#✅RenoDX: MH Wilds

1 messages · Page 12 of 1

indigo stratus
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Quality

glacial plank
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interesting

indigo stratus
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Yeah the higher the series the lower the impact, which makes sense, what i read so far, its quite unusable for 20 Series users

glacial plank
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that's amazing

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forced preset M for now, will try it in games

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would be amazing to see full bencchmark comparisons soon on YT

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hoping that the infamous K fog issue is gone

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tried looking at hellblade 2 on new preset but the game already looked amazing so it's hard to see the differences xD

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without switching back and forth, but that doesn't sound like something cconvenient to do

indigo stratus
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In also interested in the actuall difference between the L letter and how it scales with higher quality levels

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Also one more thing would be older games like the Witcher III

glacial plank
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either way that's kinda unexpected by them to release it without any caveat, like only being available for 5xxx

indigo stratus
glacial plank
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maybe, or input delay would be too bad so it would create bad rep

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seeing 4x FG performing quite well makes me want a 50xx gpu more but I think waiting for 6 or 7 series is smarter

indigo stratus
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I was never interested in multi frame Gen until they mentioned that you can set a fps cap (monitor refresh rate) and it just auto adjusts it, this is a dream come true, but the upgrade to a 5090 is so not worth so I am gonna wait for the next Series

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My 5800x3d is also still going strong

glacial plank
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this was already possible with Lossless Scaling tho, they are basically copying that functionality in their architecture

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which is pretty smart since their FG will likely perform a lot better in comparison as it's native

indigo stratus
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Yeah LS is a godsend for many things

glacial plank
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btw one thing I'm still curious about, they said something about G-sync improvements too

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does it affect oled monitors at all with adaptive sync tho?

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seems like no

indigo stratus
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Where did you see that? I just saw the "Pulsar" stuff, but it's not for Oleds

cerulean marsh
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Could just be general improvements but likely would not apply to monitors that are not G-sync certified

glacial plank
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ye it seems more like a thing for IPS

indigo stratus
cerulean marsh
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Yes I believe so, G-sync compatible isn't as good as G-sync certified

rustic bridge
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4.5 looks impressive

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I hope amd will step up their game and improve their FS4 model

thin fjord
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FSR4 didn't have the awful issue with transparent effects, I was jealous of it for a bit

rustic bridge
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have you tried dlss 4.5 in mhw?

thin fjord
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not yet

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updating Luma first

rustic bridge
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I'm searching videos on youtube but people showcase different games

light crest
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Do you guys also get flickering shadows on trees? Can't tell if it's new DLSS or I just didn't notice before

mossy swallow
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It is intended for Preset M to be used on any DLSS mode. The image is leaning towards SHARP

mossy swallow
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there's a lot of weirdness that's there on native. Like when I was testing this morning, traveled to the stormy night in the desert and noticed blurry as hell grass/branches.
Disabled DLSS and it was less blurry, but still pretty bad looking

light crest
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Yeah seems like this is just a Wilds thing

cerulean marsh
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FSR had some transparency issues with Wilds too, weird fuzzy blurry looking grass

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Will probably be fixed in the full release of 4.5

magic nexus
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More severe on RTX 20/30 series cards, not very noticeable on 40/50 series cards. DLSS 4.5 models use FP8 which the older gens don't support, so the performance impact is exacerbated there.

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A new driver was released with a specific mention of DLSS 4.5 support

glacial plank
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the game is really a disaster

light crest
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Yeah, seems to be more noticeable at lower resolutions

thin fjord
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but it's pretty jarring, it gets better on highest shadow settings

pine cedar
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yea i also have flickering shadows in trees even with no upscaling or with fsr4

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very noticeable during Plenty/Daytime in scarlet forest 🥀

cerulean marsh
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This is why I just don't look up at the canopy OVDRSolCrazy

cerulean marsh
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just did some testing. The artifacting never seemed that bad before this most recent update

pine cedar
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yeah those artifacts are what I see when I was still on 1080p. now its the same with 1440p xd

thin fjord
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Probably something they change to gain performance

fading cape
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"performance"

thin fjord
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right

fading cape
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oh yeah no i've noticed that flickering for a while now

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nothing new

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much easier to see with their default fog settings

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they gotta cover up their mess

pine cedar
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this is what i hate the most

thin fjord
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Ah yeah it's worst in the basin

silk blaze
thin fjord
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The oil has this screen space noise

pine cedar
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its so bad

thin fjord
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Have no idea what is supposed to be

pine cedar
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theres a mod that disables those, but the game looks flat

silk blaze
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I do get flickering occasionally in certain angles at the hub area. I am not sure about the sky since I never look up and my setting is set low for it pepeToast

pine cedar
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do you guys use raytracing? i find the raytraced water reflections bad

silk blaze
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I use high or what ever the highest ray trace is. I did recently turn on water ripples. I usually had it off because it looked bad.

spark plaza
pine cedar
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also the water in wilds has this weird pixelation

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checkerboard pattern

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idk if its visible on 4k but im at 1440p

silk blaze
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I would need to check out later if ray trace or the ripple has to do with it. I thought it was just the streamline being slow.

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I did notice it was worse when adjusting lower dlss upscaling.

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I play on performance but ultra made it worse. DLAA it was slightly there but not too bad.

pine cedar
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still looks weird with RT. 1440p native

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what a messed up game

merry tartan
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There’s missing geometry that’s pretty important in the forest, yeah. But re engines SSR is genuinely some of the worst so there’s no winning. I just keep RT on

fading cape
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Same

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The performance hit atleast isn’t that bad

silk blaze
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RT on wilds is one of the few generous ones I've played. I think I lose about 10 frames or so compared to other games.

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It isn't the best looking but it is just another graphic option at that point.

pine cedar
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yep rt in wilds mostly only affects reflections

zinc sapphire
pine cedar
zinc sapphire
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yeah I recalled RT helping with it

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I haven't played in like half a year

pine cedar
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some objects have no lighting anymore tho but for me it looks better

magic nexus
indigo stratus
rustic bridge
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that's wilds if dlc checker is the faulty one

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i was expecting bloated texture streaming

sonic thicket
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probably both

rustic bridge
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a lot of worker jobs thrown to the cpu

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they could easily optimize their pipeline and boost our fps

sonic thicket
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Seems to be limited to camp areas as well

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At least from independent testing

late marten
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How are ppl usinf Filmic ? Its sooo dark

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Are there any perfect settings for the RenoDX menu ? Ive been using vanilla+ but changed my peak to 1130 matching my monitor and changed saturation from 50 to 56

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I don't wanna use no reshade presets, just RenoDX

late marten
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filmic is just tooo dark

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Vanila plus is ugly

thin fjord
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try vanilla but pre-grade maybe

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or tweak some settings

spark plaza
late marten
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Well thats filmic

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Not using any reshade presets, i don't like fan made presets, i just want the game hdr to be fixed with RenoDX but the only options are both bad

spark plaza
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the filmic preset shouldn't look like that

late marten
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And im not an expert on how to set it up, in resident evil games i just install it and it enchants the hdr, in wilds i dont know whats going on

thin fjord
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filmic looks great for me and both look better than native SDR or HDR.

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what is your peak brightness and game brightness set to here?

merry tartan
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Yeah neither of those screenshots look right. Are you using any other mods?

