doesn't hurt 50% fps

solemn pasture
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20:37:03:985 [19900] | ERROR | [DLSS Fix] vtable::Hook(Failed to find slSetTagForFrame)
20:37:03:985 [19900] | ERROR | [DLSS Fix] vtable::Hook(Failed to find NVSDK_NGX_D3D11_Init_with_ProjectID)
20:37:03:985 [19900] | ERROR | [DLSS Fix] vtable::Hook(Failed to find NVSDK_NGX_D3D12_Init_with_ProjectID)
20:37:03:985 [19900] | ERROR | [DLSS Fix] vtable::Hook(Failed to find NVSDK_NGX_D3D11_EvaluateFeature_C)
20:37:03:985 [19900] | ERROR | [DLSS Fix] vtable::Hook(Failed to find NVSDK_NGX_D3D12_EvaluateFeature_C)
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how can I do wrong when it's changing a single ini to load reshade through it

opal cove
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dont know bud you're gonna have to figure it out for yourself

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not interested in troubleshooting that

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opti works fine for everyone else here

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damn why the SM4 shaders randomly rotate the channels

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  • fix incorrect sampling & channel rotation issue for some dx11 shader
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some dx11 shader does the math in BRG instead of RGB for some reason so I just need to change the reno function to sample the channels correctly

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if anyone doesn't find any additional issue with either dx11 or 12 then i'll merge the pr tomorrow

solemn pasture
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These two not work=?

opal cove
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no

solemn pasture
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u use rtss?

opal cove
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scale is locked to 1.4

solemn pasture
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tried DisplayCommander addon to limit fps, work after a restart
I use nvidia reflex in it, but it says the game has it already and may conflict ??

opal cove
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@cedar flume resolution

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screen

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nevermind this should just work

cedar flume
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its perfect now

mighty moss
cedar flume
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@opal cove @strong tide thanks for the hard work on making the mod work again, it looks so good now, also spiwar thanks for the help 🙂

mighty moss
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For sure ^

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Ah wait i did just find 1 minor issue

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Squad member previews in lost void hollow zero are clamped

opal cove
mighty moss
opal cove
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nah dawg i aint dealing wit hthat

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just play at 1.0 scale

mighty moss
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In 1.0 scale that issue doesnt exist tho yeah

opal cove
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yeah dawg

mighty moss
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Well i mean ig that issue isnt that important but if it could get fixed then why not

potent nimbus
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The UI element (vignette) that shows on screen from Lucia's ex special seem to clamp everything for like a second. No big deal, but thought I'd mention it. DX11

opal cove
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if they don't break any shaders next patch i'll fix that

strong tide
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Optiscaler doesn't cost me 50fps

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And I can't fix dlssfix, go annoy shortfuse

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(oh right, you can't)

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I do not care about your fucked windows install or your bugs, askeladd.

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Go away

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You reported this already with your previous account

orchid coyote
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ShortFuse paywalled the updates 😭

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oh wait

orchid coyote
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but keep a very simillar username

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???

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Like, why

opal cove
mighty moss
mighty moss
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I just get a black scren with hud in game and optiscaler doesnt even work properly with that one

orchid coyote
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was wondering what happened lol

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with DLSS its just black screen

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without it the world just suddendly loses all textures

opal cove
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I know why it's happening

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and it's not that thing i added for 0.8 scale

orchid coyote
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huh

opal cove
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anyways

orchid coyote
opal cove
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no

orchid coyote
opal cove
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be patient

orchid coyote
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np

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I'm not in a rush anyway lol

mighty moss
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Too obvious 😭

opal cove
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that franco guy can keep using the version I pinged him

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maybe i'll fix it properly when 2.4 comes

orchid coyote
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On an unrelated note....
I actually got this weird FPS halving issue with optiscaler suddenly.
Seems to be an issue with ReShade as the log grows to like 10k lines in a minute and only repeats this

00:38:13:287 [ 8244] | INFO  | Redirecting IDXGIFactory::EnumAdapters(this = 0000026641005E80, Adapter = 1, ppAdapter = 00000091FB7F8F80) ...
00:38:13:287 [ 8244] | INFO  | Redirecting IDXGIFactory::EnumAdapters(this = 0000026641005E80, Adapter = 2, ppAdapter = 00000091FB7F8F80) ...
00:38:13:297 [ 8244] | INFO  | Redirecting CreateDXGIFactory1(riid = {7B7166EC-21C7-44AE-B21A-C9AE321AE369}, ppFactory = 00000091FB7F8F88) ...```
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Any of you have an idea what it could be or should I go to ReShade/Opti servers?

opal cove
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if it's halving

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then just dont use opti

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and dont use dlss

orchid coyote
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problem solved

opal cove
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same fps with opti off or on

strong tide
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wait

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do you have more than one GPU?

