#✅RenoDX: MH Wilds
1 messages · Page 9 of 1
– DLSS4 and FSR4 is now supported for graphics upscaling. DLSS4 requires an NVIDIA RTX 5000 series or higher GPU, and FSR4 requires an AMD Radeon 9000 series or higher GPU.
– NVIDIA DLSS now supported for multi-frame generation in the frame generation graphics settings. If you are using an NVIDIA RTX 5000 series or higher, you can set the frame increase to 2-4 times, or to "NVIDIA DLSS Auto" which dynamically turns the frame generation function on or off depending on the load.
– The upscaling and frame generation settings in the graphics settings have been separated, so frame generation can now be set regardless of the upscaling setting. For example, with NVIDIA RTX 3000 hardware, you could potentially choose NVIDIA DLSS upscaling with AMD FSR frame generation, and other similar mixed settings.
maybe with a proper implementation it will not break fog effects etc
– Adjusted the amount of VRAM used with texture streaming, resulting in reduced overall VRAM usage.
– Fixed an issue where the Estimated VRAM Usage in the Display/Graphics settings was calculated lower than the actual value. (As a result, the estimated VRAM usage will appear higher, but thanks to a separate optimization, actual VRAM usage has been reduced, so the current minimum and recommended system requirements remain unchanged.)
– Fixed an issue where the VRAM usage displayed incorrect values for the Distant Shadow Quality option in Graphics settings.
so basically no actual performance fixes
very unlikely, there isn't anything different you have to do in order to implement the transformer model, it's just a model switch on the code.
NVIDIA will have to fix that with a new model, nothing game devs can do
presumably they didn't do it before because of the issues, one woul dhope they actually tested it. But I have no such faith in capcom.
devs are like "no guys trust me that 10mb of vram you save is going to fix everything we promise"
it's insulting to even call what they did performance improvments
people be like "but there's no way to optimize it, its the engines fault" like what? optimize the engine then??
I suspect that they've optimized the game and engine as much as they can, and they're left at Capcom's and the playerbase's mercy :/
I cannot blame the devs ~ Capcom management gave them little choice I dare say
there's always more optimizations
i mean jesus a barely optimized ue5 would be better
even ue4 would look better
it's really impressive how shitty of a engine it is
don't get me wrong the game looks fine imo after getting rid of the awful filters they force on you but not relative to the performance. if i'm getting this awful performance i'd expect the graphics fidelity to be wayyy better
i say all this with 156 hours in the game lol
RE Engine is made to be backwards compatible with all previous titles, so any future updates should improve performance
They recently had a presentation on how they improved open world rendering since DD2
For a game that'd be updated for half a decade, going with RE engine is a great choice
that assumes old titles will get patches
which is not guaranteed, like at all
MH Wilds will, because it's a live servicy game
yes and how often is it that the games base version is actually bumped up to a new version?
very rare
They bumped up RE remakes
i doubt that would happen at all in this case
And I think MH Wilds is their only live servicy game so it's different
I guess SF6 is live servicey too
Well... those are remakes, not updates to the same game?
Not like it was a new remake
Rerelease?
i really dont think they will upgrade the game engine the game is using
Might introduce new bugs, which requires time to test and fix
The engine is built specifically to be backported
They have automated tests for all games with every engine update
The new FSR4 and FG/upscaling decoupling are probably engine side, so they're already updating it
That doesn’t mean they will spend the money and actually commit to a proper update
Why would a engine need to be backwards compatible with previous titles? what does that even mean
Means that the game's current calls to engine code will just work
Hmmmm. Probably doing it piecemeal to fix bugs as they go?
i think special k's fps limiter broke with TU2
for anyone reading and using it to load renodx
Is RenoDX borked with TU2? Tried my best to run it in a Gamescope session but Reno addon did no changes whatsoever no matter what sliders I'd move around (neither did it in a Wayland session, but I need Gamescope to play on controller). Normal effects do work on Reshade.
At the same time, the Hollow Knight addon works perfectly
(Also unfortunately banned for 24 hours ty Denuvo)
banned for Reshade/Reno?
Denuvo has an activation limit, can lock you out if you use them all iirc
Changing Proton versions. Wilds won't ban your account but will lock your device out of the game for 24 hours if you fiddle too much with arguments and compatibility layers. After 24 hours you're fine to go again
This is Linux exclusive afaik
it happens on windows too, but MUCH harder to trigger
you can only do 5 (denuvo) activations per day
Steam hunters!
With Title Update 2's arrival, we have resolved a previous issue where shader compilation during gameplay caused high CPU load and unstable performance.
Please be aware of the following when booting up the game after installing the latest update:
⚪ Shader compilation will occur upon initial launch when applying updates and will no longer occur during gameplay.
⚪ This process may take some time to complete.
⚪ There is no need to try deleting your shader cache files moving forward.
Thank you all for your patience.
but will this happen if third party software mucks things up (renodx)
probably delete before adding renodx 🐸
it is too hot in my room, I don't want to try compiling shaders rn 
I haven't played in months so idk lol
I’m still HR lvl 4 or something haha
"There is no need to try deleting your shader cache files moving forward."

1000h later 
at least you took some nice screenshots
you have 1000hrs?
only 90 haha
90h 
sounds about right
i got like 150 and i 100% the game plus got more decorations and artisan weapons i could ever need
I spent 40 hours in the character editor minigame
40 hours testing reno and 10 hours playing the game
ok booting the game for new update
Monsters
Lagiacrus has been added and is available in an extra mission. To unlock the extra mission, you must be at least HR 31 and have had completed both the main mission "A World Turned Upside Down" and the side mission "Forest Doshaguma."
Tempered Lagiacrus has been added and will appear when you are HR 41+ after completing the Lagiacrus extra mission.
Seregios has been added and is available in an extra mission. To unlock the extra mission, you must be at least HR 31 and have had completed the main mission "A World Turned Upside Down."