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Maybe vanilla looks normal I’m not sure, on phone, but filmic is never crushed like that, or shouldn’t be.

fading cape
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Those images aren't even in hdr are they

late marten
thin fjord
late marten
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Yes

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Mine is set to 1130 peak brightness matching my monitor

late marten
merry tartan
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or anything that modifies anything the engine is doing

late marten
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No, modder says its no longer needed

late marten
fading cape
late marten
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"Take a screenshot using reshade tool"

fading cape
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the settings tab at the top of the reshade menu should have something that looks like this

fading cape
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it shows you what key you have to press to take a screenshot and where it'll be placed

late marten
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I used F12

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FROM STEAM

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gonna use this as soon as im on pc tomorrow and will share here

fading cape
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Yeah i was wondering hardly any screenshot programs take jpg as default

cerulean marsh
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It shouldn't be that dark though

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filmic is still nice and bright for me

silk blaze
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Idk for me the exposure type/exposure strength/lut exposure reverse all stopped working about 3 weeks ago. With the latest version of reno. I tried doing a clean reshade install with no luck.

late marten
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vanilla is very bright and kinda washed ? filmic is very dark espically at night

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My monitor is an AOC Q27G3XMN and my HDR is not set to game its set to DisplayHDR

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Only using disable lens as a visual mod

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My peak brightness is set to 1130 matching my monitor calibrated settings

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Auto HDR is off

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Generic depth runtime sync are both off

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Anything im doing wrong ? Because i really like filmic smooth look and colors but its tooo dark

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high preset changed upscaling to (performance) for the 4.5 new feature, used dlss swapper to swap to preset M

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I did not touch anything here

late marten
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super green

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super dark

late marten
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this was the problem........it was 203 by default and i maxed it to 500

dense knot
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@merry tartan Did you merge the latest mh wilds changes?

thin fjord
merry tartan
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It’s in my main branch though

distant oar
barren grotto
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Hi! Um How would I set up RenoDX to make stuff visible at night?

late marten
thin fjord
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there has to be another issue here, seems like a lot of people getting overly darkened image

late marten
thin fjord
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by a lot I mean more than 1

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this is me on filmic ~150 nits

barren grotto
# barren grotto Hi! Um How would I set up RenoDX to make stuff visible at night?

Using filmic preset atm, sadly even with 500 brightness the 'dark' stuff stay crushed.

Only by changing Contrast to an absurd low like 30 + changing to Vanilla exposure type w/100 Strength allows me to see some more detail.

(Could be relevant) Visual mods I'm using:

  • No Weapon Glow
  • Beauty Light (reduced to 10% intensity)
  • Fake Player Light Remover
  • Disable Post Processing Effects (Settings appended)
  • Disable GI Reflections (edited to 0.3)
  • Disable lens distortion
thin fjord
barren grotto
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Sadly that didn't work 😢
I've gone through them one by one until I disabled all of them, including just disabling "disable post processing" completely.

Would you think one of my .config variables could be causing this? I'm using like a performance config, and it probably disables film grain there.

distant oar
distant oar
barren grotto
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Yes, I tend to close the game first before modifying my game.
Let me try restarting the PC maybe?

distant oar
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I remember that some people had problems when using the Disable Post Processing mod with RenoDx a few months ago. Other mods that affect similar things could also cause problems

thin fjord
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also just to be sure, are you guys on AMD or nvidia

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I remember there were some AMD specific bugs at some point

distant oar
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I would probably backup all mods and then remove them from the game (Also REframework scripts and other stuff that was modified). After that RenoDx should work and you can try to add mods 1 by 1 to identify the one that causes the problem

barren grotto
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Nvidia~~
Alright lemme try that.

I'm also using Tex Decompressor so let me check if restoring the default one fixes it.

Edit: It wasn't Tex Decompressor.
Let me try installing all my mods in a batch of 5 (not just visual mods), hopefully it's a mod issue.

late marten
thin fjord
thin fjord
late marten
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What image ?

knotty cypress
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well not nonsense but should be though of as a minimum ratio

thin fjord
knotty cypress
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like if you have 1000 peak, setting paper white above 203 is reducing dynamic range to less than ideal

silk blaze
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Have you tried deleting your shader.cache2 file in the main directory.

barren grotto
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Yes, it only looks like this at night/dark locations.
If I do change the color grading values, it allows me to see the details, but in consequence it makes everything look super washed out due to the crazy values.

Atm trying to check if any of the mods I'm using are the cause.

silk blaze
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Simplest way would just to disable all of them except reshade and reframework.

barren grotto
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It seems to be Tweak Volumetric Fog (?), I'm not completely sure.
It might have something to do with how Volumetric Fog adds a kind of white overlay almost to the game due to it being on top of the screen, which somehow adds some detail to textures by elevating the blacks.
I don't have anymore time atm, but I'll try changing the settings of it tomorrow and testing . I also haven't tried disabling catlib so it could still be that, but so far Tweak Volumetric Fog is the only one that has had a quantifiable difference.

thin fjord
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I can share my tweak volumetric fog settings I also use that mod

fading cape
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Filmic / Vanilla / Vanilla Pre Grade Exposure

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mines hella dark too lol

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Filmic / Vanilla

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also jesus christ

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i do have mods on so maybe it's that but i doubt it

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updated reframework and disabled all mods bedides it and same thing nvm some mods stayed for some reason after disbling on mod manager

thin fjord
fading cape
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why

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i just forgot to install some mods via mod manager so when i turned it off it just stayed

thin fjord
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sometimes reframework restore stuff from the storage folder

fading cape
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oh nah just user error

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ima tryna wait till the same time to see if it's changed rn

thin fjord
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does it look not super dark anymore?

fading cape
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it looks promising

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no time skip for grand hub for some reason

fading cape
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filmic / vanilla / vanilla pre-grade fixed exposure / vanilla pre grade

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it seems to be fixed exposure that is crushing the blacks i forgot to get a pic with vanilla exposure

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filmic / vanilla / vanilla pre-grade fixed exposure / vanilla pre grade

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turning off mods did seem to help the clipping but blacks are still being crushed

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with fixed exposure on

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vanilla preset still jank like always though

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im not waiting another hour to get pics with vanilla exposure on your just gonna have to take my word for it lol maybe later

thin fjord
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does raising the shadows in renodx help?

fading cape
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so that it resets it back to default

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vanilla doesn't crush blacks but change one setting (fixed exposure on) and it starts crushing them

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The post-grade setting seems to worsen clipping while the fixed exposure setting worsens black crush

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tldr

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wait

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no fixed exposure does both i think

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idk i have to look at it again

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ima try to get better screenshots with everything

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ill send in the actual renodx server i forgot about that lol

distant oar
knotty cypress
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IMO just find an average brightness you think looks good

distant oar
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Just asking for my own understanding feelsGoodMan

late marten
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default 203

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max 500

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looks alot better, i dont see any visual loss personally but im no expert

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203 brightness

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default value looks like my phone when its on low battery

late marten
fading cape
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might as well just put it on sdr mode and turn ur monitor brightnes up it's the same thing

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but it's still reno ig so you get better colors

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highlights lose their punch when everything is blinding

merry tartan
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maybe there's some new in-game setting dependency

fading cape
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well it wasn't bloom cause i already tried that

merry tartan
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could be any of the post processing options really

fading cape
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you saying the setting could be causing the crushing?

merry tartan
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yeah idk I just went through and tried every post processing option and there was no change

fading cape
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i can try to look at that area to see if maybe it was just the grand hub i was having issues with

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it also does depend on time of day a bit

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in this case it might just be caused by the player light remover mod they had on

merry tartan
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grand hub does just kinda look like ass at least in this time of day

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with vanilla+

fading cape
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it's always looked like ass imo ngl

merry tartan
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it's not ideal

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game is just so cooked visually

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I just don't know what's goin on with this sky

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we really gotta redo this mod. We could definitely do better now

fading cape
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before dlc atleast lol

merry tartan
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okay I'm now in the gathering hub at night, it's just cooked

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let me see if I fucked something up in whatever shader loads here

fading cape
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I can't really get it to look as cooked as that image

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not great but i think that pitch balck thing was just the player light remover mod or one of the other various visual mods

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lol didn't even realize i got alma waving to me in the screenshot

barren grotto
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Started testing again, in my case, it really is only the Tweak Volumetric Fog that has any effect.
Disabling "Player Light & Beauty Light Remover" doesn't help with the crushed blacks.