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the game seems to be constantly enumerating the adapters

opal cove
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that (the line they mentioned) runs even when i have a single gpu

prisma dome
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Damn, what that Uwu person do to y'all to go so hard on em lmao?

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Also, if you're e upgrading aspect ratios... could you spare some change for the 32:9 peasants?

opal cove
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unless there's an actual issue with it

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there's nothing to upgrade

prisma dome
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Yeah fair enough. Just figured I'd ask, just in case it was more of an ongoing thing rather than specific fixes. I'm actually impressed that his game actually has no issue rendering in any ultrawide ratio, and yet HoYo wants to hide that for some reason.

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As an aside, I did get the green wipeout screen bug again. Seems to be exclusive to VR training tho, didn't happen in any other combat mode.

opal cove
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thats fixed with the current build

prisma dome
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Cool, I'll try it out in a bit. Thanks for your work.

flat ravine
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Which one can i select on SDR screen?

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Also the color grading options are only supposed to work on HDR monitors?

opal cove
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Works on sdr as well

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Remember to set peak/game/ui to 80

flat ravine
flat ravine
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dunno why changing these sliders aint doing anything even setting to 100

flat ravine
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Screenshot might look weird took it with Nv Overlay

prisma dome
prisma dome
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So, for those who have Lucia... it's it just me, or are her effects a bit too bright?

opal cove
flat ravine
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💀 Bruh im blind

tacit berry
tacit berry
prisma dome
opal cove
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lol

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0:16

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resource upgrade baby

austere void
cedar flume
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Actually no I think I do know what it means the name is self explanatory

orchid coyote
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The resource (shader) was upgraded to HDR(it's brighter now)

austere void
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XD efing typo XD

prisma dome
opal cove
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Open renodx settings

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Check the bottom

prisma dome
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Oh nice, bloom intensity setting.

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Quick question: as far as the display output encoding, is scRGB HDR better than HDR10 HDR?

opal cove
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Theoretically maybe

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Practically just use whatever u want

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Scrgb is also not compatible with dlss frame gen

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So theres that

prisma dome
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That's fine, I'm not running the DX12 version anyways.

mighty moss
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I think a recent bugfix update added "dbghelp.dll" to the anticheat blacklist

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Game refuses to boot up anymore when my optiscaler dll is named to that

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Thankfully renaming it to "d3d12.dll" still works for now

cedar flume
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still works for me

prisma dome
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I typically sync my game brightness according to my monitor's max brightness. In my case, that's 343 nits for a 2000 max nits screen.

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But doing that for this specific mod was blowing up anything that had some blooming or flare to it.

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So, I put it back at default & it honestly looks better in general, let alone for those blooms & flares.

opal cove
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putting back in default sets the bloom intensity to 10

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which stops the overbloom on anything that might have it

mighty moss
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@opal cove saved photos from the photo event on your build are broken

opal cove
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uh

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skill issue (?)

mighty moss
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Dx11 issue perhaps?

opal cove
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are you actually

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using the built in screenshot function

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instead of reshade screenshot

mighty moss
opal cove
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yeah just dont use it

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i never really touch it anyways

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use reshade screenshot function

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frame your shot -> hide UI -> reshade screenshot

mighty moss
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Yeah fair enough

opal cove
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since its HDR png from reshade you can share it freely

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so there's no issue if you send it to someone without hdr

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since its still an sdr version

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the event is pretty fun tho ig

mighty moss
opal cove
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yeah dawg imagine how good this would look if u took them in hdr

split path
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Is there any performance advantages in running the game in DX12?

mighty moss
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But apart from that nope

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Performance seems to be about on par in both dx11 and dx12 modes when not using those dx12 exclusive stuff for me

split path
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ah, I'll stick with dx11 then. thx for the info

mighty moss
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Yeah personally i still prefer to stick to dx11 for now since xxmi/3dmigoto doesnt support dx12 (so pretty much all ur usual cosmetic mods affecting character models and stuff are rip on dx12), and also as an oled user being able to hide the permanent corner uid lol
And as much as i like having dlss (and by extension fsr4 through optiscaler as a rdna4 user), 0.8 render scale taa w/ fsr1 sharpening pass surprisingly doesnt look that much worse at 4k most of the time (unless ur really pixel peeping) so ig id rather live with that compromise

split path
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yea that's the main reason, I've got some skin mods I'd like to keep using.

orchid coyote
orchid coyote
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And DX12 can cause random stutter on some people machines

prisma dome
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So, the NaNs seem to have teleported from Seed to Gepetto.

prisma dome
fleet furnace
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it's lookin good...

daring blade
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Sky: Children of the Light

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Sorry for the necro I just happened to be in here to see HDR ZZZ

