#✅RenoDX: MH Wilds

1 messages · Page 13 of 1

magic nexus
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controller settings are mostly per game but you can export the layout as a template to use elsewhere using the gear here

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though I don't think it would work as well for other games because Wilds has native steam input support, so it maps a bit differently than normal

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the steam input menus arent the best since theyre largely assuming steam deck is the controller youre using

fading cape
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i see thank you for the help

amber blade
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I did some testing myself for the FPS differences of the tonemapper as previously (pre-4.0) I didn't notice them, things were similar

magic nexus
# fading cape i see thank you for the help

I can walk you through more of it later if you have questions (maybe not in this thread since it's off-topic). It took a bit to figure out since most examples are also Steam Deck oriented.

amber blade
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Off - 100fps
On Vanilla - 97-99fps
On newtwo - 89-93fps

It's quite the hit

magic nexus
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i never even thought to look at the tonemapper performance hit

fading cape
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odd im not noticing any change

magic nexus
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I'll do mine too

fading cape
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okay im noticing a bit

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ill just send video

magic nexus
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Off - 70fps
Vanilla - 67fps
Neutwo - 64fps

fading cape
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81 neutwo - 84 vanilla - 85 off

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obs recording drops frames by 4-5 thats the initial drop at the start of the recording

magic nexus
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Lowered my resolution so I could get a higher framerate
Off - 109
Vanilla - 104
Neutwo - 102

amber blade
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Ingame its a bit more impactful than on the titlescreen, can get a 10-20fps variance in areas

magic nexus
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Yeah I was just doing title screen

amber blade
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Switching it to Vanilla and turning off colour correction game still looks like this

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but this is about 15fps higher

fading cape
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I forgot I had obs tonemap on. I went in to photomode and paused the game so that any fps drop would be purely cause of renodx.

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ignore avg btw that's just cause i have background fps limited

amber blade
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This is same shot but my prior reno settings

fading cape
amber blade
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but I can also just enable local exposure for the vanilla settings and get this

magic nexus
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In game in the hub I wasnt super high to begin with but I go 64-65 off, 63-64 vanilla, 61-62 neutwo

fading cape
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renodx has slightly more performance impact than obs tonemapping my recording so I'd say that performance seems pretty good

amber blade
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and then I max out my brightness

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It's pretty close I think

fading cape
amber blade
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Compared to upping brightness and Colour Correction off, the performance hit atm isn't worth it for me.

magic nexus
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To me it's just the clarity of particles and effects in different weather

amber blade
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random unreleated stupid bug - turning on framegen at all, even if you turn it off again costs FPS until game restart

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and for me it's about 30fps which is beyond stupid.

merry tartan
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if you use vanilla tonemapping in HDR, you're better off uninstalling the mod tbh. Using reframework mods for the other things

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you don't get any tonemapping with preset off

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vanilla in HDR is basically just mostly vanilla, but we have to remove the tonemapping from the lutbuilder. If we add it and make it dynamic, you'd have to go into the hdr calibration screen every time you change the tonemapper

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I suppose I could actually add it in a way that makes it work dynamically, except it'll run worse lol

late marten
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I turned on RT and the warning turned into good, ty

fading cape
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@magic nexus how'd you do the action set layer things there's no prtsrn button to map to and my action sets are greyed out

amber blade
magic nexus
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Add Layer

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then on the button set it to Hold Action Set Layer

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Then you can tab over to the layer you created

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and edit things within there as you please. I think most inputs should be inherited from the top action set. Go to Joysticks and you can set a stick to a virtual menu (it'll say create radial menu inside)

fading cape
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what the hell

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i thought the action layers would just given me acces to these commands why is this so complicated

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why would the joystick have the open radial menu bind

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good lord

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wouldn't that override the joystick and make it useless

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oh wait it's kinda like pressing fn the joystick bind only activates while holding the action layer button

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how does create radial menu even open photo mode

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it's so frustrating it seems like steam input has every button but prtscrn too

merry tartan
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pretty sure it has print screen

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I'm surprised the 8bitdo software doesn't let you map keyboard buttons to the paddles...

fading cape
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i mean ig it allows for this but i don't think they were planning that

fading cape
merry tartan
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either way you could just change the binding in reshade

fading cape
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yeah... im already struggling to remember all the different shortcut i have though lol

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it's weird to have it different for one game

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WAIT WTF

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there's a dedicated photo mode button

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there's no way im this stupid and just missed it

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It's just the END key

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wait it's not quite photo mode it's quick photo mode and it automatically pauses the game but it's something

merry tartan
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yeah but it doesn't work online

merry tartan
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does d input not work with the wireless adapter?

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was gonna go ahead and set it up

fading cape
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I think it's only bluetooth for pro 3

merry tartan
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😩

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not even worth it then

fading cape
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yeah.. idk as long at latency is fine

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seeing mixed results online though

merry tartan
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bluetooth latency is one of the major issues with this one yeah

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also bluetooth in windows just sucks and is always inconsistent for me

fading cape
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i wanna make use of these extra buttons on the back

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i always use the paddles but the back ones are too difficult to press so they're only good for shit like this

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also 8bitdo profile override steam input so it's useless unless you turn off the profile button

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oh wait Right Ctrl opens photo mode

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no wonder i never found that out i don't have a right control

merry tartan
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I never would have found that

fading cape
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i think i'd rather have one of my button toggle the hdr analysis so ima give up on screenshit

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screenshot*

magic nexus
fading cape
magic nexus
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hm

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for taking reshade screenshots?

fading cape
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yeah

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it's okay ima just use it for hdr analysis anyway

magic nexus
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i just mapped it to a different button in reshade

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the End key i think

magic nexus
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and it only lasts for as long as youre pressing the button youve set to hold the layer

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you're just saying "as long as im holding down this button i will use an alternate button mapping scheme"

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by default everything is inherited from the normal control scheme, so whatever you don't make explicitly different is the same as normal

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maybe this'd be something useful to write up on reddit or something as some longer guide, idk

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when you get into the radial menu settings this is also the only option that works for Radial Menu Button Type, since all of the language and functionality is pretty underwhelming for a regular controller and its assuming youre using the steam deck pads

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the radial menu is also supery laggy in game unless you turn hardware acceleration off in steam, which makes other things laggy instead

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no winning here

rustic bridge
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i've just noticed the new slider "local exposure detail"

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so it's basically an extra sharpening filter based on local contrast

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I'm already using RCAS from FSR so it's kind of pointless to add another sharpen pass

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for nvidia users, i would recommend it though. it's really light overhead

late marten
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My peak brightness is 1130 on my Aoc q27g3xmn, what should i set the game brightness to ? Because Regrade is too dark for me

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vanilla plus

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regrade, kinda dark

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lmao

rustic bridge
amber blade
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There is also the ray tracing. I went into the config and set a bunch of things from off to on and then combined that with Reframework to change the ray type to screen space photon mapping.

merry tartan
amber blade
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Surprisingly no performance loss for enabling all the disabled ray tracing flags.

magic nexus
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Do they actually change anything?

amber blade
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yes

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You can see it working in this screenshot as it didn't denoise properly

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There are a bunch of settings that change how the raytracing works, but I don't know what the valid values are outside of the obvious changing of false to true.

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My guess is its settings the game only enables for cutscenes

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It looks really nice in combination with the regrade profile

amber blade
late marten
magic nexus
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Do the raytracing tweaks in ref work?

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I know DD2 had path tracing hidden

cerulean marsh
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I can't really tell the difference between the RT features being turned off and on.

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I'll give it to Voidinsanity the game does look good

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But so far in my own testing the only thing it did was create a weird image in the reflection of the water at night in the plains

fading cape
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so uhhh I decided to tried out some new mods...