I might have to just disable Tweak Volumetric Fog completely or adjust it to cover near the camera as well.

fading cape
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damn

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my favorite mod

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oh yeah immediatly my game looks awful in opening cutscene in opening game with tweaks mod

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This isn't even in filmic it doesn't change much

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not as cooked though

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honestly it might just make it easier to see it

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idek

merry tartan
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keep in mind very little testing has gone into this

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but this should broadly be more reasonable

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also this build adds dithering but it doesn't do much of anything about the source of the worst banding

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HDR now looks more in line with the SDR mode I tweaked

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damn nights are still fucking cooked on filmic

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possibly worse

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vanilla looks better though

fading cape
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Filmic / Vanilla / Vanilla Pre Grade / Vanilla Pre Grade & Fixed Exposure / Vanilla Fixed Exposure

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old build with mods on

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testing black crush outside grand hub possibly cause by fog tweaks

merry tartan
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that build may or may not be a net win 🤷

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this has successfully annoyed me seeing how bad the hub area is, so I'll try redoing things tomorrow

fading cape
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im not convinced fog tweaks is affecting it all

silk blaze
barren grotto
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Yeah, it might not be the thing too hmmm.
But although It's quite subtle, it's substantial enough for me that I could actually differentiate stuff on Gore.

Pic 1: Tweak Volumetric Fog (On) [Mostly removed near fog]

  • It's literally just black except for highlights and direcly lit up parts.

Pic 2: Tweak Volumetric Fog (Off) [Default Volumetric Fog]

  • Even without highlights and direct lighting, I can make out the details, especially on his batman cape.
silk blaze
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Old build but random sections hmmNice Looks the same but a bit darker than it used to be before TU4.

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But for you all to have almost black monsters something has to be up.

late marten
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cant see nothing

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its def def the game brightness

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203 is unplayable to me

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ok these are the best settings so far

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for me

rustic bridge
late marten
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Turns out filmic is already perfect and all i needed to do was switch exposure type from fixed to vanilla

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Man why didn't nobody tell me

cerulean marsh
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birb. That's all

fading cape
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hate that mf

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end game boss right there

cerulean marsh
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There is a 9 star version now

thin fjord
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it was a fun hunt the 9 star version

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only attack I really hate is the one were it drags it faces trough the entire floor

cerulean marsh
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Yeah its just feels wayyy too slow and has so much tracking

merry tartan
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filmic preset hasn't been redone or anything, it's just not here anymore. I might make something new for it, unsure

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the sliders are still there though, so people can do similar things

thin fjord
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need @distant oar to play around with the settings maybe

merry tartan
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everybody should expect sliders to behave differently than they used to btw

distant oar
merry tartan
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this game with the devkit loaded makes 32 GB of RAM fucking cry 😭

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and that makes me cry

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why RAM so expensive

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(rhetorical)

thin fjord
# merry tartan

contrast 80 too high, otherwise looks good. will test it with fixed exposure. waiting for the hub to get dark

merry tartan
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Fixed exposure still has a lot of clipping issues

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Just to put that out there

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Their grading pipeline is a mess. We may try doing something more custom in the future

distant oar
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And was there a big reason that caused the rewrite or did you simply decide that it can be further improved?

thin fjord
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he updated the tonemapper to Hermite Spline, so I am guessing he reworked stuff around that

merry tartan
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A good couple few hours, me and ritsu both worked on it. Almost everything was redone. The old mod was a lot of magic numbers and this is a bit more grounded in what the game is doing.

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I suppose I can write a proper changelog for it

distant oar
#

Ok thanks, that sounds like a nice improvement. This way it should probably also be easier to make further improvements in the future.
Thanks for putting all this work into this pepe_love

merry tartan
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Forgot that editing a forward isn’t possible

merry tartan
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feel like I should probably put another preset in the mod before posting to nexus...

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always weird when someone updates something and it seems like there's "less"

distant oar
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This is my first attempt at a new preset. Still needs some work, there are probably some things that need adjustment. Just trying to get a good starting point.

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Maybe Highlight saturation is better at 60

magic nexus
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Looks good

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Damn a bunch of different settings now

distant oar
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But there could be other problems I still need to test other scenes

merry tartan
magic nexus
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That's for SDR? like a fake HDR?

knotty cypress
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to fit peoples conception of what hdr should be

distant oar
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New HDR Look preset is also looking good

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I also just noticed the fixed exposure clipping in my preset doomerWojak

thin fjord
fading cape
#

yeah fixed exposure still broke

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this is comparing the preset i had before to new hdr look

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idk which i like more

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saturation was a bit much so i lowered it a bit

merry tartan
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though the grading is subjective

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I just think the game is ugly

fading cape
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yeah i think hdr look just clips a bit more than mine so im stick with mine lol

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sorry im just using discord as a easy way to compare images at this point

merry tartan
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hdr look does not hold up with lava

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this is why I'm holding off on nexus for a bit lol

merry tartan
magic nexus
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sweet ill try that now

merry tartan
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realizing I should probably not name the preset hdr look when it works in SDR too

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filmic is a silly name though

rustic bridge
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new reno 😮

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i forgot to decompress the textures on the last update

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it's faster, smoother now

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i'm on high textures but somehow the game still uses the dlc pak

thin fjord
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you gotta uninstall the dlc in steam

rustic bridge
rustic bridge
# merry tartan

I tried this and the cpu usage skyrocketed. in the grand hub
old reno: 40% cpu, stable fps
new reno: 70-80% cpu + stutters, less fps, unstable fps

rustic bridge
merry tartan
fading cape
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filmic makes more since

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not if you actually thing about films though lmao

merry tartan
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hdr look is consistent with other renodx mods at least 😩

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new preset is kinda cooked in low light wojakdead

fading cape
#

Maybe "Vivid"?

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or "Enhanced"?

merry tartan
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gonna have to update the preset again to drop sat and blowout. I wish the highlight sat slider behaved differently

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maybe I should customize it. At least for this game, I want it to rolloff at the brightest highlights

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as is it's basically unuseable if you pick pregrade, other than lowering it (which is aggressive)

fading cape
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or fixed exposure

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that was the issue with it in the first place

merry tartan
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eh, fixed exposure is super compromised regardless

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it's a shame cause when it looks good it looks really good lol

fading cape
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a rolloff would be nice though

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it was acting like it wasn't even tonemapped when changing highlights and contrast

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I want to look at the new addon but i gotta take care of some shit first

merry tartan
#

fixed exposure still gets tonemapped, it's just too bright to reasonably compress

rustic bridge
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the new reno produced a 200MB cache

merry tartan
rustic bridge
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so my game was just cooking shaders?

merry tartan
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yeah

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if you delete the cache file and uninstall reno you'll see the same behavior

rustic bridge
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i'll let it cook longer then

merry tartan
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it can take quite a while

rustic bridge
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up to 20min for my cpu

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that's what i used to wait on launch

fading cape
#

you can edit the config.ini and change ecoshadercache=true to false to turn off background compilation

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that's what i did

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it goes way to slow when in the background also it's hard to till when it's done

fading cape
#

@merry tartan what was wrong with the firespring anyway i didn't check

merry tartan
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bright red was deep fried and homogenous

fading cape
#

oh like the during inclemency?