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Man those hdr screenshots look good, I wish hoyo would implement proper native HDR

opal cove
daring blade
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(It’s just SDR in a container really)

opal cove
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wdym

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it's a native implementation

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there are HDR highlights

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its just not that good

daring blade
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Honestly I’ve never noticed much range, and it’s got less sliders than the prior games (no midpoint slider)

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The older games have a midpoint slider which does help a bit

opal cove
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it's still trash either way

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both gang shit and zzz

tacit berry
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but most highlights are clipped

mighty moss
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Yeah ps5 hdr is real its just not very impactful most of the time outside of some specific highlights (and still most stuff outside of the core gameplay is not affected by hdr at all)

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This renodx implementation just does it better overall especially if you tweak the settings to get a much more impactful hdr visual experience all around
Also applies to way more stuff as well (pretty much every screen with 3d graphics at least)

tacit berry
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its a big difference tbh

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on the ps5 characters and effects never glow

orchid coyote
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Had to put the contrast to like ~0.6

tacit berry
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they emit light

orchid coyote
tacit berry
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yea

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that's why they get brighter with renodx

barren light
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can anyone test now if you still can force dx12 this update? cause i can't

flat ravine
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I cant too

opal cove
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HDR still works.

barren light
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yup hdr works but can't use dlss now because of dx11

night wind
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@opal cove how do you find the shader for the wipeout screen

night wind
#

Open World - 0x0521AC3C.ps_4_0.cso
Shiyu defense - 0xC05D92B2.ps_4_0.cso
VR Training - 0x4FAF95AE.ps_4_0.cso

cedar flume
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they removed dx12......

mighty moss
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Yeah

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Hope they didnt completely scrap it and its gonna return in a future update or smth

cedar flume
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at least hdr seems to work

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Uh I think the character screen is broken

cedar flume
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Also some effects from bosses blind you

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this guy

mighty moss
#

Wipeout screens are clamped

mighty moss
mighty moss
# cedar flume

Oh yeah forgot to mention about that, it was happening last patch too

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Typhon destroyer has some blindingly bright light effects

cedar flume
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were you using dx12 before?

mighty moss
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Nope

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I was on dx11 most of the time

cedar flume
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okay so thats why it wasnt happening before

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so i guess we are going back to dx11 builds

cedar flume
mighty moss
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Yeah im using the latest github builds

cedar flume
#

do you mind sending me the link, i cant find it

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nvm found it

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nope still looks like that

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its probably because of the resolution/aspect ratio

cedar flume
potent nimbus
cedar flume
#

really? I dont remember having issues with lucia

cedar flume
#

this didnt happen with dx12

potent nimbus
#

Makes sense

cedar flume
#

yeah, this devs are so weird why remove dx12

potent nimbus
#

Who knows

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Dx12 wasn't really "properly" implemented either since you had to force it on

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Might come back properly in the big all mighty 2.5

mighty moss
#

Ok is it just me or does typhon destroyer deadly assault end up crashing your game midway every single time since this patch?

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I wasnt having that issue last patch

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Its only that one too specifically, i tried the wandering hunter deadly assault and no crashes

night wind
#

No crashes in deadly assault for me

mighty moss
#

The sanby mod i had installed was causing crashes for some reason

mighty moss
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Actually

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Its still crashing but not quite as quickly

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Idk what else is causing it dies1

cedar flume
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no crashing for me

opal cove
prime igloo
#

but... but...

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wuh

mighty moss
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Crashed almost instantly with my mod folder cleared

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Wtf

potent nimbus
mighty moss
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Yeah im going to try without reno rn

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Just crashed without reno

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What the hell

potent nimbus
#

uh oh

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you using xxmi launcher?

mighty moss
#

Yeah

potent nimbus
#

tried launching just completely vanilla, with hoyo launcher etc?

mighty moss
#

Aight

potent nimbus
#

I'm not having an issue with xxmi launcher personally, but who knows

mighty moss
potent nimbus
#

Seems like there's some issue with xxmi then. Might wanna hit up AGMG and ask there

feral gulch
opal cove
#

I commented which shader is which so shouldnt be difficult

opal cove
#
  • patched wipeout shaders
#

@night wind

night wind
#

nice thanks

orchid coyote
opal cove
#

so it was time to quit

night wind
tacit berry
tawdry python
#

The game got extremely stale can't blame anyone, the entire 2.X has been actually quite awful and boring. Addition of explorable areas and other improvements were nice but the game just doesn't really have anything and the fears we had from the start (it's just a hallway grinder) when comparing it to other gachas with explorable worlds (although that gets old too and you just end up spending most time doing chores and events)

There really isn't anything to do besides chores, and zzz graces us with less time consuming events compared to other hoyo games which should be a plus... But... There really isn't anything strong to keep you in the game.