Tempered Seregios has been added and will appear when you are HR 41+ after completing the Seregios extra mission.
Arch-tempered Uth Duna has been added. (It will be made available in a future Event Quest.)
Tempered monsters will now appear in monster herds.```
compiling shaders sux :/
and i haven't installed the new amd drivers 25.6.3
1st crash lol
i can't play the game, it keeps crashing
holy moly, it's still crashing even with all injectors disabled. Not in the mood to clean install new driers and recompiling shaders tonight
so this was literally a lie
no crashing with Nvidia 572.83 so far
why would they say that
the performance is worse tho
I initially launched on the older reshade and had no issues
I changed to the recent one and the game was stuttering so long i thought it was about to crash
the game is like 15% more heavy on the GPU with the new update
i had to recompile my shaders and now everything fine
not sure why
idk im getting like 130-160 fps rn
it feels smoother and the dlc texture pack works fine now
but the GPU is taxed a lot more
ah lol my bad
the game switched back to GPU decompression
okay like 60-80 fps on high settings rt included no more fg
honestly better than i remember
switching to CPU decompression helps
I will test with decompressed textures
but it looks fine, the DLC texture pack does no cause stutter spikes or high GPU/CPU usage anymore
it does for me in the big hubs, but much better than before
I switched to CPU decompression and it's fine now
not even bothering with 4k textures they still suck either way
but I'm using a 9800x3D
yea the textures look hilariously bad at times
ah finally layered weapons
I knew that waiting was a good idea
now i actually gotta farm the weapons i was using for the mod before lol
nvm already had the parts
i do have a reason to grind for all the weapons now
15gb of vram used

it stops at around 13gb on my end so far
but I had to close the browser which was using up 1 gb
kinda figured this would be the case, system only good enough if you don't use mods
thanks for confirming that lol
yea I deleted the shader cache too
so the DLC texture pack was changed and now we have a pak.patch_006 file too
more paks hurray
decompressing all texture pack is probably still a good idea
insert
its just pulling up a menu
was this not a thing before
even in menu its not working is it for you?
it's working fine everywhere
i mean im literally pressing the inset and it does show insert when i relog
are you sure that REF is actually injected?
i see the menu showing to press insert when i login
ah ok
so ref is running
the uncompressed dlc texture pack is 132gb now
what was it before
around 110 I think
tf
the decompressed textures alone take up ~155gb now xD
yet another reason im not using 4k textures
ok the game is a lot smoother with decompressed textures
the game is not longer using the CPU/GPU for decompression
It's a GPU driver issue, not a game issue, by the sounds of it.
on the topic of dlc texture decomp, how do you guys do it? cuz chosing true for both the options and replacing the file doesn't work correctly
maybe your game was CPU limited before, so now the GPU can actually do something?
(yes the game is even CPU limited on a 9800x3d, I have one too)
(ot at least it was before when compiling shaders in the background)
it was GPU limited
FPS went down 😄
I locked the framerate to 60
and I was only getting around 50 in town
and 100% GPU usage
it’s locked 60fps, 75-85% GPU usage with the textures decompressed
don't you have a 4090/5090?
4080 😅
Nah the 5080 is a lot faster than the 4080 in Wilds
haven't tried the update yet, too warm to play something like this 🥵
oh ok, well I do also OC which gives ~10% perf iirc
it has a lot of OC headroom out of the box
The game runs fine on the 4080 tho, no issues
and I have the best cooler (I got the MSI Suprim SOC which has the same cooler as the 5090 version lol)
yeah I locked it to 60fps and it keeps it
as long as I use uncompressed textures with 4k dlc
if I don't uncompress I have VRAM issues
or I had... as I said didn't try the update
yea its a nice card, a little too power hungry for my sff case but its a good card, the problem is the price 😅
I sold 6 5080s If i remember correctly lol
yeah for sure, the price was kinda insane, but... I had a 10GB 3080 and I wanted to play MHW
yea its surprisingly good in MHW, i wonder why, the gap between the 4080 and 5080 is not that huge in other games
I have the suprim X version of the 4080 too
ah nice
4090 cooler and It’s in an SFF case. Temps and noise are no issues
the 5080 is 2614g
it is crazy
but I never hear the fans (always at max 30%) and GPU even in this summer heat is under 60
the 4080 is “only” 2364
:D
The suprim x 5080 did not fit inside my case
and it was running hotter than the 4080 so I sold it
I’m waiting for a more efficient generation
My undervolted 4080 barely uses 220w under load lol
nah the 4090
nope
it depends on the game/usecase I guess
in games where the 5080 is close to the 4090 in perf then yea its more efficient for sure
I want something which tops at 250-300w and with better performance than the 4090
yep, I will probably play around with power limits for some games
maybe not in the winter as much, but now in the summer I need all the help
I already disable boost on the CPU lol
9800x3d is fast enough for 120fps in POE without boost, so that is fine 
we need someone to test the undervolting potential too, but the 5080 would probably top that chart
are there any youtubers or w/e that look into that?
the 4080/5080 are very close, which kinda means that there was no real generational uplift :/
They use nodes that are almost identical, so yeah...
there are no in-depth tests/reviews afaik
yea… The next gen was not ready, but they had to release something
should have bought a 4090 before they stopped producing them 
yea I wanted to get one too
But it was too power hungry for my “special” silent build so I was like “nah” let’s wait for the 5080😅
They didn't have to release anything for consumers
Nvidia was just greedy, given that their only marketing point was "omfg, look, we have multi-frame generation hype!1!1!"
The 4080 is barely good enough for 4k gaming with dlss. I switched to 3840x1600 for a lot of games now which helps, but it’s not ideal
yea true, but I guess they dit not want to skip another 1-2 years
we should move to #💬chat btw 😅
Nvidia has done it before ~ given the reception 5000 series has received, I think people might not have cared.