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is that what you mean by firespring?

merry tartan
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yeah

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did a hunt during it

fading cape
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idk looks fine to me so im not sure where you were talking about

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the color lut strength does need to be lowered because of this area

merry tartan
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nah when you go down into the hunt areas

cerulean marsh
#

I wonder if this rewrite will fix Lilium's shaders actually detecting HDR

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I have tried reinstalling everything, updating/downgrading drivers

#

And for some reason it just won't detect an HDR colorspace

fading cape
cerulean marsh
#

Hdr is on for both, trying enabling and disabling both

merry tartan
#

this is probably the real 4.0 release

#

I cooked if I do say so myself. The local exposure controls are nice

thin fjord
#

is it like a multiplier on the exposure?

merry tartan
#

pretty much yeah. It's kinda like tonemapping in and of itself

#

fixed exposure before was a hack to bypass it basically

#

basically this is what I'm doing

float LocalExposureCalc(float4 color, LocalExposureInputs inputs) {
  float _971;
  float4 _956 = color;
  if (!(inputs.useAutoExposure == 0)) {
    int4 _967 = asint(inputs.WhitePtSrv[16 / 4]);
    _971 = asfloat(_967.x);
  } else {
    _971 = 1.0f;
  }
  float _972 = _971 * inputs.exposureAdjustment;
  float _983 = log2(dot(float3(((_972 * _956.x) * inputs.rangeDecompress), ((_972 * _956.y) * inputs.rangeDecompress), ((_972 * _956.z) * inputs.rangeDecompress)), float3(0.25f, 0.5f, 0.25f)) + 9.999999747378752e-06f);
  float2 _993 = inputs.BilateralLuminanceSRV.SampleLevel(inputs.BilinearClamp, float3(inputs.texcoord.x, inputs.texcoord.y, ((((inputs.LEBilateralGridScale * _983) + inputs.LEBilateralGridBias) * 0.984375f) + 0.0078125f)), 0.0f);
  float _998 = inputs.BlurredLogLumSRV.SampleLevel(inputs.BilinearClamp, float2(inputs.texcoord.x, inputs.texcoord.y), 0.0f);
  float _1001 = select((_993.y < 0.0010000000474974513f), _998.x, (_993.x / _993.y));
  float _1007 = (inputs.LEPreExposureLog + _1001) + ((_998.x - _1001) * 0.6000000238418579f);
  float _1008 = inputs.LEPreExposureLog + _983;
  float _1011 = _1007 - inputs.LEMiddleGreyLog;
  float _1023 = exp2((((select((_1011 > 0.0f), inputs.LEHighlightContrast, inputs.LEShadowContrast) * _1011) - _1008) + inputs.LEMiddleGreyLog) + (inputs.LEDetailStrength * (_1008 - _1007)));
  return _1023;
}

float LocalExposureCalcRare(float4 color, LocalExposureInputs inputs) {
  float _45;
  float4 _25 = color;
  float _31 = inputs.rangeDecompress * _25.x;
  float _32 = inputs.rangeDecompress * _25.y;
  float _33 = inputs.rangeDecompress * _25.z;
  if (!((uint)(inputs.useAutoExposure) == 0)) {
    int4 _41 = asint(inputs.WhitePtSrv[16 / 4]);
    _45 = asfloat(_41.x);
  } else {
    _45 = 1.0f;
  }
  float _46 = _45 * inputs.exposureAdjustment;
  float _52 = log2(dot(float3((_46 * _31), (_46 * _32), (_46 * _33)), float3(0.25f, 0.5f, 0.25f)) + 9.999999747378752e-06f);
  float _58 = inputs.screenInverseSize.x * (inputs.texcoord.x + 0.5f);
  float _59 = inputs.screenInverseSize.y * (inputs.texcoord.y + 0.5f);
  float2 _69 = inputs.BilateralLuminanceSRV.SampleLevel(inputs.BilinearClamp, float3(_58, _59, ((((inputs.LEBilateralGridScale * _52) + inputs.LEBilateralGridBias) * 0.984375f) + 0.0078125f)), 0.0f);
  float _74 = inputs.BlurredLogLumSRV.SampleLevel(inputs.BilinearClamp, float2(_58, _59), 0.0f);
  float _77 = select(((_69.y) < 0.0010000000474974513f), _74.x, ((_69.x) / (_69.y)));
  float _83 = (inputs.LEPreExposureLog + _77) + ((_74.x - _77) * 0.6000000238418579f);
  float _84 = inputs.LEPreExposureLog + _52;
  float _87 = _83 - inputs.LEMiddleGreyLog;
  float _99 = exp2((((select((_87 > 0.0f), inputs.LEHighlightContrast, inputs.LEShadowContrast) * _87) - _84) + inputs.LEMiddleGreyLog) + (inputs.LEDetailStrength * (_84 - _83)));
  return _99;
}

float LocalExposure(float4 color, LocalExposureInputs inputs, bool rare = false) {

  inputs.LEHighlightContrast = lerp(1.0f, inputs.LEHighlightContrast, CUSTOM_LOCAL_EXPOSURE_HIGHLIGHTS);
  inputs.LEShadowContrast = lerp(1.0f, inputs.LEShadowContrast, CUSTOM_LOCAL_EXPOSURE_SHADOWS);
  inputs.LEMiddleGreyLog = lerp(log2(0.18f), inputs.LEMiddleGreyLog, CUSTOM_LOCAL_EXPOSURE_MID_GREY);
  inputs.LEDetailStrength = lerp(1.0f, inputs.LEDetailStrength, CUSTOM_LOCAL_EXPOSURE_DETAIL);
  if (!rare) return LocalExposureCalc(color, inputs);
  return LocalExposureCalcRare(color, inputs);
}```
#

this was a pain in the ass honestly, not even because of this code, but because of how many times it's called and different permutations use different slots for textures and cbuffers

#

I had basically refactored the whole mod to make this easier before realizing that was a problem, then had to do it again lol

#

realized I forgot to test if gliding worked correctly. I guess people will have to let me know if the flashing issue rears its head again.

thin fjord
#

ah yeah, I have that issue with the output shaders in ff7. I have been meaning to refactor that mess and add support for downsampling since some handheld users been requesting support.

#

but I have 6 HDR + 6 SDR output shaders and have to then add the downsample version for each of those 😭

distant oar
cerulean marsh
#

Everything appears to function for me

#

Though Monster Hunter Wilds doesn't detect the latest amd driver lol

merry tartan
glacial plank
#

Jon is overworking like crazy 🔥 ❤️

merry tartan
#

It’s definitely a hyperfixation right now

dawn harness
#

Us moment.

merry tartan
#

My tonemapper adjustments have problems. Need to figure out the math and that’s not my strength lol.

magic nexus
#

Da goat

merry tartan
merry tartan
thin fjord
#

just non stop peak coming from Jon

merry tartan
#

the peak is at different values every time even

#

unless I have more ideas for improving this, I might actually be done with this for a while lol

magic nexus
#

i dont have the fancy HDR analyzing tools but I can say I'm pretty happy with the way the game looks now. Might do some more tweaking later.

fading cape
queen girder
#

Are these settings in DPPE still correct for the new RenoDX if I want to use both?

amber blade
#

Most/all of the sliders in 4.0 (one here / nexus) not working for me. I read that "may not work without resetting settings" so I have reset all the things I can think of - config.ini, testing without any other mods active, resetting within RenoDX itself by hitting Vanilla+ on everything and turning it on/off within reshade itself. Still nothing.

Should it be working or is there something else that needs resetting?

merry tartan
amber blade
#

ok fixed. It was the camera setting of Reframework

#

though it still works after I toggle it back on

#

ah its this specific setting

merry tartan
#

I have a feeling a lot of people were doing this and breaking the old mod too, just in not as obvious ways (color grading sliders would have worked before)

amber blade
#

I only enabled that option recently myself with the previous version as it seemed to make it work better

#

I did a bunch of tweaking over the past month with such things, here is what I ended up with.

#

now todo it all over again coxMurkeh

amber blade
#

Work in Progress

merry tartan
thin fjord
#

Some of this fixes are from the re mods. Right?

amber blade
#

apply color grading to lut exposure reverse pregrade color when generated so that it looks good just by flipping the setting

This has fixed the issue I had with it and why I used the Vanilla setting. Previously it would make the game look like it was under a white filter, doesn't anymore.