Endgame got very stale, and part of the problem is how heavy shilled the metas are, which devs acknowledged... (Characters only usable for 1 patch cycle, and buff shilling is just disgusting)

What it's lacking is more fun and rewarding metagame outside of the typical score chasers (DA) so I'm talking about the roguelike mode, which has actually regressed from the 1.0 with TVs we had - it's nice theyre changing it up but I don't think this is more fun now and it's just not enough.

A good example of expanding the roguelike modes was HSR, but that game is fucked on so many other levels. Zzz kinda tried to copy but it's just so little.

#

Also story is compete garbage at least it's skippable but they completely missed the plot on 2.X everytime I play trough it it's like I'm replaying the same thing again everthing feels so recycled and generic I can't blame anyone quitting our of boredom (not opression - that is the HSR and Genshin problem) they just really need to step it up making the game more interesting. But I aprecciate its not being as opressive as their other games.

karmic atlas
#

Damn, gatchas as slop

#

A true philosophical discovery

#

I tried playing ZZZ but it was just meh

#

The story didn't hook me at all

#

Waifus are fine but that alone won't be enough for me to continue

tawdry python
#

I find the gameplay satisfaction (animations and sound effects, parrying, dodging, feel of force and impact in combat) way too good to not play it. It's the polish of it all what's keeping the game afloat

#

There's many other games that have parry and dodge and I may not be that good at them but zzz makes it look and feel the most epic and I'm not tired of it yet. It's just like HSR spoiled me for all other turn based jrpgs because it's polish was so high and shiny, it's same with zzz, attention to detail is just unmatched

#

I just wish HDR was better, i can't explain what feels wrong about it, I play the console version that has native HDR and I haven't tried the pc mod, but when I tried the RTX HDR it already looked better than the console one (or maybe I just like deep fried look more, works better with anime ig)

tawdry python
#

Yeah I get it, as I said they really need to up their game its gotten very stale

karmic atlas
tawdry python
#

Story is indeed worse it's ever been

tawdry python
karmic atlas
#

No blind sniper wielding wife in rl

No point in living

tawdry python
#

she uses the sounds

#

Always loved this trope. Can't really get old

karmic atlas
#

Kojima

#

breathes through here skin

mighty moss
#

Its not an xxmi issue at all the crashes still happen with only renodx

#

And it only happens whenever im playing my sanby/trigger/orphie team

austere void
austere void
austere void
#

btw did you see Endfield?

#

XD

#

Just replace one gatcha with another

tawdry python
#

Yeah I think I'm done with gachas tbh

#

Or can only do 1 at the time. Zzz devs are at least cooking something promising and are acknowledging issues with the game they're very aware what's wrong so I'm sticking to it for the time

cedar flume
austere void
#

:3

potent nimbus
prisma dome
#

Damn. I haven't played the new story patch yet (because of the missing voices), but it sucks to see everyone so down on it. Hopefully, 2.5 makes big enough changes to bring people back into good graces.

#

That said, I did wanna share some info that might help with any performance issues people might have, if they use AMD 3D-cache CPU's with 12 or 16 cores:

#

The Game Bar feature is supposed to regulate when cores are parked & place games on the more performative CCD, but it doesn't seem to do it with ZZZ. Therefore, I recommend locking the game to CCD 0. You can do this by either going into Task Manager, going to the Details tab, right-clicking on the ZZZ exe & selecting "Set Affinity." From there, set the affinity from CPU 0 to CPU 11/15 (for the 12-core & 16-core chips respectively). If you do it this way, you'll have to do it every time you open the game or reboot your PC. You can also do it permanently with Process Lasso using CPU Sets (don't use CPU Affinity with Lasso, it tends to crash some games). While it won't improve your performance in Failume Heights or Lumina Square (these areas are just unoptimized in general), it should improve the performance in other areas & reduce any stutters you see in combat gameplay.

mighty moss
#

Maybe that's causing crashing issues now

mighty moss
#

6 and 8 core chips are single ccd so every core on those has 3d vache anyways

prisma dome
#

Ah, you're correct.

mighty moss
prisma dome
#

I'm not the biggest fan of 2.X, but it has more to do with the characters introduced than it does the story overall.

mighty moss
#

Most of the 2.x characters have been good imo, only ones I really wanted to skip were yixuan, seed and yidhari

#

Altho I don't blame u if you wanted to pull seed, her story was really good

#

I skipped her anyways cause I'm sanby enjoyer

prisma dome
#

Simply put, Yixuan, Lucia, Yidhari, Orphie & Seed all range from mid to garbage, depending on the day. Low-hanging fruit character designs appealing to lowest common denominator gacha gooners, while the more interesting male characters get less prominence for the sake of women characters who were introduced with barely any setup.

#

And the revenue numbers have shown those were all bad choices, Yixuan & Lucia aside.