Ight so I managed to get controller + MP working with gamescope and proton-cachyos-slr
... Anyone managed to get RenoDX working though on gamescope? No matter if I choose Vanilla+ or Filmic, nothing happens. Normal Reshade effects do work, but the RenoDX addon does absolutely nothing. HDR is on and in-game settings are on default (if that even matters if they're overriden anyway)
Do you have Gamescope set up properly? I run it from vt:
gamescope --output-width 2560 --output-height 1440 --nested-width 2560 --nested-height 1440 --nested-refresh 120 --rt --steam --hdr-enabled --sdr-gamut-wideness 1 --hdr-sdr-content-nits 450 --immediate-flips -- steam -gamepadui -pipewire-dmabuf
Then add the necessary variables in Steam game options
I'll try my best to figure out what everything does and fix my arguments, so far I was only using
DXIL_SPIRV_CONFIG=wmma_rdna3_workaround PROTON_FSR4_UPGRADE=1 game-performance gamescope -W 3440 -H 1440 -r 165 -f --hdr-enabled -- %command%
GOT IT!
/WineDetectionEnabled:False
at the end, and RenoDX works wonders. INSANE that I have to forbid the game from detecting Wine in order to get access to Raytracing and let the addon hook properly. Imagine paying for a product and being able to use its whole features without inhuman amounts of tweaks.
Welcome to linux
I mean mostly annoying that Hollow Knight worked instantly, the only issue I had was a HDR calibration problem on my part. Some games just make it hard.
Linux is mostly great, but it can be really annoying sometimes
I still prefer windows for gaming
Modding on Linux is especially annoying lol
In this case, it's Capcom making an insane decision to check for Wine, for... reasons unexplained.
Thats so weird yea
What's worse is that disabling the detection just makes everything work without issue, making it even more questionable.
It's like... it exists just to break stuff on Proton / Wine / Linux, and no-one at Capcom seems to care to check.
It's just baffling.
Top-tier programming
This reminds me of Wuthering Waves not allowing 120FPS and Raytracing options unless you have whatever software - I had to look online and get some fixes for my girlfriend who was 60FPS locked. Insanity
And many other games just either not clicking the button to make the games compatible with Linux (Unity games I think have that option) or specifically blacklisting Linux (Lost Ark used to work no issues, but then they blacklisted Linux from their anticheat afaik)
OH another HILARIOUS case is Hotel Marriott's website blocking Linux users from viewing any prices - they probably think if you run Linux you're automatically a hacker OMEGALUL
should prolly wait for a 5080ti with at least 24gb vram
anyone else's game spazzing out in the forest in terms of exposure? dunno if its renodx or disable post processing or something else
dont use framegen. we 30fps gaming
I actually booted the game up and didn't see the usual new framegen issues. Idk why that would be so surely it crops up sometime...
I don't think it was fixed
Has anyone tried dlss 4, does the native implementation have the volumetric issues?
same issues yeah
We're adjusting the native HDR
nah, 6080 maybe
...
guess we will have to wait for a newer release from nvidia that fixes it instead
... how do you break volumetrics? Upscaler shenanigans? 🐸
well they do work
it just "breaks"
@thin fjord made some good videos showing it
@trim tangle
see this example
after climbing up
this is the typical result for the fogs with the new model
and why I just use the old model
Ah, yeah, it's much easier to understand seeing it in action
Oh I thought this was a problem with that too…
I'm stupid, I already knew this wasn't a problem. Bad memory.
Alas, it seems like the shader compilation screen isn't forced in all scenarios ~ like with RenoDX :|
Cool
Back we go to nuking shader caches...
we should not expect it to work for something like that
that being said at least it is fast if it already has shaders cached
(at least on windows it is, where nvidia cached shaders are in a separate directory)
It's like this on Linux too ~ Mesa has its own shader cache, so that speeds things up.
(I finally disabled Steam's precompiled shaders again, because they download 1.8GB almost every second day, and then take 10 minutes to process each time...)
When I use Filmic preset, everything become very dark, and all colors seems totally wrong, for vanilla+, it seems overexposed. How should I fix this?
You've tweaked the peak brightness value to match your monitor, right?
yes, 800 for LG C5
Is vanilla more or less contrasty than the games normal HDR?
more contrasty, more saturation
Okay well sounds like it’s working right. This mod was mostly about making the game subjectively look better. To do that, we changed how the games tonemapper works for SDR, amongst other things. So there is no true vanilla mode with this mod (base game hdr isn’t too bad in terms of how it compares to SDR).
If you want it to be a bit less of how we tuned it, just drop saturation to like 43 and drop contrast to like 45 or so.
Filmic preset is a completely different beast, we’re changing all kinds of things with that (I think their color grading looks bad most of the time).
my preset is pretty close to vanilla 😄
Is this vanilla+ your preset?
I don’t know, but for me, filmic preset looks like SDR, it doesn’t look like a HDR, very low contrast y and saturation.
Thank you, I’ll try
that's strange
I’ll put a screenshot here later
Still at work
On start screen, filmic looks very different from in game, not that dark. Is it normal?
In cutscenes, if there’s light straight to characters, skin looks very bright, like overexposed. In Vanilla+
I'm not a huge fan of the Vanilla+ preset either, but filmic with pre grade is broken in cutscenes
it looks good in gameplay tho
Well it's not broken
might also be broken in the tent but not sure if that's general or a me on Linux issue
everything is extremely dark so it's hard to choose layered armours lol
I did try your preset, looks satisfying and fixed the tent 😄
This should be Filmic with only my 1000 nit approx settings in Tone Mapping
Yeah it's Post Grade that makes it dark af
Could be Wine on Linux shenanigans that changes things, idk
Already had problems until I hid Wine through launch arguments, the addon wouldn't want to hook at all (and raytracing was disabled), normal Reshade was working fine
Filmic is ultimately a very hacky setup. We’re bypassing their local exposure stuff (cause it tries its hardest to make everything on screen very bright). Because the game wasn’t really designed for that, it has some knock on effects depending on the scene that aren’t always desirable. A lot of the time, cutscenes struggle (sometimes they look basically the same though, just depends on the exposure value used).