#

though there is barely a difference between the two settings now

#

Vanilla also looks better on first impression also. I'll need to do some more testing but seems regardless of setting distant areas are not whiting out now.

merry tartan
#

Overall it should look a little more natural?

#

At least I think so

amber blade
#

That I can confirm, especially for pre-grade. That looked very gamey before

#

main reason I didn't use it

merry tartan
#

It required thoroughly regrading the image. Now I’m just manipulating it so it works a little better with the rest of the pipeline, which does a lot of the work for you.

amber blade
#

not messed with it much yet but what I noticed atm is pre-grade makes light scenes a little darker and dark scenes lighter

amber blade
#

On test version Vignette slider does nothing.

#

could be all the effects sliders are broke but vignette 100% is

merry tartan
#

Is vignette enabled in game?

amber blade
#

It was not though that didn't matter on prior version

#

works now

#

also the effect is far more subtle, even when maxed out.

merry tartan
amber blade
#

not noticing the lut scaling doing anything under pre-grade

#

seems better under vanilla though

merry tartan
#

Pre grade won’t see much benefit. You can see a little bit of movement with analysis but it’s functionally irrelevant due to how it works.

#

Might just disable the lut scaling slider when it’s selected.

merry tartan
woeful silo
#

your HDR mod with the dlss 4.5 is a blessing to the eyes thanks a lot pepeToast

merry tartan
#

The kill screen one

woeful valve
#

I am experiencing the same issue. This behavior can be reproduced by switching the tone mapper to Hermite spline. However, the display returns to normal when using the Vanilla tone mapper. I've just confirmed that this also occurs in version 4.1.0. Interestingly, RenoDRT (the tone mapper used in version 3.9.1) does not exhibit this problem.

silk blaze
woeful valve
silk blaze
#

Hmm I just did one kill with no issue. I'll turn off my mod and see if it does it now after killing a monster.

#

This is what it looks like at the end screen without the mod but everything else seemed fine. I honestly do not know what the screen should look like. I been using this mod since I started the game.

#

When the monster is dead and you can walk around the color looked fine to me.

#

I'll try 4.0.0 and retest but 4.1.0 had no issues.

woeful valve
#

This is my Quest Results screen with the tone mapper set to Hermite spline.

#

And this is my screen with the Vanilla tone mapper settings.

merry tartan
#

I didn't even think to just cancel a hunt though, that will make it easier to compare

#

the power of suggestion, bug report called it the kill screen so I had to kill the monster lmao

woeful valve
#

And finally, this is the screen with the RenoDRT tone mapper settings.(3.9.1 ver)

silk blaze
#

I am not sure, did was another hunt with 4.0.0 and I guess this is the screen cancelling.

#

I am going to have to try an even earlier version. I cannot remember the menu screen on the mission what it should look like.

merry tartan
#

honestly feel like this kinda tracks with the general brightness reduction of the mod

silk blaze
#

As long as you see it, you're the one that has to fix it frenzy

merry tartan
#

it's possible there's a special shader that pops up just for this screen capture and then disappears again. Tracking that down will be a pain in the ass

#

one more test, gonna grab a capture with brightness cranked

#

I think that's all it is

woeful valve
# merry tartan

Oh, is it simply a matter of turning up the UI brightness...?

merry tartan
#

probably game brightness

#

before the capture is taken

#

uncertain

#

nah I guess it is UI brightness entirely

#

hm, I guess that would indicate that there is something to fix

silk blaze
#

I usually had it at 350 but been keeping it at 203 lately.

merry tartan
#

knowing that game brightness doesn't impact it might point me in the right direction. Time to search my shader dump

#

guess I need to check if SDR is broken too

#

after this recent update, if it's what I'm thinking it might be far more broken than HDR

#

SDR looks as expected actually

silk blaze
#

🤷‍♂️ we are expecting a patch soon and then more optimization too.

merry tartan
#

eh, hard part is identifying general design patterns in the decompiled code, not editing the shaders once they're solved. Not a waste of time to do it now even if the shader permutations change (the logic stays the same generally)

fading cape
#

imagine they changed all the shader code for the new update

merry tartan
#

yeah SDR looks normal. This is weird....

#

I have an idea though

merry tartan
#

eh, nvm. I'm still not entirely sure if there's a problem or not

magic nexus
#

The kill screen looked dark for me too, I figured it was just a consequence of other settings getting tweaked. Wilds kill screens always look washed out

thin fjord
#

they got the shader it seems it's a reshade addon

merry tartan
#

oh nice

thin fjord
#

might be worth testing if this itself fixes the issue

merry tartan
#

true yeah

#

looks like he does a combo of an reframework script and a reshade addon

#

HDR isn't really supported, he has a jank version that supports it

#

using reshade to capture a screenshot and feeding that into the game lol

#

that creates a pretty substantial stutter in HDR in reshade, I'd guess it stalls the game too

thin fjord
#

he at least must know what shader to give the image to, so good chance he has it

merry tartan
#

he has the source code available

thin fjord
#

oh is it useful in any way?

merry tartan
#

no shaders in it

thin fjord
#

sad

merry tartan
#

if they aren't aware of this project, would they even have access to a ps 6.0+ decompiler?

thin fjord
#

fair point

knotty cypress
#

bin2hlsl

merry tartan
#

I guess what that mod tells me is that it's probably game code capturing the screenshot and feeding it into the shaders. So they're doing it with reshade, tonemapping with a separate process entirely (they have a dependency for HDR screenshot tonemapping), and feeding it into the game with reframework

#

didn't pick apart the code enough to say for sure though

#

but idk if there's anything I'll be able to do about this. It's just crusty ass screenshots getting tonemapped by something

merry tartan
merry tartan
woeful silo
thin fjord
merry tartan
rustic bridge
# merry tartan

i'm curious, did you disable the game vignette to force yours?

merry tartan
#

no, it was just a control for the game's vignette

amber blade
#

I liked the vignette slider in 4.0 and in 4.1 though it was different and more subtle 0-100, I did mess around with values over the vanilla default of 100.

#

I do normally just have it off though

merry tartan
#

Vignette was the exact same, though it runs before tonemapping and would be affected by tonemapping changes

#

I’ll just put the slider back for the next real update

amber blade
#

Something functionally changed with it between 4.0>4.1. The results produced were very different. The old 100 was about the same as upping it to 400-500.

#

though the latter was better. It previously was just a flat black circle blocking out the screen.

cerulean marsh
# merry tartan

Based fix.

Frame gen was looking so bad these past couple updates which is wild cause modern FSR frame gen is actually pretty based

#

When you have base 60fps anyway

merry tartan
#

yeah, I didn't want to hunt down any variety of shaders that adjust based on that lens distortion setting when there are perfectly good reframework mods that do it. Ritsu talked sense into me lol

cerulean marsh
#

All good Jon, you're already doing the lords work

amber blade
#

speaking of fix's, update broke it.

#

I don't know what it broke though, but there is an error.

thin fjord
#

damn

#

are the textures fixed tho?

hallow plank
#

They definitely made some major changes... my 1% lows are up 20% minimum and almost 50% in some places. Much smoother.

thin fjord
#

yeah textures work

hallow plank
#

4.1 Reno most settings definitely not working, 3.9.1 seems to be mostly if not fully working though.

amber blade
#

The main plains area still a rig killer regardless of what settings you use but my fps in the hub went up by about 10

magic nexus
#

Compared to vanilla or modded with the dlc check remover?

amber blade
#

the latter

magic nexus
#

Very nice

amber blade
#

I have 90 FPS in the training area without Framegen at 5K using DLSS 4.5 Ultra pref L

#

IIRC thats about 20FPS more than before

cerulean marsh
thin fjord
#

yeah performance is definitely better and no stutter with highest res texture

amber blade
#

only about 10 gig more in size uncompressed

merry tartan
amber blade
#

yup that fixed it

oak sapphire
#

i havent checked yet, is reframework working alright with this update?

merry tartan
#

seems to work fine yeah

indigo stratus
#

Does that mean that high res textures load properly now?

merry tartan
#

they're working well for me now so far

cerulean marsh
#

Anecdotal evidence from myself suggests that the high res textures do appear to be slightly lower quality than before but I don't know if that's the result of an actual degredation in the texture quality or if the full uncompressed textures just look better and that's what I'm used too.