#

But Lucia was always gonna succeed, because she's meta.

mighty moss
#

Tbf orphie is an incredibly niche character so she was never gonna do that well revenue wise

#

Only useful for sanby or seed havers

#

She is amazing with sanby tho I will tell you that firsthand (also I like her too design and personality wise even if the latter is a contentious point for some)

prisma dome
#

And I'd be less annoyed with Yixuan, if they didn't copy her design onto two other characters. If it weren't for that, she'd just be boring.

mighty moss
#

Yeah I still wish they went with the og design for lucia, and yixuan's design and personality are incredibly uninspiring unfortunately

prisma dome
#

Seed's agent story was pretty good, but not good enough for me to get past their decision to bait & switch everyone.

mighty moss
#

Kinda weird it be like that

prisma dome
#

The endgame hasn't been very good either. A lot of shilling buffs & doing their best to nerf Miyabi through anti-Anomaly design.

mighty moss
#

Yeah true thats been pretty annoying

#

2/3 of my strongest teams are anomaly based and ive seen my DA scores go downhill quite a bit lately

prisma dome
#

Thankfully, Banyue is around the corner because I don't really care for any of the other upcoming agents beyond meta purposes. Dialyn is pretty cool looking, but I haven't pulled her yet.

mighty moss
#

My sanby/orphie/trigger team are almost single handedly carrying my DA roster on their back lol

#

Only miasmic fiend is there to relieve the anomaly pilled accs like mine (ofc that's where my alice/vivian/yuzuha team shines), everyone else in 2.x hates anomaly 😭

prisma dome
#

Actually, Fiend is only tolerable if you have Yuzuha. Which I don't, unfortunately.

#

If you don't have Yuzuha, Fiend is the sweatiest fight in the game.

mighty moss
#

Yeah yuzuha is a must pull for anyone who plays anomaly based teams tbh

#

The difference between her on say a piper team against lucy is crazy, like over 10k diff on deadly assault

#

Also makes miyabi mono ice work even better than before

mighty moss
#

Unfortunately I'm more interested in the ellen rerun

prisma dome
#

Otherwise, I'm doing very okay for a light dolphin.

mighty moss
#

I really do want her one of these days (ever since I lost her 50/50 in 1.0), still one of the best characters in the game design and personality eise and I could do with an ice dps other than miyabi

#

And with dialyn being a thing (+ potential buffs) I can prolly make her work in endgame too

prisma dome
#

She's getting buffed in 2.5, too.

mighty moss
orchid coyote
#

100% F2P

tawdry python
tawdry python
tawdry python
prisma dome
# tawdry python What if I get stuttering/lockup issues in other games? For some reason Doom is o...

AMD has specific chipset drivers that are supposed to add the ability for Windows 11 Game Bar to park cores on CPU's with multiple CCD's. Install those drivers first, if you haven't already. If you still run into issues, then try my suggestions with locking the affinity to CCD0. And you don't want to have cores unparked for gaming because there's latency when tasks travel from the CCD with the 3D V-cache, to the CCD that doesn't have it. This is what causes the stutters.

tawdry python
#

So I should have game bar turned on?

prisma dome
# tawdry python So I should have game bar turned on?

Yes. And the drivers aren't for the motherboard, they're for Windows. The motherboard can actually park the cores on its own, as long as the BIOS is updated to be compatible with the specific CPU, but it's easier to have Windows handle it.

#

And also, set your power profile in Control Panel to "Balanced," which enables the core parking feature. The Game Bar will then park the cores whenever a game window is active & in the foreground.

#

If you still have stutters after all that, then try the core affinity workaround.

tawdry python
#

Ty. I knew about the balanced plan but game bar I thought was a devil that should be turned off. Now let's see if my drivers are good

tawdry python
tawdry python
#

or what i mean to ask is, what matters for the cpu performance?

#

Ok so I never used this game bar before... It just opens a bunch of bloat widgets

#

Do I need to keep them on the screen to have the game bar core parking work?

feral gulch
#

No you just need game bar in the background (as in you can open it with Win+G)

#

The widgets are mostly just for Xbox integration for those of us that use both platforms, you can open or close as many of them as you want

prisma dome
tawdry python
#

Too bad the app didn't tell me if it's upgrading older versions what they were at

mighty moss
#

I believe its orphie's fault here

#

Having just trigger on the team it doesnt seem to crash, but when having both trigger and orphie on it seems to crash eventually

opal cove
#

Orphie sanby yixuan

#

Random crash in training

mighty moss
#

Like i said orphie is causing random crashes with reno

barren light
#

D3D12 is available again this 2.5 patch

opal cove
#

ok.

mighty moss
#

But as expected renodx is borked this update

#

Everything's clamped

opal cove
#

well @feral gulch its your time to patch everything

mighty moss
#

Nice

#

But still no upscaling options, ig its prolly still just dlss

mighty moss
#

And they didnt even fix the dlss quality options its still hardcoded to 1.4 no matter what u pick

#

Lol

leaden sparrow
#

I tried DX12 on 2.3 and the performance was terrible in cities compared to DX11.