Ultimately it’s a gameplay first setup that’s only gonna be desirable if you think the game is both too bright and also graded poorly.
It uses the “real” color of the game so to speak
yea, and it's the exposure type that is "fixed" in the tent
the game uses vanilla exposure everywhere BUT in a few locations like the tent
the "correct" setting is Post Grade if you want it to look like the vanilla game
I think Pre Grade and fixed exposure look better for gameplay
but cutscenes look weird yea
Do you have hdr device to check my screenshots to see if they’re normal? Thank you
On phone so I can’t judge well
I trust mpaul though lol
The plains literally always look weird to me tbh. No good setup there, just a very ugly area imo.
yea it's a lot darker compared to the vanilla+ preset but the highlights are bright
the highlight contrast is greater
@halcyon kernel Vanilla/My preset/Vanilla+/Filmic
this is a bettter location to test
filmic looks really good when the location is supposed to be dark, but it's not that great when it's supposed to be bright like the plains
highlights looks superior with filmic because of the fixed exposure and pre grade settings
filmic vs vanilla+ heat maps
I like my preset because it does not change the intended look/art direction, it just "fixes" the over exposed base vanilla look
Vanilla+ is more contrasty
Can’t believe my filmic is right, maybe it’s because I used to hunt at daytime not night, so filmic is always strange to me.
Hmm I will check the same location with filmic sec
but I think the plains look like that with filmic
I will have to wait for the sun to rise
it's so stupid that you have to complete the main quest to ahve access to the "rest" function
@halcyon kernel Vanilla+ vs Filmic
it's the same at night too
if you don't like how it looks but you want to keep using filmic then increase exposure
Filmic is a lot more realistic looking and the highlights pop a lot more
Okay, so it is confirmed that my filmic is right
I just prefer how the game originally looks like, not a big fan of changing a lot.
filmic vs filmic with increased exp/contrast
I'm the same that's why I like using my preset haha 😄
Yeah your preset suits my taste well.
Normal Vanilla vs My Preset
fellas, are you guys noticing artifacts in the sandstorm on the planes after the dlss swap?
yes well reported issue with model k
use nvidia app to switch to DLSS preset E if you can't live with it.
i see, is preset E much worse?
i se
@merry tartan Random thought, but the black level raise and shit is coming from their tonemapper not their luts so we could adjust blacklevelcorrection to work on the tonemapper
Currently we're manually adjusting the tonemapper values
I haven’t worked on a game that really needed black level correction, so I’ve got no clue what options are available outside of lut scaling lol
I’m down to experiment more with this if you want to though, I definitely think the mod can be improved
Well fuck, now this is gonna bother me till I try it
use RCAS with preset E
the RCAS slider in RenoDX
or you can use OptiScaler's RCAS, which is more customizable than the RCAS shader in Reno
Mandatory "this game ugly af"
The grey filter is indeed butt-ugly
Man, i would pay for a mod that increases the ammount of blood/dust on hit so i can turn off numbers.
Doesn't work, vanillaSDRTonemapper doesn't have black raise
First of all: Thank you!
Second: What the f...
Either this was the piece that I was missing last time or other things were fixed but now RenoDX is working and looking sooo gooooood 🙂
If you have problems with controller as well, check protondb for my report it's pretty long to make all the shenanigans work
agreed. Would be like old mh games with more blood when hitting a weak spot
It's stupid that someone has to figure out nonsense like this just to have a game behave normally
I'm mostly annoyed at locking features behind hardware without disclosing it very clearly when buying
WUWA is F2P but I had to mod 120FPS lock into the game cause ofc they didn't find her RTX 3060 worthy of it so her max option was 60 FPS lock. Stupid, like Wilds with the Wine detection
I might cope but I believe if SKG gets even a slightly good outcome in the EU law, consumer voices will be more powerful than ever, and with indie gaming booming as well, the future just looks good compared to a couple years ago
quick question: since the new update should we still decompress textures? or is it much better now by default?
I assume the answer will be "yes decompress is still better"?
Always will be, because you avoid any load on the CPU and GPU 🐸
We should just presume that Wilds is forever-frogged when it comes to its DirectStorage implementation
I have no idea. Didn't run into that error on Linux, at least.
I guess I will just try w/o first, I just want locked 60fps when I spin :D
Running it through Proton, I mean
I'd assume that the file itself was corrupted somehow.
I need to use windows, the performance hit is too large 
it is fine for most games, but not this one
Nvidia memes? 👀
yes you should
it's better but still not great
you either taxing the CPU or the GPU if you keep them compressed
decompressing the textures gets rid of the erratic GPU usage spikes
which was improved but not eliminated with the patch
but if you got a 4090 or 5090 and you meet the FPS target then you can keep them compressed to save space
or a 5080 actually which is just as fast as a 4090 in this game
5080 yea
Indeed...
The DLC is hardlinked, but it's still ~165GB...
compressed it is already 155gb lol
fellas, what preset is best in yall's opinion? i have a lg c4, its standardly calibrated(filmaker mode).
Totaling the paks that have the textures in them, I mean, including the DLC
oh I just checked the size of the game dir
anyway compiling shaders now
this really is a lot slower than before
but I prefer that
this would probably take 30min on Linux lnao
(with Nvidia)
Even with ParallelBuildProcessorCount=<cpu threads>?
oh that works?
because the game liked to use 3 threads by default
didn't know you could change that
in that case probably not 30min
It seems faster than the default, at least. :|
Also use RenderWorkerThreadPriorityAboveNormal=Enable
holy shit
they fixed the game
I can spin the camera and hold 60fps
without decompress
and I don't run out of vram
... you were running of VRAM? 😓
yes
oh no
they are using transformer model
out of the box
can I change that somewhere in game?
looks terrible on fog
of course
If you're using DirectStorage proper, this mod is useful: https://www.nexusmods.com/monsterhunterwilds/mods/1923
Also: https://www.nuget.org/packages/Microsoft.Direct3D.DirectStorage
1.3.0 exists now!