#

Well now that I put RenoDx back and stuff the texture detail seems more related to Wilds handling FSR's sharpness algorithm pretty poorly

woeful valve
#

Hi! Is anyone else having issues with the fog amount slider?
I noticed that the fog amount slider stops working whenever I turn off Ray Tracing in version 4.2.0. It works fine when RT is on High, but the status changes to WARNING and the slider becomes unresponsive when I turn it off.
I’ve tried regenerating shaders and I don’t have any fog-related mods installed. Is this a known bug, or am I the only one experiencing this? (Please excuse the Korean in my screenshots!)

errant topaz
#

i updated and graphics looks "worse" like blurry, why is that?

wanton belfry
errant topaz
#

like there is some kind of distortion effect on textures

wanton belfry
#

I dont know, have you changed anything with sharpness since december @merry tartan

merry tartan
#

Kinda? Blurred luminance isn’t being skipped anymore since I figured out how it was being used to generate those ringing artifacts. Not skipping it generally looks a little sharper though.

#

The local exposure detail slider before would have been maxed in old mods but with blurred luminance skipped. I think it’s safe now to disable it in the disable post processing mod now, if someone wanted to.

#

I thought it looked better the way I did it

errant topaz
merry tartan
#

Now that I’m saying it, I’m not sure if I did a proper a/b comparison of skipping it with detail slider maxed vs not skipping it with detail at 0.

amber blade
#

I too felt something was off with the look of the game since the update, I thought it was todo with the Hi Res Texture back getting a downgrade

errant topaz
merry tartan
#

Pregrade with all local exposure controls at 0 will be close to filmic. May need to drop contrast some too though.

#

For vanilla, not sure. We were throwing shit against a wall and seeing what stuck

errant topaz
#

thanks :)

merry tartan
amber blade
#

That's what my game looks like atm

errant topaz
cerulean marsh
#

Bump up RCAS sharpness to about 30

#

In my own independent eyeballing initially I had felt that the high res texture pack got a downgrade but the vanilla hdr and colorgrading makes everything look so blurry compared to when its all fixed

#

It looks just as good as previous updates after I got all me settings fixed again.

#

Although. Its interesting. I don't get brightness adjustment settings on mine

merry tartan
#

That means you’re in SDR

cerulean marsh
#

I cannot get renodx or reshade to recognize HdR

merry tartan
#

Hdr on in windows, enabled in game

cerulean marsh
#

Yup

merry tartan
#

Game must be failing to switch over then

cerulean marsh
#

Though maybe its being weird because I only have it on my main monitor or auto hdr or something

merry tartan
#

Autohdr won’t break it

#

People have said RTX hdr does though

cerulean marsh
#

I've been having this problem since TU4

merry tartan
#

I’d DDU if you haven’t already

cerulean marsh
#

Honestly, excellent point

#

I don't think I've done a clean driver install in a hot minute

amber blade
#

speaking of post processing, very important to not disable fog in that now. It fucks it up

#

disabling fog in post processing tweaks results in it actually being forced on / reno settings being ignored

tender frost
#

Volumetric fog needs to be set highest in game to be recognized by RenoDX other qualities gives a missing shader warning btw

merry tartan
#

oh, weird, I switched the option around and didn't see that, but maybe that was a main menu thing. let me try again

amber blade
#

I still have no idea what RCAS is meant todo

tender frost
#

@merry tartan Now it works -.-

#

IDK why it did not before

merry tartan
#

there may be other permutations just in general

tender frost
#

but I had to set it to highest first

amber blade
#

Volumetric fog works for me in reno on all the settings

tender frost
#

only then it was picked up

merry tartan
#

hmmm

amber blade
#

but if I disable fog or volumetric fog via post processing effects, everything fucks up

tender frost
#

I disabled all post processing mods

#

and also did a shader compile as always

#

anyways it works now

#

@merry tartan also debanding options adds additional film grain even if I set film grain to 0

#

Is debanding internally relies on film grain or smth?

thin fjord
#

It's dithering, but shouldn't be visible technically.

#

Similar concept

#

Using noise to blend the colors

tender frost
#

I have super eyes 😄

#

10+2 Dither makes it better though

#

compared to 8+2

merry tartan
#

it's very slightly visible if you really look for it

#

tbh the only reason the option is there is because I released a build and forgot to remove it. It doesn't solve much

tender frost
#

I can legit tell 50cm away if I set it to 8+2

cerulean marsh
#

Yeah I did a DDU, even downgraded my drivers to the recommended version to see if that would change anything

#

Windows HDR enabled, HDR enabled in game. Just doesn't act like it

merry tartan
#

😢

#

tbh I'm pretty happy with the SDR mode I've got in here now

cerulean marsh
#

Gonna try disabling freesync color accuracy and see if that's doing something

merry tartan
#

would even be kinda ITM friendly if you wanted to go that route lol

cerulean marsh
#

The SDR settings look great. I'm not necessarily unhappy with the way it looks

#

I just want it to not be broken

merry tartan
#

yeah understandable lol

#

that would be driving me insane

#

are you on up to date windows? just curious

cerulean marsh
#

Yeah

#

On God probably my issue. Should just switch back to Linux snig

merry tartan
#

RenoDX blurred luminance fix vs disabled blurred luminance

tender frost
merry tartan
#

disabling blurred luminance is really bad for highlights btw, clips them out even in HDR

merry tartan
#

literally just doing like, pregrade, 40 contrast, some extra blowout, and all local exposure sliders down is basically filmic from before.

#

I just don't care to support that preset anymore

tender frost
merry tartan
#

yeah gamma correction was a bad fit with the adjusting tonemapping

#

which makes sense, emulating that sdr gamma mismatch is just bad math, but it's how most games are made. You stop needing it once you decide you're redoing things lol

tender frost
cerulean marsh
#

I thought I found a fix. But my monitor's max refresh rate is higher than this software supports so I can't actually set any custom ranges

#

Seems to be an issue with Freesync premium from what I've found though. Just don't know why it only started being a problem AFTER TU4

merry tartan
#

I swear the only time I ever hear anything about freesync premium is exclusively how it breaks things and offers nothing in return

cerulean marsh
#

Truth be told I just have it on anyway because it says its supposed to do something

#

But I haven't played games enough without it on to know if it actually fixes screen tearing

#

Fun little quirk though. If I try to disable it from adrenaline it just reboots my PC and does nothing

#

So I have to turn it off from my monitor instead

#

Crazy. Turning off Freesync premium pro fixed it not detecting HDR

#

Even though Free sync premium pro is literally meant to be for HDR support

silk blaze
cerulean marsh
#

one of the best sharpeners I've seen too

silk blaze
cerulean marsh
#

variable refresh rate is really handy, When it works anyway

tender frost
#

lowkey HDR is a much less reliable feature than VRR. I only had VRR problem once with my AW3423DWF and it was because somehow a driver update disabled it from nvidia control panel -.-

HDR problems however... Oh I had those too many times

cerulean marsh
#

I don't have any issues with either. I do have issues trying to use both at the same time

fading cape
fading cape
#

dlss L is unusable because of ts

cerulean marsh
#

That's pretty whacky looking.