#

think it was like 30-50% slower

prisma dome
#

Is it just me, or is the HDR borked with the new update?

#

Things are looking kinda fried.

grave phoenix
#

After today’s update, ZZZ’s RenoDX HDR is no longer working

feral gulch
#

send broken shaders plz

opal cove
#

yknow

#

if no one is gonna esnd the shader

#

maybe u send it and i patch

#

there's about 46 shaders

#

23 for dx11

#

and 23 for dx12

#

Eks Dee

feral gulch
#

i've already got some working 👍🏻

opal cove
#

I can dm you the list for tracking

feral gulch
#

that would be helpful, thanks

opal cove
feral gulch
#

focusing on dx11 rn since it's what i'm playing with, but will probably do both

opal cove
#

If someone is interested in dx12 they can drop the shaders here

#

Well both dx11 and dx12

#

For faster collection

cedar flume
#

I would love to help but i have 0 idea how to dump shaders

opal cove
#

For dx11

  1. Download devkit
  2. Press snapshot when clamping happens
  3. Find the shader that says "uberpost" in the reflections (it will freeze your image but the UI will still be active)
  4. Dump that shader

For dx12
The same but there is no "uberpost" in the reflections so use the other hints

#

thats the short version

#

The long version someone else can write

cedar flume
#

okay

#

i'll go to sleep now if you still need them when i wake up i'll do it

opal cove
#

nick is probably dumping their own shader on dx11 so u could do dx12

cedar flume
#

sure

karmic atlas
#

you lot get reflections?

#

well I was lucky with POE2

#

had reflections to every shader

dense token
#

My game keeps crashing if I am using DX12 with Reshade. I don't know how to fix this.

opal cove
prisma dome
#

So, uh...

#

I'm trying to contribute, but...

#

I don't know... which devkit to download.

opal cove
#

Theres only one on github

flat ravine
#

DX12 still broken for me in cities pepeToast

prisma dome
opal cove
opal cove
#

On renodx github

#

...

flat ravine
opal cove
#

Addon64

flat ravine
#

Even with RT on

opal cove
flat ravine
#

Wont waste time and just play on DX11 Prayge

opal cove
#

Indeed

#

Well im playing on 12

#

But i cant be assed to dump the shaders myself since im gonna quit soon afterwards

#

ill patch them if someone else gets it

#

Then we can have Jane doe ass spin in 4k hdr rt fg dlss

prisma dome
opal cove
#

Only logged in to claim the 90 primo since i still have the monthly sub

#

Theyre giving out a lot of freebies and free jane skin so

prisma dome
#

I don't blame you for tapping out. If it wasn't able to pull Banyue, that would've been it for me as well.

#

Anyways, I didn't know the Reno devkit was an addon, I'll get it running now.

opal cove
#

the short instructions are pretty vague so you will have to read between the lines

#

good luck tho

prisma dome
opal cove
#

For dx11

#

The reflections should say something with uberpost

#

If you show/unshow the shader the 3d image will stop rendering

#

The UI should still leave a trail/still render

#

Will be somewhere at the bottom of the shader list

#

Numbered draws only (the shader to hide/dump has a number next to it)

#

Once you're familiar you can move on to DX12 which does not tell you if a shader is an uberpost

#

But the other behavior (freezing when hidden) remains

feral gulch
#

i've got most of the ubers in dx11 now, will post a build in a little bit

opal cove
#

If there's two shader that freezes the image next to each other

#

Always take the latter one

#

The former is likely just TAA

opal cove
feral gulch
#

nah shiyu and h0 are the few remaining ones

opal cove
#

aight good luck blud

opal cove
#

Didnt know u could share your vscode activity on discord

#

kekw

feral gulch
#

it's an extension you can download

opal cove
#

nice

#

Thanks

#

time to farm vscode hours pepeSlop

feral gulch
leaden sparrow
orchid coyote
thin wraith
#

最新的HDR优化有没有文件

orchid coyote
thin wraith
thin wraith
#

frenzy谢谢

leaden sparrow
#

I'm using special k and putting renodx in the game folder. Special K's reshade detects renodx and lets me adjust settings but it isn't doing anything. Is there something else I have to do ?