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the things you can do in this game...

amber blade
cerulean marsh
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Yeah the rest do crazy stuff to your picture

amber blade
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Path Space filter sometimes works but breaks at random and things turn into a mess

fading cape
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but then again creepy be going crazy with those cyberpunk screenshots

merry tartan
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I get the idea now lol

fading cape
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the screenshot is majestic in a way though lmao

amber blade
cerulean marsh
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Saw your reddit post Void, pretty good guide tbh

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A little while back I made a similar post with a comment on instructions for how to get everything working right

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Though I think if you use the tex decompressor for the high resolution texture pack you may need to do the hard link stuff like before though I'm not entirely positive

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High res lite mod

fading cape
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I switch my preset to K and this is a huge difference

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Even ultra performance is kinda usuable with preset k

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idk why dlss 4.5 is so ass in this game it's not a RT issue

thin fjord
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it is? preset L looks ok to me

fading cape
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Probably even noticeable in screenshots even though it's way easier to tell in motion

preset K ultra / preset K perf / preset M perf / preset L ultra

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@thin fjord

thin fjord
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ah yeah so the denoiser issue

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going to work on porting a mod from dragon's dogma 2 to disable it

fading cape
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It's not even that the issue is still there with RT Off

thin fjord
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see if I can manage

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SSGI still has a denoiser probably

fading cape
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actually might be forced rt

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yeah

thin fjord
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also rt is only reflections in this game iirc

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so either forced rtgi or forced ssgi which probably uses the same denoiser

cerulean marsh
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According to the config there is some forced RT in some scenarios that do affect lighting elements outside of reflections

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Yeah there is some level of Raytraced AO, but it just says "custom" So I imagine it only applies in some scenarios

magic nexus
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The config likely lists things that aren't actually implemented

magic nexus
fading cape
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nah that shit looks awful idc what artifacts it fixes it's unusable for me

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preset m is def better than l (obviously) but preset k is much more stable with rt on

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also better peformance too if using the same quality

magic nexus
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The ghosting is way worse than a little bit of sizzling but to each their own

fading cape
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hardly noticed the ghosting

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and if that's a little bit of sizzling idk what a lot would be

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did you even look at the video of dlss 4.5

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oh right ur talking about m specifically i mean ig

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it was a lot easier to tell actually in game than that video now that im looking

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i haven't noticed any ghosting in wilds tbh

marsh bone
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use j instead of k in this game

fading cape
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yall really think the ghosting is that bad in this game?

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I've never really noticed ghosting before tbh

marsh bone
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the volumetrics in certain areas absolutely are

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it's all over the place in like windward plains inclemency, moving around throughout iceshard cliffs and the ruins of wyveria, and very noticeable in the transitions in gog's fight

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j gives you pretty much all the benefits of k and helps a lot with masking that effect

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personally i just use m because my system cannot handle ray tracing with acceptable framerates

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tbh i almost think nvidia should have kept j as the default and used k as a fallback if you noticed jitter not settling properly (flicker)

fading cape
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j performance mode is probably more stable and has better performance then m

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because of the rt issue

thin fjord
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or use E which is practically flawless

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just needs a bit of sharpening

marsh bone
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e falls apart rapidly at lower render scales

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it does have less edge case fuckups though

thin fjord
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it is a lighter model

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so I can run it at 4k balanced when K forces me to performance mdoe

marsh bone
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oh youve also got a much better system than i do i reckon

thin fjord
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maybe I got a 4080

marsh bone
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oh i am on a 4070ti but at 3440x1440

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i ended up liking preset m performance even though some shit is pretty ugly at 720p render scale like a lot of transparency they try to render

fading cape
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you should be able to run wilds very well with that what are you talking about

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do you expect like 120 fps or soemthing

marsh bone
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yeah lmao

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i could definitely turn off fg and cap to 60 and crank some settings back up but i value the visual smoothness too much

fading cape
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you can't get 120 with fg?

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at good settings

marsh bone
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it varies but most of the time i do

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i dont ever dip below 100 after the recent updates which is nice

fading cape
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on fg??

marsh bone
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yup

fading cape
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damn wtf

marsh bone
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high graphics preset for the most part

fading cape
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min on fg for 4k is like 90 for me

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whats ur cpu

marsh bone
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renodx itself has a sizeable hit which hurts but it's worth it

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13600k

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less renodx actually and more just having reshade injected

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d3d12 bullshit

fading cape
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you need a new cpu man

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i can't imagine how awful the game ran before the last update lol

marsh bone
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it's not actually the limiting factor thanks to fg

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camps were shit but any actual gameplay was fine

fading cape
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wait i thought you said 12600k that's not as bad

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stilll probably a bottleneck

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i mean i was nearly maxing out my cpu before the update with a 7800x3d

marsh bone
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a couple months ago i'd be getting maybe 95 fps here lol

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now it's almost exactly 120

fading cape
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huge

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i only gained like 3-5 fps

magic nexus
magic nexus
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Head to the spot in the plains where seregios and gypceros snooze

dense knot
thin fjord
dense knot
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@merry tartan Interested?

merry tartan
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Yeah kinda

thin fjord
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Back to my origins Reframework

merry tartan
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Though their rt is really low res even at the highest setting

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Idk that the result will be good

merry tartan
thin fjord
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The denoiser runs with rt off too

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So they must be forcing rtgi or have some ssgi with a poor de noiser as well

merry tartan
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Could we be so lucky that it can be found by just toggling draws in the devkit?

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I can try to look tomorrow maybe, but I’ve got things to do

thin fjord
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Like for AO it's usually the last pass of AO

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It probably has motion vectors, since it should be spatio temporal. At least I would hope

dense knot
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I have pix captures of the game, I can look for it

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Not sure what I'm looking for though

magic nexus
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though its a pretty simple mod

fading cape
thin fjord
fading cape
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oh

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Anyone make any progress trying to remove the denoiser for wilds?

thin fjord
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can't test atm

thin fjord
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what's the best place to test?

cerulean marsh
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Scarlet forest during plenty, denoiser causes lots of artifacting there

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Especially in the base camp

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iirc

fading cape
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That place in my screenshot I’ve seen is the worse

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Pretty obvious on the floor in cliffs

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And yeah scarlet forest camp right in front of the dlc cat

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My screenshot might just be taa issue with motion vectors though ngl

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Hopefully it’s rt noise though

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Would make since why it’s worse on 4.5

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Lemme know if you need a tester lol

thin fjord
fading cape
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yeah i'd imagine they'd do anything to make their game look like shit considering how hard the renodx mod was to get right

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probably got like 5 backup denoisers just to fuck with you

late marten
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looks nice, very dark at night tho

wanton belfry
thin fjord
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why do they have an hdr output option if it doesn't support HDR??

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huh

merry tartan
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Guess it’s easier to tell people to do that than change settings on their TV or the hdr calibration on the system

merry tartan
thin fjord
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oh switch 2 issue

merry tartan
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Afaik it does it correctly so as long as you have a good hdr screen it’s really not much of an issue

magic nexus
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Ps5 has those settings too

late marten
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Can i turn off depth buffer and sync stuff ? Would that affect RenoDX ?

dense knot
merry tartan
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in fact, you should disable it

late marten
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ps5 reeeeeks i sold mine

magic nexus
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Hdr: on, on if supported, off

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What they're talking about in the picture above

magic nexus
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Tldw, try turning off in game denoising and let dlss handle it

fading cape
magic nexus
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I know, this is a new video corroborating it

fading cape
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This is just a clip from the video that were were talking about

magic nexus
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K

errant topaz
magic nexus
errant topaz
late marten
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Why do most of my friends ignore RenoDX completely and settle with simple presets ? They don't tell me why

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RenoDX looks waaaay better than any preset could ever achieve

fresh lake
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Good question considering presets and Reno are pretty much two different things even.

merry tartan
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most of us make the mods and then go "oh yeah I guess I should share this out of the discord..." and we shit out a nexus page that will predominantely appeal to people in the know.

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reshade presets sell you a vibe, an aesthetic, and renodx is like "code fixed"

magic nexus
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Some of them do end up using reno anyways

late marten
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I dunno.....i mean to me ? I'd take an HDR fix of the actual game than a fan made recoloring of the game, i never liked reshade cuz most of the made presets change games soo much but for some ugly looking games like dead by daylight i sadly don't have an option, wish dead by daylight had RenoDX

merry tartan
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I think the issue is that Reno kinda inherently needs to be described in terms that people do not fully understand or don’t fully trust. What makes it worth using over a reshade preset is what makes it hard to sell, because without trust that someone is actually capable of fixing something or that something was broken in the first place, the technical argument won’t land. We see this often with the instances where Reno gets criticized. But it’s also why we have this community here where people in the know can’t go back.