#

I don't get anything that looks like that unless I crank film grain

#

I'll get some ingame screenshots for my set up and settings when I'm not working cause I've been playing with Renodx for a million billion years and I am very proud of the results, but all me settings dead because I did a clean install of wilds pre update to make sure I had no weird issues with mods

#

And now that I actually have my brightness sliders back its sure to be better

thin fjord
#

It's there if you look, it's some really weird low quality screen space effect, maybe reflections. Makes certain surfaces look like they are boiling or moving when they shouldn't be.

#

Never seen it look that bad tho

tender frost
fading cape
#

Yeah it’s extra bad here I first noticed it on the floor in ice cliffs

fading cape
tender frost
#

damn

#

now I will not be able to unsee it 😄

fading cape
thin fjord
#

Maybe the effect just gets more pronounced depending on the quirks of the dlss preset

fading cape
#

This is what @rare meadow was saying about it

tender frost
#

so an engine issue

errant topaz
fading cape
#

I mean it’s less noticeable on higher presets

tender frost
#

if it is still happening even at native res. I guess not without some involved mod

fading cape
#

I haven’t tested without taa

tender frost
#

does not TAA become disabled with DLSS ?

fading cape
#

Yeah

errant topaz
#

i love modern videogames........

fading cape
#

I’d imagine it’s just awful like that all the time without taa

#

Since it has no motion vectors

#

It might just be side effect of dlss by itself though

#

Performance mode seems usable though if you aren’t paying attention too hard from my limited testing

thin fjord
errant topaz
#

i see, thanks guys

tender frost
# errant topaz i love modern videogames........

I miss the old days when fidelity would improve every generation without trade-offs or sacrifices. Now that Moore's Law is dead; there is not much computational power increase going into upper generations so it boils down silly software solutions such as upscaling, frame generation or shitty temporal filters to hide obvious quality drop if they had to render it at the same quality as older games but in higher resolution...

It all became a trade-off hellscape... And worst of all; due to these upscaling and framegen tech actual generational game engine improvements went out of window, it is even on the decline nowadays. It is so depressing

tender frost
cerulean marsh
#

I have raytracing on because the screeenspace reflections are so much worse

#

But I guess there is some low level raytraced GI in this game that's forced on iirc

thin fjord
#

It might happen with their ssgi too

tender frost
amber blade
cerulean marsh
#

Something gotta be installed wrong if it doesn't do anything for you

#

On max whack the sharpening is very aggressive

fading cape
languid gyro
#

i installed the new version and my game looked a lot worse at first until i swapped to pre-grade and fixed my game brightness
im assuming thats what the previous version defaulted to?

#

strangely my game brightness defaulted to 112 nits even though most oleds are 255+

thin fjord
#

Game brightness is computed from the peak it detects from windows calibration.

#

I like pregrade better too.

languid gyro
#

ohh i see

#

im on w10 so i guess it bugged out a bit

merry tartan
#

game brightness is computed based on peak. If you have an HDR400 screen where the peak is in that 400-500 ballpark, 112 would be right.

merry tartan
#

old mod's default was some random stuff to give the game more contrast and whatnot

languid gyro
#

do you still have the old settings used for the contrast & stuff? i think got pretty hooked on that after seeing the vanilla HDR

merry tartan
#

it's not so simple to replicate, you'd just have to mess with color grading sliders until you have a look you want

languid gyro
#

it was still using the vanilla preset though right?

#

not the preset

#

lut exposure reverse i mean

merry tartan
#

yes it was lut exposure reverse set to vanilla

languid gyro
#

did this version lower the brightness too? or am i seeing things

#

thats what initially got me to check my game brightness

#

raised it to 203 & turned on pregrade and it seemed to replicate the old version's look pretty closely to my eyes

merry tartan
#

I can’t remember exactly where it was pre-4.0 but probably

amber blade
#

What would cause the RCAS from not working?

cerulean marsh
#

Can you send a screenshot with it cranked all the way up and one all the way down?

#

As far as sharpening algorithms go Lilium's Rcas is Pretty subtle so its effects might just not be all too apparent on some resolutions or with heavy upscaling.

Its a post processing shader that uses edges and contrast to sharpen and is applied at the very end of the rendering pipeline.

So if the base resolution is fairly low and doesn't have much in the way of clear edges it might just be struggling.

amber blade
#

It's performance DLSS at 5120x2160 so the base res is 2560x1080

#

but I also saw no diff with DLSS off

thin fjord
#

could be that the sharpness shader is different for ultra wide and it break?

amber blade
#

I could try and test that

merry tartan
#

What does the compatibility tester say? RCAS is implemented in the same place as * a lot* of other code in the mod.

amber blade
#

It says good

merry tartan
#

RCAS will work if color grading sliders work

amber blade
#

all the colour grade sliders have always worked for me once you fixed them

#

RCAS never has

#

if it is working, I'm not seeing it

merry tartan
#

On my phone so someone else will have to confirm

amber blade
#

side note fixed the image problem I was having. When I was resetting things to try to get 4.0 to work I turned TAA Jitter back on which massively F's up DLSS in this game

#

Image no longer a fuzzy mess at range

cerulean marsh
#

Disable post processing might be having some issues with RenoDX

Even if it says its compatible that doesn't necessarily mean its being weird

#

not being weird

#

I do think its working though.

That image looks very smeary

#

But one looks somewhat sharper than the other.

amber blade
#

both look the same to me

cerulean marsh
#

They aren't

#

That back pillar rib is the easiest way to tell, the difference is extremely minimal.

#

But for some reason your screenshots look like they were generated by ai

amber blade
#

eh?

cerulean marsh
#

Like its all smeary

amber blade
#

oh that

cerulean marsh
#

Not blurry but all jumbled

amber blade
#

when I was trying to make 4.0 work before and went around resestting everything I turned back on TAA Jitter and that messed up image quality MASSIVELY and I only figured out that was the problem after taking them screenshots trying to get this to work

#

It was also driving me a little mad 😅

#

but fixed now

cerulean marsh
#

Can you do the test again?

amber blade
cerulean marsh
#

One picture with RCAS at 0 and another at 100

amber blade
#

next time I boot the game up sure

#

without the post processing to disable the TAA jitter image quality takes a massive nosedive, its horrendus

merry tartan
amber blade
#

Time to play spot the difference

cerulean marsh
#

Yeah sure enough. They don't seem to be working

#

I just don't use disable post processing anymore. I use disable lens distortion and that's it

#

Especially since RenoDX lets you edit fog now

amber blade
#

lens distortion is and lens flare are the only two things I have disabled in post processing effects (and ofc the TAA jitter)

rustic bridge
#

oh the big patch from yesterday seems to fix high res texture

Major Additions and Changes
Improved CPU/GPU processing specific to the Steam version.
Reduced shader warming processes performed outside the shader compilation screen to lower CPU load.
Adjusted texture streaming to improve visual quality while reducing VRAM usage.
Adjusted the High Resolution Texture Pack to reduce VRAM usage and overall package size.

#

i'll give it a try "again" tonight

tender frost
#

this time it legit works, for the first time since the game released, high texture pack works acceptable without stutters for me with a 4090 btw (yes, it was still stuttering even with a 24gb card)

woeful silo
#

I saw a Reddit post saying that they removed a lot of the environment textures for it to work now

#

but I don't really care the monsters are looking incredibly detailed now

magic nexus
#

Pretty reasonable way to get it to work

#

I can use it without hitting my vram limit on a 12GB card too which seems unexpected

green jackal
merry tartan
merry tartan
cerulean marsh
amber blade
amber blade
static birch
#

is this the right place to ask for tips? just downloaded this mod for wilds and trying to get it configured. Does it matter what dlss preset I use?

thin fjord
silk blaze
#

You can probably scroll up and see settings people include with their overaly. For the most part it is all preference how you want your game to look.