orchid coyote
#

It only causes problems

#

Display Commander is better for this usecase

#

It's like Special K lite in a ReShade plugin form

leaden sparrow
#

I don't know how to inject without special k

orchid coyote
#

There's a guide on how to make a single exe here

mighty moss
#

If you use dx12 mode you can use optiscaler instead and load the reshade dll that way

leaden sparrow
#

LIke this? This is so confusing lol

#

said a folder named reshade extension but there was no folder of that after i extracted

spark agate
spark agate
cedar flume
#

do you guys still need dx12 shaders

feral gulch
cedar flume
#

okay

#

actually

#

does someone here even use dx12

#

everyone here says it runs like crap

spark agate
#

The HDR effect on this is really much better than the PS5's native HDR. The PS5's native HDR is excessively bright in many cases and simply lacks dynamic range. Also, the PS5 version does not have Chinese servers.

mighty moss
cedar flume
#

yeah i mean if no one uses dx12 might as well just make it only for dx11

fair stratus
#

How are the DX12 performances now that it's back? I seem to remember it was quite choppy in 2.3.

orchid coyote
#

Then if was removed in 2.4

#

The question is how it works on 2.4

cedar flume
#

im trying it rn

#

seems the same as 2.3

#

even dlss is still bugged

mighty moss
#

The only difference I've seem to have noticed for dx12 now compared to last time is rt is available on non nvidia gpus without needing optiscaler spoofing

fair stratus
#

Dunno wtf they are doing. Announced it with 2.3 annoucement livestream, then release it under the rug, then remove it, then sneak it back in, without ever mentioning it again KMRCANT

mighty moss
#

Dx12 and rt/dlss never got an official announcement yet

#

Afaik

fair stratus
#

Ugh my memory may be decieving me, I seem to remember it being mentioned in a livestream. Probably mixing it up with leaks in my head.

leaden sparrow
mighty moss
opal cove
leaden sparrow
#

I think I have it working but there's a lot of things that seem to just be using normal sdr max nits. Like the main menu right after boot

opal cove
opal cove
#

Main menu is also partially a video until you load the game

leaden sparrow
leaden sparrow
#

Just use default settings?

opal cove
#

Its not clamped

leaden sparrow
#

Well it's set to 1000 max

opal cove
#

Not everything is supposed to scale to 1000 at all times

#

Thats not the point

leaden sparrow
#

Most games almost always have something hitting close to the max unless u are in a dark room lol

opal cove
#

Most games are also not true depending on the game and the implementation

leaden sparrow
#

There are dozens of lights in the hia building. It isn't supposed to be dark

opal cove
#

You can try to boot wuthering without any preset

#

It wont hit 1000 easily

#

Again

#

Depends on the game

#

Depends on the implementation

opal cove
#

If u want to bring it up then raise the highlights

leaden sparrow
#

Wouldn't hdr tone mapping just take the 202 nits from the game on the light source and just scale it up. I don't think it matters that it isn't made with HDR in mind

silver lantern
#

That’s autohdr

opal cove
#

Yea

#

LOL

#

If u want fake scaling use auto hdr

silver lantern
#

For gacha games you might have to make the defaults a little boosted I guess

leaden sparrow
#

That sounds like real scaling to me lol

opal cove
silver lantern
#

In dying light for example the game never had tonemapping so some stuff like the sky is rendered super dim

#

So I boosted the sky

#

But in this case with individual light sources

#

There’s not much you can do without just jacking everything up

#

Then you get trash

#

Like ori and the will of the wisps

opal cove
#

Native hdr is just unclamping/unlocking the game to render at their true brightness

#

When not limited by sdr tonemapping

silver lantern
#

The unfortunate result of SDR development

#

In starfield for example the street lights in jemison often aren’t even the same color temperature. In sdr you can’t even see cause it all blows out to white

#

There’ll be a orange light next to a yellow one but it won’t appear as any different in the scenes ambient lighting

opal cove
silver lantern
#

The sun in Spider-Man games is transparent

#

In dying light the sun was a tiny dot

#

Witcher 3 also has a transparent sun

opal cove
#

Is it possible to fix just using shader replacement

leaden sparrow
#

It looks better after changing game and ui to 250

opal cove
#

Since u cant do texture mods on an online game
(Well technically you can i dont know how many people would be comfortable with it)

opal cove
#

You're just reducing dynamic range by raising both game and ui at this point

cedar flume
#

he's just used to deepfried autohdr

#

he needs time to adjust with normal hdr

leaden sparrow
#

No I use normal HDR all the time and I've used renodx on other games like silent hill f

silver lantern
#

Tbh the game’s rendering is an issue

#

All the gacha games are like this I think

#

Well maybe not wuthering waves

leaden sparrow
#

UI elements being dim looks horrible to me

cedar flume
opal cove
#

There's also a preset at the bottom

leaden sparrow
#

well silent hill f doesn't have UI on the screen so that probably helps lol

opal cove
cedar flume
#

that texture is horrible

leaden sparrow
#

and silent hill f is a darkish game so it being a little dim with bright highlights is fine