With a reshade preset, you’re inherently advertising to people that just wanna make shit look different. Renodx often doesn’t look as different as a reshade preset will, and if people don’t get it then they’ll just go with the thing with the “best” screenshots.

green jackal
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I feel part of the reason is also that HDR in PC is niche to begin with, since prices for good HDR experiences are relatively high

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Even on TVs people get cheaper "HDR Ready" displays than saving some more and get a proper one

tender frost
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I mean... Some folks still convinced themselves human eyes cannot differentiate anything over 60 fps (some idiots even claim 30 fps)

What are we even arguing at this point. Some people are simply too blind to see subtle dynamic range fixes/changes renodx provides over an oversaturated reshade preset... That is probably why they go for those 🙃

wanton belfry
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Although motion blur disappears somewhere around 500 hz.

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(perceived)

proven nymph
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I think the 30hz was just a meme fact made from when ubisoft said "cinematic 30 fps" or whoever said that

trim tangle
cerulean marsh
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So using digital measurements like FPS or hz is inherently flawed. Though hz works a little better in context. Given the right tools and training I think a person could reliably identify the difference between like 480hz and 540hz even though at that speed the difference is essentially negligible

trim tangle
cerulean marsh
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Yeah but that frequency and speed of sight is significantly faster than 60fps

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I myself am able to tell the difference between my 240hz monitor, my 180hz monitor and my 360hz monitor

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Like the smoothness doesn't feel life changing after like 240hz but there's still a perceptible difference

magic nexus
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most of its just going to be fighting display technologies rather than just how fast you can see

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working against you in both directions

indigo stratus
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Yeah the Gsync Pulsar Monitors are a good example that Hz is not everything, some say the motion clarity is better then on oleds but I just cannot throw away HDR

magic nexus
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theyll get that working on oled eventually

indigo stratus
magic nexus
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it just has to be made to work with individual pixels, no reason it cant

indigo stratus
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Well I think brightness and voltage Stress might come in in the way, but I will pray anyways

violet helm
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DF made it sound like Nvidia has an idea for how to get it working on OLED so I’d be more surprised if it doesn’t happen

indigo stratus
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Can you link me the video? I would love for that to happen

cerulean marsh
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I think if you're trying to find motion clarity better than OLED you're fighting an uphill battle that you're losing.

Losing visual quality in favour of motion clarity is a wild trade off imo, especially when its already near perfect on high end monitors that look way better

thin fjord
fading cape
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isn't motion clarity like perfect on oled what would even be the point

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pulsar was just a tech to try to make it more competitve with oled

violet helm
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I may have also misremembered what they said in it idk

violet helm
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I barely know what I’m talking about entirely so don’t quote me..

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But if you’ve ever used BFI then its sort of similar to that, albeit in an advanced way

merry tartan
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you can try black frame insertion on an oled. It'll cut brightness down a lot, you have to be at a fixed refresh rate, and it'll cut your max refresh in half, but it's cool to see

merry tartan
violet helm
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BFI is really cool with something like the RetroTink where you can push the nits on an HDR display to overcome the brightness loss, but a lot of retro games have variable framerates so it completely breaks in those moments

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Pulsar will be game-changing if it becomes a standardized display technology rather than something like GSync Ultimate lol

thin fjord
magic nexus
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Who Is this for? CRT Enthusiasts, software & hardware developers, emulator authors, all of who wish to reduce display motion blur of 60 years of legacy 60fps 60Hz content with softer flicker than BFI. UPDATE 2025/11/18: New CRT Simulator Demo on TestUFO 3.0. UPDATE 2024/12/24: CRT Simulator was added to Retroarch emulator the same day we

merry tartan
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Yeah it’s really good too

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But also what izueh said lol

thin fjord
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Yeah it's both really good and breaks easily. This is mostly what pulsar does, but it's hardware level.

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So it should be amazing. Specially for old fixed frame rate games.

magic nexus
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I haven't actually tried their CRT simulation thing, 120Hz doesn't quite cut it for that

merry tartan
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It still works decently at 120 tbh

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I’ve used it at 120hz for some stuff in retroarch

magic nexus
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worth giving a shot i suppose

violet helm
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ShaderBeam (and ShaderGlass) are awesome programs. Unfortunately, I don’t think there’s a way around the brightness hit with ShaderBeam as opposed to something like RetroArch where shaders can be setup with HDR

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Perhaps that functionality will come to ShaderBeam though

fading cape
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I gotta stop tryna use the right channel lol

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losing battle

magic nexus
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whats the damage

golden robin
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seems to be broken?

dull osprey
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Yeah shaders broken ig

magic nexus
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Sounds right

cerulean marsh
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Usually happens in updates

fading cape
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#1451965513671508110 message

cerulean marsh
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damn

rustic bridge
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game is faster, smoother?

cerulean marsh
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My average fps has gone up by about 20-ish frames if you include frame gen

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1% lows have gone up drastically

fading cape
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damn bro pumped that video out

tender frost
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Now they have to optimize the hell of it to make it even run on that shitty nintendo hardware

merry tartan
merry tartan
# tender frost Bro asks the question, if there was so much performance on the table, why did th...

I mean the answer is that optimization isn’t always trivial. If a system is bad then optimizing it means throwing it out for something new, which can have all sorts of knock on effects depending on what it is and how everything else is designed. It can take a lot of time for even small gains sometimes. In that sense it might make sense that this wasn’t happening until a switch 2 port, which would make the business case for it, or alternatively it actually just took this long.

tender frost
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But I am happy they are improving the performance of course... Regardless of the root cause 😄

amber blade
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I was able to up DLSS to performance, render distance to highest and I could go out into the main plains area without taking a 20fps drop

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before on render medium even ultra performance would eat the shit

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I should test with special K while pak loading is broken (since SK doesn't work with that)

tender frost
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yeah but I think in higher settings they overdid this LOD rendering. It is a bit annoying now seeing too much LOD changes even with highest draw distance.

amber blade
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Oh I saw some trees in the forrest constantly changing lods

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but that could have been due to my prior LOD bias settings being negative 5

tender frost
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does driver settings impact it actually?

amber blade
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this is a reframework mod, more graphics options

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not a card thing

tender frost
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ah

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can you share

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I hate the instable LOD rendering currently

amber blade
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not rite now but thats the name of it on the nexus / you can refer to the guide I wrote previously

tender frost
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ok I will search myself

amber blade
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everything I use is in there, some of its needs updating for new patch

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the custom texture pak namely

tender frost
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I might just extract part of the lua code which changes LOD bias and fiddle with it I guess

amber blade
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high negative values could disable it entirely

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5 or higher makes everything the lowest lods, so the beta's PS1 meme mode

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not tested if its still working

tender frost
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shit, it is a DLL now

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I was thinking I could modify lua script to my needs

amber blade
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you on about post process effects? I'm not on about that one

#

and you can still use the old LUA one for that too

tender frost
#

yeah, I will check older version with lua script to get some "inspirations" later then maybe write my own lua script

#

not sure if negative values even take any effect

random cape
tender frost
# tender frost not sure if negative values even take any effect

need to debug in reframework if negative values does anything or how those numbers translate into reframework objects then maybe I can start from there... If I feel like it. I am playing Nioh 3 rn, probably won't play Wilds at all until I finish it first

#

I was just curious about performance update but it came with an annoying cost (to me) this time around

thin fjord
thin fjord
amber blade
#

yes

#

It's easy enough to toggle on/off ingame to see but doing that sometimes breaks it. Same for the other types that kinda work

cerulean marsh
amber blade
#

Photon mapping is the most performative and least buggy

thin fjord
#

makes no sense

cerulean marsh
#

I mean fair enough

thin fjord
#

like for example the LOD requires some work on the meshes. is that done by artists?

amber blade
#

There are two teams for Monster Hunter, one works on the expansion while the other makes content. They likely delayed the expansion to have the expansion team fix performance issues

cerulean marsh
#

But both things do happen in parallel. We have been getting performance patches and reduction in resources every single update. None of them have been anywhere close to as impactful as the last three

thin fjord
cerulean marsh
#

And I imagine the bigger updates like the texture rework, adding LODs and stuff like that do require more communication from the art and programming team so that could definitely play into it

thin fjord
#

all I am saying

cerulean marsh
#

Performance should have been focused on from the start

amber blade
#

its only when the sales tanked beyond norms that they woke up

cerulean marsh
#

But with that being said we got some absolutely stellar post launch content so I'm not too upset by it tbh

thin fjord
amber blade
#

its very much it. That's why there was a lot of cosmetic DLC that suddenly dried up for awhile

#

the initial burst was made under the impression it was going to sell

#

but that backfired hard

cerulean marsh
#

Right now I'm actually pretty comfortable recommending Wilds as a game

#

I loved it from day one. And I fully anticipate performance getting a pretty big hit for the expansion (Happened with World and Iceborne)

But base game Wilds is one of the most complete endgames we've had in a base game in a long time

#

And I really hope equipment reward event quests are just always going to be permanent going forward

magic nexus
#

I feel like my performance has been acceptable since like TU2 but additional gains are good

rustic bridge
#

that was a big update 15GB

#

time to play vanilla again with zero injectors

#

vanilla sdr looks awful 😛

tender frost
# cerulean marsh I loved it from day one. And I fully anticipate performance getting a pretty big...