#

Some people like dark colors or people like me like highlights and saturation.

static birch
#

thanks, I'll mess around. I definitely like the colors popping

amber blade
#

Gotta hand it to ya @merry tartan, the Regrade presset is pretty nice.

late marten
#

I don't understand RenoDX works but its giving me (WARNING)

#

It used to be good

#

But after swapping to the latest dlss 310.5.3 it now never changes from (warning)

fading cape
late marten
#

All my mods are armor edits, i only have disable lens as a visual mod

rustic bridge
#

holy shit, the hub is so smooth with new update

#

sitting at 90fps

#

they finally debloated their pipeline by fixing spagetti code haha

#

fsr4 native AA: 55fps
fsr4 quality: 75fps
finally the performance gain we would expect by droping the resolution

merry tartan
# late marten

Idk if there’s truth to it but some people on nexus have mentioned that RT on is needed. I’ll have to check and add new shaders if true

tender frost
#

did we find about the reason why quest complete background colors are morphed weirdly and low brightness when using RenoDX?

#

I don't see any other weirdness and I am ok to live with it but I remember somebody wrote about at some point

silk blaze
amber blade
#

no idea if it breaks anything but the difference is more than when I toggle it on/off with Reno disabled.

merry tartan
#

So it doesn’t throw warnings if there’s are scenes without fog

#

It’s imperfect, there’s no way to make the detection flawless.

fading cape
#

man idk how yall use so little vram my game uses 15gb without dlc textures

#

okay well obs was using a gb for replay buffer but im still at 13.9gb

#

in grand hub

#

maybe rivatuner is lying to me task manager is saying otherwise

merry tartan
#

Ultimately measuring vram usage is imperfect and the game may just commit whatever it sees available and stream accordingly (the ideal really). RTSS and SK can also take an educated guess at “real” vram usage, but I’ve still observed issues even when those numbers should indicate I wouldn’t. Imo, the only good way to determine if vram is a problem is if it’s actually stuttering or textures aren’t loading (I was getting vram problems on 16 gb with it all maxed out with framegen on unfortunately, predominantly in oilwell basin hunts, and disabling framegen gave me enough overhead).

fading cape
#

oh wait i forgot wilds shows vram usage in settings is that what yall were using?

fading cape
amber blade
#

I'm not entirely sure what I did but, game looks like this now

amber blade
#

nothings wrong

#

but not sure what I did to end up with it looking this right

fading cape
#

yeah i noticed the monsters look extra clean

#

i was using regrade

#

looks good

silk blaze
#

What is going on with the pixelation on the shadows?

fading cape
#

dithering is my guess

silk blaze
#

I am not familiar with how that works but the pixelation looks bad 🙁

fading cape
#

probably a mod to fix it lol

#

some mod is breaking my game after updating my reframework

amber blade
#

Shadow Resolution prob too low, I can fix that

silk blaze
#

^ THe shadows be like

amber blade
silk blaze
fading cape
silk blaze
#

It is your game how you like it. More shadows is going to drop the performance so keep it how you want it.

amber blade
#

to get rid of the fuss entirely on still image I need to up the shadow quality so high I get 10fps 😅

#

big dip from a locked 60

#

though now I'm not mid mount attack animation, doesn't look fussy on the setting I had tbh

fading cape
#

on the latest reframework specifically for some reason

amber blade
#

btw the crispness of monsters/everything else.

#

I set the LOD bias in more graphics options of everything to -5

#

No idea how much it's impacting performance

#

from my testing it doesn't

amber blade
#

I see Alma is Forklift Certified

silk blaze
#

Stop being a bully to the monster for screen shots 🙁

fading cape
amber blade
#

The one in my screenshot is still alive

merry tartan
#

I need to setup a screenshot binding on my controller so I can get some good action shots lol

#

Keep having moments in fights that are wowing me and wishing I was grabbing screens

merry tartan
#

Gonna map a paddle lol

umbral vale
#

time to get back into mh:wilds, been forever, but here we go

amber blade
#

I just quickly pause things then disable the UI / use freecam

#

Hotkey combo to pause quicker would be smarter though, I should do that

amber blade
#

Ok recent changes to Reno have made Ray Tracing Tweaks within Reframework less janky

#

Well worth turning it on and setting the ray trace type to screen space photon mapping.

fading cape
magic nexus
magic nexus
#

so you can map the extra buttons arbitrarily and it shows up accurately in steam

#

I have mine set so that holding L4 brings up a radial menu

#

not sure what other good things i could put there so its just ref's hide ui option and the reshade screenshot

#

I did have R5 as its own radial menu for music controls but I just put that on the dpad instead

rustic bridge
#

what is that new tonemapper neutwo?

#

it's quite heavy vs vanilla

merry tartan
# rustic bridge it's quite heavy vs vanilla

What kind of framerate difference are you seeing? The whole code path with the tonemapper selected would be heavier regardless of which tonemap is used but it shouldn’t be that significant.

rustic bridge
violet kindle
rustic bridge
#

I'm very statisfied of the current state of the game. I can now play with high res textures with "only" 16GB VRAM without stuttering and has headroom for mods like reno to lock 60+fps.

dawn harness
merry tartan
#

I’ll see if I see the same kinda hit when I get a chance

merry tartan
#

To be clear, the off vs vanilla+ one makes sense to me. I have no clue why regrade would be doing that though, it’s not running much more code at all.

rustic bridge
rustic bridge
merry tartan
#

Wait if you pick vanllla tonemapping and click vanilla+, it's not switching to neutwo?

#

That's definitely not intended 😅

rustic bridge
#

not on the versioni'm using

#

i picked the last one on nexus though

#

30 jan

#

by ritsu

merry tartan
#

latest on nexus would be right

#

(we both manage that page)

rustic bridge
#

it's no big deal, it's just a delta of performance i've noticed

#

i'm using vanilla tonemapper

#

because i kind of like how conservative the tonemapper is

merry tartan
#

vanilla tonemapper or vanlla parameters?

rustic bridge
#

it preserves the volumetric fog and has more brightness to scene

merry tartan
#

the vanilla tonemapper is just the unmodded game basically

rustic bridge
#

vanilla+ preset & vanilla tonemapper

merry tartan
#

arguably worse actually cause it isn't doing any display mapping at all

#

it functions in SDR though

rustic bridge
#

I don't know, it looks good to me. I have access to LUT sliders

merry tartan
#

yeah you can still edit some things with it

#

we could replicate full vanilla functionality but it would complicate the mod on the user side, you'd have to trigger the lutbuilder to rerun

rustic bridge
#

I've also checked if your last sliders are actually off and they are 🙂

#

filmgrain/vignette/rcas etc

merry tartan
#

yeah they don't run with vanilla

rustic bridge
#

you can bet I would be screaming here haha

merry tartan
#

oh I lied they do

rustic bridge
#

fog slider doesn't do anything though

#

is that normal?

merry tartan
#

normal with RT off until I find the shaders

fading cape
#

idk how to even change that surely it's not the per game controller layout

#

yeah looking at the og review for it i saw it seems they updated it

#

never used dinput mode bluetooth probably be adding way too much latency too

magic nexus
#

I'm using dinput over the 2.4 dongle attached via the charging dock

#

only real annoying thing is that my controller doesn't have the toggle on the back to change to dinput so instead I'll have to occassionally turn it off and back on by holding the power button and B

#

seems like it should look like this for yours

fading cape
#

where do you see that

magic nexus
fading cape
#

that post doesn't tell me anything

#

how did you get to that menu is what im asking

magic nexus
#

oh I thought you meant that graphic. Connect your controller and in steam on the games page you should see this

fading cape
#

can you not change settings for every game?

magic nexus
#

thats what it shows for wilds, and in this case its dinput so it says "your controller" otherwise it says "your xbox controller" when its xinput

fading cape
#

yeah i know all that lol

#

i feel like you aren't reading my questions lmao

magic nexus
#

then figure it out yourself dude

#

i can only respond so quickly

fading cape
#

not tryna be rude

#

mb