#

on a cartoony game like ZZZ low game brightness looks bad

cedar flume
#

try to use the preset as spiwar said

opal cove
#

I'll have a stroke if he asks why the preset doesnt apply immediately

opal cove
#

Playing wuthering waves with no rt slop

mighty moss
# leaden sparrow 3dmigoto

Yeah 3dmigoto/xxmi is 1 of the main reason why i'll stick to dx11 for now, shame that a dx12 version doesnt and prolly wont exist for at least quite some time if ever

leaden sparrow
#

Yes very bright

cedar flume
#

wwtf

leaden sparrow
#

bt 1886 looks better than 2.2 to me. Is there a downside to using it ?

silver lantern
#

It’s per channel contrast essentially

#

So it deep fries

#

Boosts saturation and shifts hues

leaden sparrow
#

ZZZ too grey

opal cove
#

Yes its how the game is graded

mighty moss
# leaden sparrow ZZZ too grey

Turning colour filter strength all the way down and having the gamma correction enabled helps get rid of a lot of that grey

opal cove
#

Renodx color grading exists for a reason use it lmao

leaden sparrow
cedar flume
#

i'll try dx12 now

#

devkit

#

should i disable the normal reno?

light zephyr
#

not a mod issue, but anyone got some kinda reverting behavior with forcing DLSS presets? I made changes via inspector from the default (E) to K and it reset on next boot. I don't even know a game could do that

cedar flume
#

@opal cove @feral gulch can i use a hotkey to snapshot?

silver lantern
#

ReShade can take hdr PNGs with prtscrn

#

You can also set the destination folder in the reshade settings tab

cedar flume
#

im trying to dump shaders

opal cove
cedar flume
#

okay

opal cove
#

Its a pr wino made but unmerged

cedar flume
#

everything in dx12 should be clamped right?

opal cove
#

Should be

cedar flume
#

do i use hdr analysis to check if its clamped?

opal cove
#

You should

#

If its not obvious

cedar flume
#

yeah some are obvious

#

found the devkit

#

great the hotkey is not working

opal cove
#

Have you... Programmed the hotkey?

cedar flume
#

post says it should be pg dn?

opal cove
cedar flume
#

wait no you are right

opal cove
#

What post did u download from

#

Lol

opal cove
#

Do you know which shader you're getting

cedar flume
#

wait im installing hdr analysis

opal cove
#

Hdr analysis wouldnt be useful rn since everything is clamped

#

But yea install it

cedar flume
#

yea as expected its stuck at 203

cedar flume
opal cove
#

Do you know which one to dump

cedar flume
#

no not really

cedar flume
#

not all of them if i had to guess

cedar flume
#

ahahahah

opal cove
#

congrats btw u guys made me boot this game

#

Also my previous comment applies,
if there's two shaders freezing the game next to each other
the former is almost definitely TAA, always take the latter one

cedar flume
#

okay

#

im in the menu now

#

so if it freezes thats the shader to dump?

opal cove
#

and should be at the bottom of the numbered draw list

#

you should be looking bottom up, not from the top

cedar flume
#

okay

opal cove
#

902 and 903 both freezes

#

always take the latter one

#

903

#

More -> Dump binary

cedar flume
#

thanks

#

do i ignore the addon source?

#

this is the login screen

opal cove
#

ignore the login screen motherfucker

#

ah

#

ACD5

#

you can look at the hash of the login screen shader you dumped

#

you can see that it's the same as the video up there

#

it's the main uberpost used to render most things

#

I already got that one cause i recorded the video but you should know what you're looking for now

#

List of shaders to find

cedar flume
#

im trying to dump in game now and nothing happenes in the folder

opal cove
#

ignore all the PS_4 shaders, those are DX11

#

ignore all the hashes for the DX12 shaders as well, those are old hashes

cedar flume
#

nothing

#

this is in game

#

failume heights

#

so i have to do this for every place right?

opal cove
#

no....

cedar flume
#

ok thats better

opal cove
#

you did not provide me

#

with any new shaders

#

in the latest upload

cedar flume
#

wait i'l try again

opal cove
#

what are you doing man 😭

#

no

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show me your interface

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there's a bunch of PS_5 shaders

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those are useless

cedar flume
opal cove
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these are useless

cedar flume
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how do i delete them

opal cove
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how did you get them there in the first place they're dated 11/27

cedar flume
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i have no idea

opal cove
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the only thing i care about

cedar flume
opal cove
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is in the dump folder

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read the list I just sent you

cedar flume
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it still dumps acd5

opal cove
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yes

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if you read I just sent you

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you'd know most of the game uses that ACD5

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what you need to find next is when the game try to use a different uberpost

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which i detailed all the others down below