Can't you change that with DLSS Swapper, if I recall?
I think I'm still gonna decompress I think
yeah you can use Nvidia app too
or special K
I just hoped they have an option
like cyberpunk
Nope, nothing natively. It's all third-party hacks, alas.
(Well, they do now at least offer DLSS4 and FSR4 via driver whitelisting...)
time to read up what I need to decompress again :D
Stutter heaven again?
no, but I see some small spikes in oil basin
which will probably be gone uncompressed
no stutter at all
but it can be better!
got 400gb free, so it is fine
just need to read up which files to decompress
re_chunk_000.pak.sub_000.pak
re_chunk_000.pak.sub_000.pak.patch_002.pak
re_chunk_000.pak.sub_000.pak.patch_004.pak
re_chunk_000.pak.sub_000.pak.patch_006.pak
dlc/re_dlc_stm_3308900.pak.sub_000.pak
Decompress with true/true and rename the originals.
wasn't it false/true for dlc when you do hardlink?
Hardlink dlc/re_dlc_stm_3308900.pak.sub_000.pak to re_chunk_000.pak.sub_000.pak.patch_008.pak
No, true/true
I feel like something is wrong, because I used true/true not on all files
That's only if you're not replacing the main files, and instead are just adding decompressed as patches on top
But that was just confusing to deal with
I want to do the one where I have backup files
because slow internet
for when patches release :D
Mod Organizer helps with that
Virtual folders, with game files untouched
link
Mod manager for various PC games. Discord Server: https://discord.gg/ewUVAqyrQX if you would like to be more involved - GitHub - ModOrgani...
Ah, also, you'll need REFramework to avoid the game spitting the dummy due to Pak encryption nonsense
You're thinking of Reshade
Reshade still needs REFramework to even load
It has basic game support
ok
Which is perfectly fine, actually
(No script merging madness like Witcher 3 has, dear lord...)
https://www.nexusmods.com/monsterhunterwilds/mods/993 I guess there is?
fuck it
I just gonna do it how I did it before
my way works fine :P
Oh, right, I remember now ~ I copied to basic game support thing for Monster Hunter World Rise, and just renamed stuff
Then MO2 just worked
it is ok I'll do it w/o all of this
I don't need mods
I just do how I did it before
If you don't need mods, it works okay ~ unless the game wants to update and overwrite your decompressed paks 💀
Anyways Mod.Organizer-2.5.2/plugins/basic_games/games/game_monsterhunterwilds.py
from ..basic_game import BasicGame
class MonsterHunterWildsGame(BasicGame):
Name = "Monster Hunter: Wilds Support Plugin"
Author = "Valmar33"
Version = "1.0.0"
GameName = "Monster Hunter: Wilds"
GameShortName = "monsterhunterwilds"
GameBinary = "MonsterHunterWilds.exe"
GameDataPath = "%GAME_PATH%"
GameSaveExtension = "bin"
GameNexusId = 6993
GameSteamId = 2246340
Boom, just works
Start MO2. Make MO2 profile. Create empty mods, and throw relevant files in each.
Decompress texture paks, and move them into an empty mod, name as appropriate.
Enable... play game? Has to be started within MO2, obviously.
do I not need to create virtual bla?
MO2 automates that for you
It's, like, it's whole thing
confusing
do I decompress here C:\Program Files (x86)\Steam\steamapps\common\MonsterHunterWilds? or somewhere else
I don't get it
like what is the point if I do it there?
I feel like I would already be playing for 1h if I just ignored this all 
You have to mod the files into a virtual folder in your MO2 profile
Then MO2 automatically finds it
Create profile, then create an empty folder in mods, name however
don't expect I understand anything about this
Well, first start MO2 and create a profile ~ put it on an SSD... for obvious reasons
ok found it
C:\Users\Strudel\AppData\Local\ModOrganizer\Monster Hunter Wilds\mods\uncompressed textures
With enough space for the decompressed textures!
yeah I found that
Oh, that's what you wanted. Oops.
Just Windows things...
Decompress the texture paks, and put them there
Rename to match the original file names, as MO2 will then override them with the ones from the virtual folder
This is the bane of experience... you forget what it's like being a beginner :(
is this how it looks normally?
or did I decompress in the past
and did not remove
I guess I can check steamdb
Looks like compressed
Yeah, they look compressed still
ok good
so I decompress:
re_chunk_000.pak.sub_000.pak
re_chunk_000.pak.sub_000.pak.patch_002.pak
re_chunk_000.pak.sub_000.pak.patch_004.pak
re_chunk_000.pak.sub_000.pak.patch_006.pak
dlc/re_dlc_stm_3308900.pak.sub_000.pak
ok
and the other ones
you didn't post all
it seems
there are more
No textures
144b files are pointless

re_chunk_000.pak.sub_000.pak.patch_008.pak is just hardlinked dlc/re_dlc_stm_3308900.pak.sub_000.pak
Game gets a bit weird without it with decompressed textures. No idea why, but that's the cludgy fix.
ok so now I just put the compressed files in the mo2 folder from before
and rename them to the same
and it replaces them when I launch the game from mo2?
I guess I get it now
Yep :)
and I don't need to make a hardlink either?
You still need to do that ~ within the virtual folder
ah ok
mklink /h re_chunk_000.pak.sub_000.pak.patch_008.pak dlc\re_dlc_stm_3308900.pak.sub_000.pak I think was the command for windows

Yea
🐸
ok so I check this
REFramework?