Yeah, I am a sucker for MonHun franchise (there is nothing like it) and I like the actual gameplay and mechanics in Wilds. Content is also good (except the monster roaster, I want my elders back, most new monsters in this game were lackluster)
Difficulty was a big problem at the beginning but I modded the game to make it difficult and did not use the palico.. They also addressed difficulty stuff later on with new content...
I am just sad that they had to go and make performance this bad. Also the visuals and most systems they put it in the game which does nothing to gameplay loop but makes it more demanding just because...

crisp steppe
#

oh seems they finally fixed the problem i had since release, now HDR works with Freesync enabled (on AMD)

cerulean marsh
tender frost
cerulean marsh
#

Quematrice and rompopolo are also the most unique brute Wyverns in a hot minute

#

I never hunt rompopolo but his design is grotesque and ugly and we need more of that in monster hunter

tender frost
#

there is no tobi level quality mid tier monster in this game

cerulean marsh
#

I like all the new monsters. I always make sure to go out of my way to hunt every monster even well into the end game because they all got something going for them

tender frost
#

all the mid tier monsters that I loved in this game were the ones that came from other games

#

but it is highly subjective of course

cerulean marsh
#

Honestly I think the hardest thing carrying World monsters is that they were introduced in World which was a huge turning point for the franchise.

And Wilds' mid tier monsters are severely hindered by the early game difficulty

#

I love anjanath and Tobi as much as the next guy but I think if they were brought in from any other game they wouldn't be anywhere close to as popular

tender frost
#

I wish the roaster was bigger, that is the thing. Maybe I am spoiled after Rise roaster 😄
But the content is good, totally acceptable as a base game if had to be honest

cerulean marsh
#

Wilds' roster size is fine. One less monster than World and way more varied

#

World had a ton of fanged Wyverns and brute wyverns

#

It's hard to remember how empty World and Rise felt in the end game on launch. Especially Rise

#

Because we've had Iceborne and Sunbreak for long enough that it's permanently altered the perspective of its respective games

tender frost
#

But comparing to World base game it is indeed totally acceptable

#

I just hope they go full throattle with Elders again in the expansion 😄

#

I don't need ecologically fitting setting or whatever gimme my bois 😄

cerulean marsh
#

I love Wilds' monsters. An insect looking air bag brute wyvern, another brute wyvern that also looks COMPLETELY different from the other one and has a ton of fancy plumage that it scrapes on the ground to light fires? That's cool as hell. I love that it just isn't breathing fire. So cool

I love Chatacabra as weaksauce as he is the buff frog using its saliva to harden its arms? Very cool. Nowhere near as distinct as like... Whatever the frog from Rise was (I don't remember its name) But I love the amphibian monsters. All the Apexes are sick as hell

#

Oof Tuna is probably the weakest design of the apexes but the ARMOR

#

Great armor from a fashion perspective

#

Nu Udra is hard carried by being a new monster Skeleton though I think that Xu Wu is visually a lot cooler than Nu Udra is out of the octopus monsters

tender frost
#

I mean the ideas and variations are good not arguing back but the actual fights felt lackluster in a great proportion compared to apexes and other mid tier monsters that came from other titles

cerulean marsh
#

I think that has more to do with the actual gameplay of Wilds. It was very easy to almost completely shut down monsters in the early game

#

So it was hard to appreciate fights since monsters barely could fight back

tender frost
#

might be, I was having 3 mins hunts with underlevel gear 😄

cerulean marsh
#

But I definitely sense a big shift come master rank if the 10 star versions of the monsters are anything to go by

#

AT Arkveld was INCREDIBLE. I can't wait to do the other 10 star hunts

#

And a pretty big chunk of the mid tier cast getting 9 star variants is great to break up the monotony of late game grinding

fresh lake
cerulean marsh
#

Unfortunately that doesn't matter because the playerbase doesn't give a shit about anything that doesn't change the meta or contribute to the meta grind

#

I always use the lowest tier monster as a punching bag for testing damage post build adjustment

tender frost
fresh lake
#

Yup, agreed, that's why it was a definite miss-step.

cerulean marsh
#

I do feel like from a new player perspective difficulty was a lot more subjective. I think if you have prior experience with other action games it might have been definitely a step too far.

But my spouse who very much isn't an action RPG player still has a pretty hard time without my help

fresh lake
#

They just wanted to make sure people could still kill monsters at 30FPS with 8FPS lows.

tender frost
#

This was the only game ever I modded the game make harder while also gimping myself by not engaging armor crafting and upgrading at the same time during my initial play through lmao

cerulean marsh
#

After World I've never felt grinding for sets and stuff was ever that important in the early game. Even going back and playing GU, yeah it's harder but it's more to do with me just being way more used to new gen combat

fresh lake
#

I never felt grinding for sets in World was even slightly comparable to 3U/4U.

cerulean marsh
#

But once I got accustomed to it I made it to high rank upgrading my weapons enough that I wasn't bouncing and didn't bother with much else

#

Mid high rank and late game? Oh yeah it for sure matters

tender frost
fresh lake
#

I've got enough hours in World, don't worry I know it matters, lol.

tender frost
#

but grinding part I accept, it was too much sometimes in older games

cerulean marsh
fresh lake
#

Early game builds don't matter in almost any MonHun.

#

Since probably Tri I would bum-rush HR in as little as I could.

cerulean marsh
#

Because I love me some gimmicky movesets like adept and valour style in GU all of Rise

tender frost
#

this time we also have access full health from very start that is also so much important

#

same goes with most consumables

fresh lake
#

Making a newer weapon is usually the most beneficial thing to get through LR with, but considering how Wilds is, I'm sure this is what LR is from now.

tender frost
#

in older games you had to unlock ingridients and shit to access full health bar

cerulean marsh
#

And it's probably why I like wilds' so much too, they just gave us instant block and dodge and the parries I like in Rise baked directly into the moveset

rustic bridge
#

i'm using high res textures but it doesn't look so

cerulean marsh
#

Which I know a lot of people don't like on the account of it making weapons too similar but I think being able to have a perfect guard on weapons capable of guarding doesn't even remotely make them the same. Nothing hits as hard as great sword. You aren't face tanking everything the same way you can with power guard with lance.

Every weapon has its own flavour of meeting the same goal

cerulean marsh
rustic bridge
#

after one hunt, my impression is very positive. Native is smooth with some traversal stuttering. Easily above 60fps.