I already have that installed
Moment of truth? 👀
Add SpecialK as an exe in MO2, I would guess?
Or can SpecialK just inject itself as normal?
nah
"C:\Modding\MO2\ModOrganizer.exe" "moshortcut://Monster Hunter Wilds:Monster Hunter: Wilds" %command%
in steam
and then launch game from SKIF
that might work
:D
well I think it works
it spawned a lot of terminals Oo
but it loaded
ok i still is spawning
something is wrong
it shows and goes away
and repeats forever
I probably did something wrong
Wow
Hmmmm ~ can you run MO2 through SKIF?
i'm trying mo2 w/o SK first
Ah. Should just... work? 🤔
w/o SK it works fine
let me check resource manager to see if it actually works
game is stuttering like crazy
but it is reading it
Shader compilation?
maybe I need to do the shader comp new yeah
probably that
it is reading the correct files at least
lemme delete shader cache hehe
at least it works
will fix SK after....
ShaderWarmingNotifier.lua
local vrR = sdk.get_native_singleton("via.render.Renderer")
local vrR_typedef = sdk.find_type_definition("via.render.Renderer")
re.on_draw_ui(function()
local text = sdk.call_native_func(vrR, vrR_typedef, "get_RemainingShaderWarming()")
imgui.button("Shaders:" .. tostring(text))
end)
Nice script to use...
hehe
Simple, yet highly effective
MH Wilds do be wild with the shader stutter and (compressed) texture loading stutter 🤰
AAA game
ah that is my issue @ebon tide even has a video
at ~32sec
Exclude usvfs_proxy_x86.exe and usvfs_proxy_x64.exe in SKIF
Exclude steam.exe, SKIF.exe in MO2s VFS Blacklist.
Make sure MO2 is not running as Admin.
And the Issue is gone.
yeah not working

well thanks for nothing valmar 
How nice
SpecialK is a bit of a weird program, anyways...
A very opinionated swiss army nice
Do you really need SpecialK for Wilds? 🤔
I don't fucking know
haven't played in forever
and instead of just doing what I did before I'm modding for nothing 
Try without. I get by just fine. 🐸
doesn't sk fix all the stuttering and framepacing issues ?
this is fucking stupid
Nope...
thanks for trying, but I'm gonna do what I should have done from the start :D
REFramework does more to fix Wilds than SpecialK ever did, I dare say
That is, plodding along with muscle memory 🤰
replaced all files
did hardlink and done
so much easier :)
before I start I need to disable transformer shit model
ok nvidia app has support for the game good
now I just need to remember which Preset it was 
probably F?
J and K was shit
why are you guys doing this the hard way?
haha
it was E yea
thanks!
E works best for me
thanks, I was using it until I stopped now 
F for CNN DLSS Ultraperformance and DLAA, E for the others
thanks
I watch a clip on discord (second screen, SDR) and now the game is washed out 
I guess I need to restart
never had that before
I bet it was Special K somehow
strange
I'm trying to get renodx working on linux however I have to deal with the dreaded sliders not doing anything tried both in native wayland and gamescope
probably their wine detection
try ... %command% /WineDetectionEnabled:False
by default that is True and will break HDR and RT iirc
maybe you also need DXVK_HDR=1, unsure. /WineDetectionEnabled:False is needed for sure.
is there a way to make that wine detection command work with my enable disable hdr script?
like this is what I use /home/Username/./hdr-toggle.sh; gamemoderun PROTON_ENABLE_WAYLAND=1 PROTON_ENABLE_HDR=1 %command%; /home/Username/./hdr-toggle.sh
whelp the winedetection command made it work but now the game whines about not being on an SSD when it's on a nvme >_>
and yeah works in native wayland
and I assume the only way to get gamepad working in the game and HDR at the same time is big picture?
/home/Username/./hdr-toggle.sh; gamemoderun PROTON_ENABLE_WAYLAND=1 PROTON_ENABLE_HDR=1 %command% /WineDetectionEnabled:False; /home/Username/./hdr-toggle.sh
like this I guess
I just tried that before you replied >_>
yeah that doesn't matter, the game's detection code is dumb, you can ignore that
or what they use is not supported in wine I guess
for sure
my number 2 modern MH game after rise
world is still the king for me
with this mod: https://github.com/AsteriskAmpersand/Ice-Stable
Ice Stable Release Channel. Contribute to AsteriskAmpersand/Ice-Stable development by creating an account on GitHub.
(but that is more for people that played the game before)
I just can't get back into world unlike going back to GU
oh yeah time to re-enable fsr4 since I won't be using the reshade shaders now sapping fps
If you're running through Gamescope, you do need DXVK_HDR=1, as it's not enabled by default
I'm just sad it doesn't work with the high res texture pack :(
There are a bunch of mods that do effectively the same thing, though
Cutscene Skip 1.0
Anti-claw HZV revamp
Base MHWorld Hitzone Value
Remove Clagger (Target ver.15.10.00)
Armor Skill Fixes - Weakness Exploit Maximum Might and Fortify
yeah but these mods are a bit iffy if you want to play online
ICE is making sure you only play with ICE players
if you play online with these mods that is kinda not cool tbh
if you are solo, go for it
Agreed ~ I've only ever played solo, so 🙃
Neat ~ but why can't they make hi res textures work? :(
it doesn't work?
Not from what I remember ~ they recommend uninstalling or disabling the hi res texture pack
interesting, iirc I used it 🐸
Are you sure it wasn't disabled?
there was a new post processing removal mod added
on nexusmod
thing is, it kinda fucks with renodx, or at least a few settings
you guys running this?
What’s this doing differently?
And yeah this stuff is a recipe for disaster with renodx mods
its just a thign to disable the native sharpening the game has, lens distortion
fog
etc
that's not a new mod?
I've been using it with no issues
i can't play the game without it
oh lol yeah that's the one that's been there basically since launch
what config do you use?
for that one i just use it to disable lens distortion
I was thinking it was this one
the default fog settings are awful
this is what i use
really just use it so the fog is out of my way without the screen being black because they didn't design the game to be used without fog
this one is nice too @robust phoenix
https://www.nexusmods.com/monsterhunterwilds/mods/2368?tab=description
damn
do i paste this somewhere?
also i wish i could use highest res textures without it fucking causing microstutters
i have a god dammed 4090
you can try the decompression stuff if you want but imo the textures aren't even worth it
its just the config file for the mod in the data section of re
does that have an effect?
also wym
where is this decompression stuff
like, issue with textures on high is htat they load slowly
so they appear all blurred and then load
highest doesnt have that issue
i think
ok i swapped it
let me try it
that's an issue no matter what
i'm pretty sure atleast
hmm
i havent done the decompression stuff it supposedly fixes microstutters but adds hella data to the game
on top of the default 4k textures
there's still lots of ugly textures even on 4k tho
rip
also, the disco ball stuff
some people said to completely disable is bad
like 0.2 is better
is that what you use?
i just used default i didn't notice anything bad
gotcha
then i'll do that too
damn, game looks way darker on chara select screen without the fog
lmao
darker?
yeah it just adds a layer of grey to the scene idk why they thought that was a good idea
Old outdated GPU 
i wish, its a 13900kf
that's practically ancient these days 😉
fellas, what sthis decompression method for the textures?
badly implemented DirectStorage
Basically instead of doing the work on the GPU side it's on the CPU side for reasons unknown, also they probably should have tried to optimize the texture work a tad more. Otherwise there's no reason to compress textures given the uncompressed size isn't that huge percentually in comparision, especially with the HD pack
;/
also
do any of you know of a way that makes framegen have motion blur
it seems teh game turns motion blur off
framegen kinda just does that due to the nature of the tech but maybe you're seeing something different idk
lossless scaling is worse lol
worse latency and visual quality
Even when you force it to use the GPU, performance is still simply awful
Decompressed textures all the way
And then you have to contend with RE Engine being badly optimized for CPUs and GPUs in general
7800X3D and 7900XTX? Camp still plummets to ~60fps
Run the tool in the game directory, and run it on each of these files, choosing true / true when prompted:
re_chunk_000.pak.sub_000.pak
re_chunk_000.pak.sub_000.pak.patch_002.pak
re_chunk_000.pak.sub_000.pak.patch_004.pak
re_chunk_000.pak.sub_000.pak.patch_006.pak
Backup the originals, obviously ~ make sure to put them back when you know there's an update coming.
Then rename the decompressed files as the originals.
Decompress the high res textures too, and backup
Then hardlink the decompressed dlc/re_dlc_stm_3308900.pak.sub_000.pak to re_chunk_000.pak.sub_000.pak.patch_008.pak else there will be texture breakage
Be warned ~ you will need a lot of space for the files...
156GB for original files to ~320GB for decompressed + backups
do you feel its worth it?
was kinda needed before the title update 2, but it still helps a bit I think
it improves performance, but if your GPU is fast enough, then it's not really needed
aka if you got a 5080/4090/5090 and you want to play in 4k/60fps, then you can keep the textures compressed
but you get better framerate stability if you decompress the textures
A faster GPU won't help, because it's an engine implementation issue, not a GPU or driver one
It really helps eliminate a lot of stuttering, as you're skipping decompression-on-the-fly
Gameplay is definitely smoother
You still do need it ~ the engine is just very borkened, alas. So is DirectStorage in general.
not really, if you switch to GPU decompression, then it works fine
if you are playing the game without an FPS limit, and the GPU is running at 99% all the time, then DirectStorage is going to cause issues yea
I find that it still stutters on my end with GPU decompress :(
It does not stutter on my PC with GPU decompress, but the GPU usage increases when I move the camera, so yea it's taxing the GPU quite hard, especially if you use the DLC textures
Might depend in the GPU driver in the case also
How does one even force GPU decompression in this game? Afaik SK can't do it
Let's you toggle between CPU and GPU decompression
Also
Update1.1.0:
Add a dll plugin to set custom StagingBufferSize.
Open .ini file to edit it.
Recommend value: 32, 64, 128, 256, game default 64mb.
Increase bandwidth saturation at a price lower render budget.
High-end rig try set it to 256mb or 128mb.
.ini file is in the plugin folder
Ty, I'll try it. Anything to make high res texture pack less of a stutter fest
If you have the storage space... #1347155473266114580 message
No stutter because nothing is being decompressed
Yeah I saw that mod, but seems like a hassle to keep it updated with every patch to be honest
Does it actually fix the stuttering completely?
That's why I turned to using Mod Organizer 2 for modding the game
If I add that with SK I'm sure it's going implode lmao
It might. Not sure SK is worth it these days, anyways.
It causes a few too many weird issues.
But MO2 is good for modding the game and keeping track of said mods.
It's a compatibility nightmare, but the frame limiter is still teh best there is
Plus comes with DLSS adjustment options
MO2 does haven't have built-in support, so had to add:
game_monsterhunterwilds.py
from ..basic_game import BasicGame
class MonsterHunterWildsGame(BasicGame):
Name = "Monster Hunter: Wilds Support Plugin"
Author = "Valmar33"
Version = "1.0.0"
GameName = "Monster Hunter: Wilds"
GameShortName = "monsterhunterwilds"
GameBinary = "MonsterHunterWilds.exe"
GameDataPath = "%GAME_PATH%"
GameSaveExtension = "bin"
GameNexusId = 6993
GameSteamId = 2246340
DLSS Swapper does a similar job, I think
Does it work like with Bethesda games, injecting files without replacing the original?