#

scarlet forest is still laggy as hell

cerulean marsh
#

Scarlet forest lags less than the plains for me

rustic bridge
#

plains are super smooth for me

cerulean marsh
#

Even though I get pretty decently over 60 at native with no frame gen I still flick it on just to smooth out the frame drops I get during particularly intense scenarios

#

but my core I7-12700F is starting to show its age a bit in more games than just Wilds

#

Not being able to get more than 240 frames in For Honor, which is a 10 year old game is kindaaaaa

#

My CPU just can't do it

rustic bridge
#

it's more about optimisation honestly

#

in nioh 3 i can't lock 120

#

and the katana engine has nothing crazy expensive to be that hungry on gpu

#

it's just code optimisation

cerulean marsh
#

Well yeah optimization is the biggest thing but the common thread in any game where I have frame dips or framerate doesn't get substantial increases from adjusting settings is my CPU being way hella maxed out

rustic bridge
#

I knew wilds had room for improvements because RE engine is really good

#

at least it was in RE remakes

cerulean marsh
#

Not a bad CPU but its definitely the bottle neck in my system atm

tender frost
#

"optimization" it is a relic in the past. Now there is AI upscaling 😄

cerulean marsh
#

9070 and 32gigs of DDR5 6000 ram

rustic bridge
#

now it's showing in monster hunter wilds

#

RE engine can be good for tight corridor games and open world games

#

as long as devs put efforts to make it work

tender frost
cerulean marsh
#

I think that there's definitely still going to be further tweaks for Wilds. I don't think it's anywhere close to as good as it could be

rustic bridge
#

ofc, as long as scarlet forest lags, i won't stop complaining 😛

#

there's no reason plains is smooth and forest lags

#

there's something wrong in their pipeline

cerulean marsh
#

As far as I know if REX engine (The alleged upgrade to the current RE Enginge) Actually comes out, I don't think it would be too hard to "port" the game into the new engine

tender frost
cerulean marsh
#

Denser more complex foliage, water simulation

rustic bridge
#

for 10 extra bugs?

cerulean marsh
#

If you have Raytracing on the Forest SHOULD be way more intensive

rustic bridge
#

nah, scarlet is wasting resources for no reason

cerulean marsh
#

I'm not saying you're wrong but comparing the two visually I think its pretty obvious why the Forest is, or at least should be more resource intensive than the plains

#

The plains is like half barren desert

rustic bridge
#

well plains has dust physics 😛

#

but yeah it's pretty empty

tender frost
cerulean marsh
#

Plains got more bugs and endemic life in general, and fluid simulation is likely more intense than the dust effects in the plains

#

The foliage rendering is also going to be more intense

#

Lots of transparent textures that make it so culling and anything of that sort in general would be less effective. More surfaces effected by screen space reflections or Raytracing if you have it enabled

rustic bridge
#

i just need to leave the base camp to have lags

cerulean marsh
#

The only place I get drops in the plains is in the grassy area during the plenty

#

at all times its the smoothest area in the game for me other than the wounded hollow (for obvious reasons)

tender frost
rustic bridge
#

my game is still vanilla

#

it might be better with REF

#

and uncompressed textures

cerulean marsh
#

If you put in REF it might smooth out those stutters in the forest

#

I don't think texture decompression is really necessary anymore

#

I get next to no texture pop in

tender frost
#

new textrues are not decompressable with the mod

#

it needs to be updated

#

Capcom used a new .pak archive revision which is not supported by the tool

rustic bridge
#

this place is the most laggy part of the forest to me

#

mountains on one side
waterfalls on the other

#

add hunting uth duna or mizu and it's a lag fest

cerulean marsh
#

Oh yeah the forest monsters also be doing things that hurt your CPU

tender frost
#

it is not lagging for me but weapon hits with dual blade has weird low fps animations while hitting to monsters. Only happens in scarlet forest but my frame rate is still fine while it happens. It started doing it after TU2

#

before it was fine

rustic bridge
#

AT arkveld is ridicously strong

rustic bridge
#

half hp gone on a hit with divine blessing PROCd

magic nexus
tender frost
# magic nexus Xu Wu?

I already said it is highly subjective but I don't like Cephalopod monsters in this game. But it is pretty cool that they introduced a new skeleton to the franchise.
They look cool and some of the moves are cool but somehow they feel imbalanced with the current weapons' movesets, hard to explain

#

all of the new monsters are conceptially cool, but hunting experience was poor for me for the low/mid tier monsters they added in this game, compared to existed low/mid tier monsters

magic nexus
#

I have a hard time not seeing it as one of the best HR rosters in the series

tender frost
#

that is totally fine. I just hope they also keep elders around 😄

#

in the expansion

cerulean marsh
#

There's going to be more elder's in the expansion

magic nexus
#

Master Rank should give the low and mid tier guys enough new tricks and meat to have some more fight in them

cerulean marsh
#

Master rank historically has always been the Elder Dragon rank

magic nexus
#

Tbh I love the lack of elders

cerulean marsh
#

Iceborne had an absolute disproportionate level of elder dragon's because that was the crux of the whole story

magic nexus
#

Yeah world added more ED's than any prior game iirc

cerulean marsh
#

It was giving GU a run for its elder dragon money with how many that game had (I'm exaggerating)

#

But I think GU and World back to back could be the biggest issue for Wilds on a Monster Roster perspective

magic nexus
#

If you look at it in a game with expansion vs game without expansion sorta way definitely

cerulean marsh
#

We went from a game with 90+ monsters to one with less than half of that. Which World did see complaints about for some ungodly reason. At least initially but people mellowed out about it as usual. Iceborne nearly doubled the monster count of World and Now because Iceborne and World are almost always cheaper to just buy together It kind of prevents the two from being looked at as separate entities

#

I can count on one finger how many people only have World and not Iceborne

tender frost
#

they need to add as much as tricks to monsters as they evolve hunters over time

cerulean marsh
#

I always view the base game or low rank as the testing ground for the game's gimmick. A lot of the low tier monsters have huge obvious weakpoints during attacks that make them easily exploitable and wounds also build on them very fast

tender frost
#

I could see some "new" moves for the older monsters so I felt better, but there were no reference for the new monsters and they were so easy I had this lacking hunting experience

cerulean marsh
#

I think Offsets, power clashes, and attacks being able to be stopped by attacking a specific weakpoint are objectively the coolest shit Monster Hunter has seen in a long time. It makes me feel like I know the monster I'm hunting personally and calling out its actions and punishing a monster directly for repetitive behavior

magic nexus
#

Yeah I'm anticipating a boatload of "capcom listened and fixed the game" sort of responses to the expansion that are basically just the conclusion of things they already had in the pipeline. You can't fully realize your endgame systems when you have a large final expansion on the horizon. You can see in World how it's endgame was refined from HR to MR, Rise for the most part just started over (removed rampages).

cerulean marsh
#

Devil Jho had the predecessor of Offset attacks in one of its attacks in World because hitting it in the face would knock it over during that attack and that was always so cool to do.

So I love that they made it into a whole ass mechanic. I feel like its extremely Monster hunter coded to get into a power struggle with something 100 times your size and win

#

and you can definitely see how they're figuring out how to better incorporate focus mode into monster designs in the later game hunts

#

Monsters still have weakpoints during or after certain attacks but they're a bit more focused, don't last as long and require some prediction and spacing to actually be able to capitalize off of, and Wounds in general feel very earned when you manage to open one

#

Which is how it should always be

#

don't give me extra reward for just wailing on a monster indiscriminately, reward me for very specifically targetting the head because I'm a hunting horn main

#

While also giving me the option to attack other parts of the body if need be without significantly reducing my effectiveness because sometimes going for the head is just out of the question.

#

AT Arkveld actually does an INCREDIBLE job of integrating nicely with focus mode as a whole

#

Doing that hunt with SNS I found myself having to reorient which way I'm blocking to be able to block effectively and if I wanted to take advantage of its weakpoints after its big attacks I really had to make sure I was outright avoiding the attack or at the very least already standing in a favourable position to actually be able to hit them which cannot really be said about base arkveld

#

All these lategame hunts are stellar imo

#

And dare I say the most fun I've had in monster hunter

#

Its tense, keeps me on edge but also doesn't make me feel incompetent or way too bloated like Fatalis kinda did in World at first

#

I'm still a master hunter but holy the monsters are keeping up. And that's a good feeling

tender frost
#

Fatalis is the most balanced monster fight ever. Movement speed, move set, tracking, doing follow up attacks that make sense...
It was overtuned for its damage output for not so veteran hunters but it was something else how that fight was designed with the weapons and systems in the game at the time

cerulean marsh
#

The hunt was great

#

It just made me feel bad at monster hunter the first couple attempts at it

magic nexus
cerulean marsh
#

Honestly WIlds does a lot to incorporate a lot of the things we've seen happen in CGI trailers into the actual gameplay

#

Even if focus mode as a whole doesn't come back in the next game I can see offesets and power clashes becoming a staple

tender frost
#

Now we need weapon arts again 😄

magic nexus
#

Yeah they feel and look really cool, they seem less like one game gimmicks and more like them adding mechanics like mounting

cerulean marsh
#

This idea that Monster Hunter Has to be clunky and overly weighty and restrictive is a regressive ideology imo because the CGI videos of Monster Hunter have quite literally never pushed that narrative which to me reads like the Monster Hunter team has always wanted to make a fluid and dynamic combat system that, while being definitely more grounded and heavy than other games. Not restrictive in the ways it was in the old games.

#

They aren't swinging weapons around like they weigh nothing in the videos but they can move around fairly easily and freely

magic nexus
#

The leads are also largely the same people now as then, not like it's a new development team changing things up.

cerulean marsh
#

Haters just don't wanna see the franchise become what the team has always wanted it to be

#

I cannot ignore that a lot of the changes the series has made are very very likely the result of shareholder influence.

#

Especially now more than ever since Monster Hunter is one of capcom's biggest money makers

tender frost
cerulean marsh
#

But the developers definitely still show a pretty heavy sense of pride and doesn't really read as sanitized corporate mandated content pushing in the way other triple A developers do

magic nexus
# tender frost but people change 😄

That's true, sometimes they also want to shake things up. They did their last hoorah for old gen stuff with GU and now they're experimenting a lot between games in 5th gen and beyond

cerulean marsh
#

They're still happy to show off concept art, talk about their development process. Show the actual work. I love the monster hunter team

#

I just wish they weren't working under what is, unfortunately a pretty shitty company

#

Capcom has insanely talented developers underneath them

tender frost
#

I mean I don't like overall direction of the franchise going (in terms of difficulty, skill expression and lack of need for preparations for the hunts) but I like new systems and weapon changes most of the time

#

just because the fact I don't like some aspects does not hold me back enjoying new stuff

magic nexus
#

I'm lucky in that I prefer the direction they're taking now

#

I dropped off after 2nd gen and World got me back

cerulean marsh
#

All I know is that there was a lot of people who despised tracking in World and gaming in general and while a lot of us veterans love how much emphasis on preparation. This does not reflect the cultural zeitgeist of today

#

That sentence made no sense

#

The Monster Hunter playerbase has grown exponentially since the old titles

#

The preparation is absolutely a core part of what makes monster hunter what it is, and the fact that we still on a purely technical level have basically everything we could ask for from a preparation perspective. But it is largely not necessary to me reads like its something the team wants to desperately keep in the game for the people that want it.

#

But because of how popular monster hunter is now, they are unfortunately being forced to take steps to make the game more accessible to people who are less inclined toward the preparation front.

#

They haven't taken prep away from us, it has just been streamlined to hell and back to make the game fun for people who just want to kill shit. In other words they just devalued it. But you can also see it still being extremely important in the challenge quests if you want to beat the times since you really have to exploit items and the environment to get those A ranks.

tender frost
#

I like a nice learning curve and meaningful challenges along the way and using the systems/tools game provide to overcome those. They add too many new tools to hunter but mostly forget about enemy design(not visual) in terms of moveset, weakness and strong suits, use of different tool/gear to counter shit..
Monsters don't make much any tremor, earplug levels are stupid, wind pressure is non existent.. we have all of those, sure but they are made so trivial, nobody cares
Now that need is slowly but surely disappearing. That is just me. I am not saying we should have those old long meaningless grinds and stupid side quests back but we could still had a better uses or special rewards/incentives to interact with the consumables and such.

Some items are just meaningless now, paint ball and farcaster are examples

#

If there is not tremor/wind pressure to make any inconvenience there is no need to use armor skills to counter those. In the past, some monster attacks would cause you stun in a single attack (certain diablos attack comes to mind) that you would want stun resistance
Some monsters could paralyze you in a single certain attack (kirin) you would want to have thunderproof mantle
Now everybody just needs raw DPS for every monster because as long as you are not one shotted it does not matter (even then it does not matter with Lords Soul)

#

That kind of preperation I meant, not preparing demon drugs, demon dusts and max potions 😄

#

Also they need to make monster tracking better IMO, you can just run without sprinting and attacks would not track and land on you but now you have much more access to movement as hunter, you can move while doing basic combos now, you can also aim direction while doing so. If I am not greedily committing my combos, I can just do basic combos around monsters while moving and attacks will miss me unless its some AoE

cerulean marsh
#

I honestly love the little micro adjustments during attacks you can do

tender frost
#

I want those kind of challenges not just bigger sponge and hitting harder monster. But those are getting less relevant. They course corrected a bit on that regard, I hope master rank will be better

cerulean marsh
#

Narrowly avoiding attacks with the movement of my own is always satisfying

tender frost
cerulean marsh
#

I think monsters having more tracking would only serve to further incentivise perfect guards and evades and would devalue micro movement and positioning even more

#

And I do not want that

tender frost
#

I don't know rise had better tracking. it was a bit extreme at first they laxed it a bit to make it balanced

#

reverse could be done here

cerulean marsh
#

I think there needs to be some balance

#

Some attacks should track but its also quite challenging to make something that tracks enough to hit running but not sprinting because those two things really aren't that different in speed and might make trying to dodge roll too annoying

tender frost
#

but my idea of challenge is around monsters and them making preparation stuff meaningful, I am not talking about them being present just for the sake of it

cerulean marsh
#

Honestly they just gotta make monsters hard target you if you open your map and suddenly Farcasters would be important again

#

The second you open your map in combat you just get obliterated

cerulean marsh
#

I do wish that the more specific items had more use

amber blade
#

Ok Everything seems to be in order now

amber blade
#

I'll prob be messing with the settings more now that I have near constant smooth 60 with room to spare

royal marsh
#

so, is this happening to anyone else?

silk blaze
umbral vale
trim tangle
remote bone
cerulean marsh
#

There is a new version of renodx out for the latest patch

random cape
#

I have the same problem even with the quick fix. shaders are broken for me, I'll wait for the proper next version

remote bone
#

Fwiw i did get it looking pretty good just by doing a full reinstall and reconfigure

silk blaze
silk blaze
#

Looks like this is the latest now so you can grab this one instead of the previous.

royal marsh
topaz grail
#

hello

#

could someone please help

topaz grail
#

i tried deleting shader cache and nvidia GLcache and the rest of the graphics mods and still the same four errors show up

#

idk what im doing wrong

amber blade
late marten
#

Anyone else experiencing ALOT OF STUTTERS ? using RenoDX

granite mirage
#

MH Wilds
the mod seems to be working. i could see the difference between vanilla+, regrade, and off. however, i get a warning about missing fog shaders. is there an area in the game i could go to to check?

random cape
#

it says still missing fog shaders for non RT, so yeah, this needs to be fixed first, then the warning will go away

granite mirage
random cape
#

now Im getting missing post processing shaders again...

#

everyday something new

#

nvm ingame it says GOOD now, everything is fine

merry tartan
granite mirage
#

Is it recommended to reduce the max nits to what my tv can handle? 1000 for example.

random cape
late stone
supple stump
#

I was using the more graphics option mod to set the LODs to a negative value (in addition of increasing the shadows quality and decreasing the culling ratio) but was getting frequent "Heap allocation failed" crashes... Removing the mod fixed it but I do want to use the mod in some way. Is there a setting I shouldn't have touched or something? Anyone else encountering this problem?

amber blade
amber blade
#

Certain settings below 50 really fuck up how the game renders shit at a distance unfortunately

alpine tree
amber blade
#

current settings are

#

looks like this

#

still experimenting though

alpine tree
amber blade
#

upped exposure to 1.0, went back to JPN CRT

merry tartan
random cape
#

legend, thank you!

fading cape
#

who this

#

surely they're in this server

#

👀

silk blaze
#

Seems interesting and still suprising how many people think this is another reshade user filter.

merry tartan
#

oh I guess that's why there's an influx of endorsements on nexus lol

silk blaze
#

These comments ont his thread hurt to read.

viscid yoke
silk blaze
viscid yoke
#

but very cool the overall reception on the post is positive

alpine tree
# merry tartan

Dumb question but just making sure do I need it at all as an HDR user?

merry tartan
#

nah

alpine tree
#

Aight thanks 👍🏻

silk blaze
#

This thread is full of downvote comments frenzy

alpine tree
amber blade
#

since due to it being borky it's hard to directly compare how changing this effects things ingame.

silk blaze
#

Tracking is about the only thing I remember to click.

amber blade
silk blaze
#

doomerWojak going to cry now. Someone downvoted me for commenting about a person having eyes adjusted to washed out tonemapping.

alpine tree
amber blade
#

I'll do comparison shots when I find a good area for it

alpine tree
amber blade
#

just the top option, the others do nothing

#

the functionality in general is borked

alpine tree
#

I see

#

Do I still have to set false to true in the config file?

amber blade
#

all that config shit I did before was placebo and what I was seeing what things breaking / being different due to changing the ray trace type back and forth

#

anything you can change that isn't an ingame option the game changes back instantly

#

The options likely do something but would need to be changed ingame through a script to see what

#

like what more graphics options / disable post processing effects does

alpine tree
#

Huh good to know thanks :))

merry tartan
amber blade
#

compare the swords in the above and this. Notice how in the first it is reflecting the colour of the sand and in the second its just shadow.