Does it achieve anything in practice? 👀
Yep
Alright ty, maybe I'll try it if Capcom won't fix the game before that
( It won't happen)
RE Engine and DirectStorage might be too cursed to be fixed properly
Then again, DirectStorage is cursed in many games that use it
Some games let you disable DirectStorage and they get performance boosts from it
But I doubt Capcom will make that happen with Wilds
I wonder what Dragons Dogma 2 was using, that game was also a mess but a different kind
Mostly horrid CPU usage
RE Engine also... the game really tanks whenever there's a lot of NPCs loaded in
I don't think it ever got fixed, really
Some modders did some magic to make it less awful, but it wasn't a perfect fix?
Huh, how does tgat work?
Unlikley it ever will. RE is nearing EOL. The issue with NPCs is that all path-finding and state changes are computed synchronously, with absolutely maddingly inefficient code. That's why RE engine grinds to a halt the more, "dynamic", NPCs you have on screen. "Dynamic", NPCs being the general term for the kind of generated filler NPCs you see in open world games. Wilds uses them extensively in settlements and base camps which is why those areas can chug so badly
I use REF+SK+RenoDX+Other mods with wilds 😄
It works well in FF16
but yea there aren't many games that benefit from DS
fellas, im kinda stuck, idk how to properly decompress the textures
idk what commands to put on the cmd
None, just drag and drop the files to it, then press yes both times
As in:
Execute the CMD
Drag and drop files
Press yes to full package if you want to replace OG file, and yes to the second option for flags
Success!
For hardlinking the DLC package you must open an actual CMD and then use the right command which I'll see if I can find in a sec
Quoting from Nexus:
Im currently using the hardlink method. I decompressed the high res pack then made a hardlink from the uncompressed file in the DLC folder to the parent folder containing all the other patch files.
Example: Open CMD as Admin, type:
cd YOUR MH DIRECTORY CONTAINING THE 00X PATCH FILES
Then paste:
mklink /h "re_chunk_000.pak.sub_000.pak.patch_00x.pak" YOUR re_dlc_stm_3308900.pak.sub_000.pak FULL PATH here
Right click on the MH high res decompressed file and click copy as path, paste that in the YOUR FULL PATH HERE area. Change the 00x.pak to whatever is the next in the "patch" chain in your folder. for me it was 006. This saved me 100 gigs of space.
For example:
cd C:\Steam\steamapps\common\MonsterHunterWilds\
mklink /h "re_chunk_000.pak.sub_000.pak.patch_00X.pak" C:\Steam\steamapps\common\MonsterHunterWilds\dlc\re_dlc_stm_3308900.pak.sub_000.pak
Where "X" is the proper patch file number
drag and drop what exactly?
the cmd is the only file that came i think
No probs, we all start somewhere at some point 😄
so, like
i know you explain it like im a dummy
but assume i'm like a literal buffon
i cant even read
present it in archaic symbos
drawings of prehistoric humans
so, lets see
i get this file here
and run it
just as is?:
or do i put it on the folder
I'd put it in the folder mainly for convenience
So you don't have to go and look for it, I don't think it's needed to be in the same folder to work
Then you run it as is and when the window opens you drag and drop the pak file to it
but like
no window opens it
like, on my directory, there is a file named
is this sign that it worked?
yup
funny
Did it give you a dialogue asking you for options Yes and No?
i want to use the hd texture pack. but this is way too small for that
can i run it again with no issues?
i'll check
Yes
Yeah, now you drag drop
do i do both trues?
I'd do so specially if you want to delete the compressed file
I also think saying "no" to the first option makes the game crash now
No, now it's in the same folder with the same name but with "uncompressed.pak" instead
It's the one that says "Output file" (what has been created)
so where do i find that output file
if i ran this on my wilds folder, then it should be there as well right?
Yep
ok so, what now?
also, i want to uncompress the hd ones but i dont see an option for that
how do i do that?
so i run this file in that folder?
You need only decompress the HD texture pack then
I'm sure the 4090 can handle normal textures fine
You do the same but with the large file in the "dlc" folder first
Then you gotta rename it the same as the og file and hardlink it
you see, thats my doubt tho, all i did in that window was press enter nonstop and put true true
i didnt pick a file last time
so how do i pick a file this time
you drag and dropped one yeah?
nope
You do the same
i did no drag and drop
Oh
all i did was put the compressor ON the folder and run it there
When the window opens you're meant to drag and drop the file (or paste the full path alternatively)
...oh.
damn
ok now i am starting to understand
so, should i do the HD one as well?
"C:\Program Files (x86)\Steam\steamapps\common\MonsterHunterWilds\dlc\re_dlc_stm_3308900.pak.sub_000.pak" is the one in your case
Yeah!
ok so, i open the window
and type that file path
and then run it
ok, so i guess this right
True and true in this case
you'll see frametimes become flat
also, should i do this for the high text as well?
holy shit im getting wet
The ones you're doing are the high res textures
yeah, i mean the highj norm
not the dlc one
The thing is: DirectStorage works fine with standard textures, but the HD ones are the ones that chug performance due the size of each one probably. But since each update adds new texture packs I think it's better to simply uncompress the HD ones for conviencience, especially with 16GB+ VRAM cards
i see
well, i heard uncompressing the normal ones also helps somewhat
i guess i'll do both
damn this files big
Yeah it does, it becomes a 100% flatline with both
damn
Otherwise it has little graph still but nothing any modern GPU can't handle
i'll do both, i have storage to spare
done!
anything else next?
you mentioned renaming the file
Yeah, name change the old file extension to ".old" and delete the ".uncompressed" from the new one
You have to hardlink, which is basically telling Windows "hey, there's a file in this other folder but I'm going to make you do a new one here which actually points there"
Open a cmd command
Then paste:
cd C:\Program Files (x86)\Steam\steamapps\common\MonsterHunterWilds\
And hit enter
Yeah, now do paste
sorry im a bit confused, paste what?