#

It's subtle shit but messing with this setting does stuff

magic nexus
#

small difference with the fulgurite on the left side

#

which one is which? first one photon and the second is default?

royal marsh
#

It is the "same" in movement? With photon in the name i think of the temporal stuff because is expensive right now

magic nexus
#

just to sanity check too, can you make an identical comparison with RT off?

#

it is still reflecting the color in the second picture but its just darker

merry tartan
#

oh RIP you did get an answer already

royal marsh
#

is this banding normal? engine limitation?

amber blade
merry tartan
#

engine thing, it's there without renodx as well

royal marsh
#

So changing the srgb in the config.ini does nothing

merry tartan
#

the lower contrast look of the game doesn't make it as apparent though

royal marsh
#

If I move the camera in the sky is like the colors doing a cascade after stopping

sonic thicket
#

I wonder if the ray tracing tweaks could also be used to turn off the denoiser, like when using dlss 4.5

random cape
# merry tartan

that update broke the SDR non RT shaders again it seems, I had to enable RT again for the app to say "GOOD"

merry tartan
#

Fog shaders are expected to be missing without rt

amber blade
#

I think I'm done

alpine tree
amber blade
#

for now. I adjust things around how fallow weather looks

#

the mistake I see alot of people trying to make the game look good make is using plenty as a baseline

amber blade
alpine tree
# amber blade

Would you mind sharing your settings again? I'm interested in replicating to see how it looks on my monitor if it is not a problem to you ofc

amber blade
#

I'll grab them next time I boot the game up which will prob be when the new events go live

uneven arch
thin fjord
uneven arch
uneven arch
amber blade
#

I'd have to go looking for and film it / I am assuming the denoiser is the cause based on what I seen in DF videos

#

Shit at certain angles just looks garbled

#

I think I can force it

fading cape
amber blade
#

Rite I'm assuming the denoiser is the cause of this and if it is, its fucked

thin fjord
royal marsh
#

brainletMmmGrayons pretty lights

amber blade
#

shame they are leaves

uneven arch
#

okay, let me check that location

fading cape
#

I don't even think it's the denoiser i think it's just an issue with taa but who knows

amber blade
#

its right outside main base camp of the forrest

royal marsh
#

People said in tu4, that you needed to disable TAA even if you use the upscalers

fading cape
amber blade
#

many areas are fucked like that one with DLSS 4.5, but I forget where they are exactly

#

but the forrest has tons of fucked up places

#

nearly all of the big leaves are borked like this

royal marsh
#

I remember the config.ini saying rt 1/8 resolution or something like that

amber blade
#

that setting changes based on the ingame RT setting

thin fjord
#

then hope dlss cleans it up better

amber blade
#

Apparently that is what DLSS 4.5 wants

#

per DF's test in games where they could force the denoiser off

#

also turning the GI off will prob allow the other RT options you can set within Reframework to function correctly

uneven arch
#

This noise right?

royal marsh
#

Isn't this supposed to be white? I though it was looked like oil because i have an intel arc card

uneven arch
#

not sure but that's the default color palette for that armor

royal marsh
#

Its the same as Nata's and the mole people

thin fjord
alpine tree
amber blade
#

I can't easily tell from an image

merry tartan
magic nexus
#

turning it completely off makes things too dark, but you can set it between 0 (off) - 1.0 (normal)

merry tartan
#

could be missing something, but doesn't appear to be worthwhile

magic nexus
#

weird

merry tartan
#

I'm talking about disabling denoising

magic nexus
#

oh gotcha. Are you using dlss too?

merry tartan
#

yeah, preset M

#

weirdly xess did the best with it

#

but in any case, drastically worse than keeping denoising

#

could be other passes that need to be messed with, but it really seems like the issue is just that it's severely undersampled

thin fjord
#

yeah I thought it might help, but only so much you can do with 1/8 resolution or whatever it is they do

fading cape
#

yeah we're cooked weird how it's different at different times of day

fading cape
#

apparently the gi isn't even RT

#

isn't the dlss 4.5 desnoiser thingy only for RT?

#

I've only seen it used in RT examples

uneven arch
#

If I find out how to disable the denoiser, can you guys create a Lua script? I notice for MHWilds setting will reset if you fast travel or go into camp.

fading cape
fading cape
#

and the video i sent

uneven arch
#

Oh, oops. On mobile so I didn't see it lol

#

Yeah, there's a denoiser for RT

wanton belfry
#

Yeah dlss transformer models works better without game denoisers in rt

amber blade
#

would also be interested in getting the games base lighting disabled to see if that fixes the problems with the other Ray Tracing types that currently Solarflare everything.

#

RayTracingShadowEnable, RayTracingSpecularRoughnessThresholdQuality, RayTracingGIEnable and several others.

amber blade
#

One of the ray tracing settings within the ini is bound to fix this from happening

royal marsh
#

that part on the center (blue sky) looks really bad thonk

thin fjord
#

rtgi or ssgi should work

#

this game only has rt reflections

amber blade
# thin fjord this game only has rt reflections

only has them enabled. Like the LOD settings that can't be changed in the config ini but can be through a script, I suspect the same is true for all the ray tracing settings in the config ini also.

random cape
#

can anyone tell me what the RT tweaks in REframework do?

merry tartan
pine cedar
#

do you guys use disable post processing to disable the lens distortion in addition to using renodx?

uneven arch
merry tartan
#

what's being modified here

#

seems like roughness cutoff maybe?

uneven arch
#

I disable two denoiser and enable other RT features

#

So there's transparent denoiser. I was able to disable that

merry tartan
#

oh nice, is this with reframework?

uneven arch
#

Yes

merry tartan
#

wow that's a massive improvement there

#

I'm glad it was solveable, guess there were just more denoising steps I had to find

#

doing it in reframework is far more sustainable though

#

if I'm gonna keep working on this game I should probably learn more about what can be done in reframework.

#

would also benefit me when I inevitably do dragons dogma 2

#

if you don't mind, ping me when you post the mod 🙏

amber blade
#

Same - I need this shit yesterday

magic nexus
#

Or did something else do that?

#

You run farther and the poles stay in the water reflection the whole time

uneven arch
#

I disable RT camera culling

magic nexus
#

Ah okay you did mention other RT features

sonic thicket
#

Is there a significant performance hit?

uneven arch
#

Wish there was a way to enable RT shadow but it does nothing

magic nexus
#

That's too bad

uneven arch
#

Probably in scarlet forest. Also the latest update capcom lower the vram budget. So it stutter way more if you go over

#

I miss when it used to stream in 20gb of vram

cerulean marsh
#

Sad that RT shadows don't do anything

#

Wilds would look great with full raytracing (Not path traced)

#

I think the in game shadow quality is already stellar though so I don't think it would be worth the performance hit running RT shadows in conjunction with the reflections. Though I do wish the RT reflections applied more broadly. There are some surfaces in the game that I feel should be way more reflective than they are

#

I kind of hate how most of the water in the game looks. Its a little better with RT on but most of the bodies of water and small puddles just look bad. Low transparency, reflections on still water don't seem to reflect the entire worldspace in the way they should.

cerulean marsh
cerulean marsh
# uneven arch No noise except the vine

Would we get similar results with other upscalers?

I'd happy to test FSR3.1/4 for this. Its hard to quantify how much of an impact these things have when I'm not looking directly at the problem

#

Though I'm not sure how necessary it is for us FSR/XESS folks. I certainly do not get disco artifacts the way DLSS homies are

uneven arch
cerulean marsh
#

Man I ain't even notice

#

This is so sad

merry tartan
#

it caused misaligned motion vectors

#

better to use reframework mods

cerulean marsh
#

Oh yeah I remember now

#

I just been living with a distorted lens this whole time

merry tartan
#

living life happy and free of wide fov fish eye

#

but softer image

cerulean marsh
#

Maybe its better that I don't though. FSR seems to really struggle with even slightly misaligned motion vectors

merry tartan
#

it works correctly with reframework mods

cerulean marsh
#

I'll have to try it again then

merry tartan
#

would have been a whole thing to properly support it in renodx and it's just not worth it

cerulean marsh
#

It would be nice if the mirror greatsword actually had mirror-like reflections

amber blade
uneven arch
#

rtx 5090

cerulean marsh
#

Okay yeah. FSR doesn't seem to have anywhere close to the same issue with the denoisers that DLSS4.5 has

#

I ain't got none of the funny shimmering

amber blade
#

thats a big hit though proof that its working

#

which part of your changes caused the hit? I'm guessing it wasn't disabling the denoiser

uneven arch
#

maybe disable LOD also reduce performance

amber blade
#

that would reduce performance massively. Lack of proper LOD until recent TU was a cause of performance issues

#

I would lose 15-20fps whenever I went to the middle of the forrest or the main plains area.

cerulean marsh
#

Is there anywhere I can access the Reframework config to change the hotkey? It seems like Reframework reset my hotkey but also kept the setting to maintain previous visibility state so it doesn't display when I open the game so I can't change it

cerulean marsh
#

Yuh

#

I have a 96 keyboard so I have to remap stuff since I have a home button but no end key which is normally the key I would use lol

#

Both are mapped to home by default

uneven arch
#

Should be re2_fw_config txt under REFrameworkConfig_MenuKey_V2

cerulean marsh
#

You're a legend

#

I'm blind as hell so I totally missed CONFIG cause it's not an ini

#

Haha wait that's not the issue, Reframework just isn't working right

amber blade
#

btw jo, any luck disabling the games lighting? Wondering if that would enable the other ray tracing modes like path tracing to work properly.

#

As they function through reframework atm but stack ontop of the existing lighting turning everything into a glowing mess.

uneven arch
#

I can take a look later when Im free again.

#

problem with PT is that a lot of texture is a black blob

cerulean marsh
#

Yeah I have a feeling trying to enable path tracing in a game that was not intended to have it may have some issues that may or may not be fixable

fading cape
#

wouldn't it help fps

uneven arch
#

disable LOD means it will always load the highest quality objects, vegetation, and etc

fading cape
#

oh you disabled lod too i missed that oops

#

how'd you find the denoiser anyway? was it with the reno devkit?

#

I found a shader that seemingly causing reflection boiling but i'm not sure what it's affecting yet

#

the boiling was only noticable when paused and on ultra peformance though

uneven arch
fading cape
#

oh i didn't know you could use it like that

#

thought it was just like a codebase or something that other mods need to use

sonic thicket
#

Is there a noticeable gain in performance when only disabling the denoisers?

amber blade
#

disabling the denoisers is not about performance, its about image quality

#

DLSS does not like them

merry tartan
#

it would help performance though

amber blade
#

well thats a nice bonus

#

btw jon your new tonemapper doesn't fuck up the clouds with low local exposure values, big improvement

merry tartan
#

nice

#

I'll be switching over everything to that new system shortfuse is working on when it's finished, right now it's just a beta for the display mapper

#

has good results, though I wouldn't call it transformative compared to what is already there lol

#

feelings are a bit mixed on how it looks in SDR though

amber blade
#

You seen me post many shots here by now so you should be able to see the difference

#

I do tend to use the same areas

#

I could post the hdr version of the screenshot but discord doesn't display them anyway

fading cape
#

also you know reshade has a built in hdr screenshot tool right?

#

uses pngs which embed on discord

amber blade
#

also PNG supporting HDR is news to me

fading cape
#

nice

#

whys ur game look like everything its dithered or there's no AA or something

amber blade
#

looks fine to me

fading cape
#

grainy almost

#

is this with vanilla tonemapper or something

amber blade
#

Remember how DLSS doesn't like the denoiser? That is prob what you are seeing

fading cape
#

nah that's not it

#

idk maybe it's just cause its not 4k

amber blade
#

its 5K

#

them pictures taken through reshade though, my other ones were taken natively

fading cape
#

oh wait yeah it is 2160p nvm

amber blade
fading cape
#

can you send screenshot with default regade preset?

amber blade
#

(I prefer mine)

fading cape
#

there's also a screenshot-to-clipboard addon for reshade btw

amber blade
#

it'll take me more clicks to install that addon than the two keyboard presses required

fading cape
# amber blade

yeah it's something with ur renodx settings that makes it looks like before odd

fading cape
amber blade
#

Still grainy?

fading cape
#

it's better

#

it's hard to pinpoint what exactly is the difference lol

amber blade
#

that'll be the RCAS sharpness being off

cerulean marsh
#

For me whenever I open the image its at about the 10th of the resolution it should be lol

#

Except that last one

fading cape
cerulean marsh
#

Yeah to me it looks like sharpening artifacts

royal marsh
#

I think the last update broke the film grain from the disable processing mod for reframework
Disabling it does nothing

amber blade
#

I don't like the regrade preset for many areas as the colours look all wrong

#

namely in the desert

fading cape
#

yeah i mainly use default vanilla+ preset (with game ui turned to 80)

amber blade
#

bright orange sand is oof

cerulean marsh
#

Sometimes things can get a little messy using an upscaler and another sharpening algorithm on top that makes it look a little odd.

though its not very easy to notice without looking closely

fading cape
#

i like the saturation and contrast but it's honestly a bit dark for me in certain areas

#

grand hub mainly

amber blade
#

I balance what I do to try and get it looking good in all areas at all times

#

I mostly use fallow night as a baseline and work my way up

fading cape
#

hard to look at colors in the night time

amber blade
#

thats the exact reason to use night

cerulean marsh
#

I've taken a lot of similar steps as far as image adjustment goes as Void has but we definitely have different taste for end product.

amber blade
fading cape
#

looks super bland ngl

#

to me atleast

#

personal taste and what not

amber blade
cerulean marsh
# amber blade thats the exact reason to use night

The primary issue with making adjustments during times with the least contrast and visibility is that those things may become overblown in brighter and higher contrast settings. Ideally when you're making image adjustments it should be in scenarios with the most variation. or flipping between the two to ensure that the adjustments you make are nicely averaged between the two

amber blade
#

I do flip between areas on rotation

#

I just start with the least lit and work upwards

royal marsh
#

This game art direction is ass

Because everytime you load in, its the bad weather
because 90% of quest force them

fading cape
#

a lot easier to raise blacks than to "calibrate" what what you want the color to look like

amber blade
#

oh the world itself compared to the last two games is dull, that I agree with

#

World's level design craps over Wilds

cerulean marsh
#

Honestly I really don't agree with that sentiment. I think the post processing guy did everything in his power to make an otherwise gorgeous environment and game look like hot ass

royal marsh
#

I miss this

amber blade
#

Compare the World's desert design to Wilds and its not even close

#

Also Diablos in world when it drags you down doesn't teleport you randomly to another area like the Balahara in wilds do

#

he is actually under you

cerulean marsh
#

I love World but in terms of artstyle its my least favourite in the series. Wilds maintains a lot of Monster Hunter's more whimsical elements that World doesn't. The way it handles lighting is hot ass just in a completely different flavour than Wilds' lighting issues

royal marsh
#

So much for living ecosystem

#

When everything looks dead

fading cape
#

i get what you mean but art direction also includes things like the environmental and monster design and such which if you say that is ass i disagree