#✅RenoDX: MH Wilds
14750 messages · Page 15 of 15 (latest)
Oh, change the diffuseraylength to like 500
So capcom set diffuseraylength to 0.1 because RTGI wasn't being used.
Btw, are you still using denoiser toggle mod? If yes, you can remove it since this already bundle with it
I gotta reinstall all my mods from a clean game
Oh? How come?
I want to install that texture lite mod and I don't remember what mods I have installed
want to start fresh
Ah, okay. What's your specs btw?
9800x3d + 4080 + 32gb ram
Very nice. I would love to upgrade my cpu, but I told myself let's wait a couple more years
I'm using 5950x
Nope I saw that you added it to this new mod so I removed the old one. Good work!
Tyty
been really happy with my CPU won the sillicon lottery with it.
I guess I cannot use the mod except for the denoiser portion like before. My game strokes out on my 10GB vram lol. I thought it was having all the RT stuff up but still drops to 4fps without it in random sections.
There probably will need to be some user friendly presets for 8 Gb and 10 Gb cards. Unless a video does get made of best stuff to enable without raising vram like crazy.
I think it might actually be me putting Texture quality/mesh quality to highest. I put it back to standard and the areas I stroked out at stopped.
That would definitely do it
Yeah, keep texture and mesh in standard for now. Have you tried the decompression mod and see if that free up your vram usage? Also, I think I need tell people they should do optimize in game setting first before start messing with this mod. Kind of hard to give recommendation when they provide vague specs.
May I ask which version of Reframework you are all using? I've noticed that even after deleting all mods, simply using dinput8.dll causes the game's reflections to stop working (both SSR and RT).
I think i'm using the latest nightly build. https://github.com/praydog/REFramework/actions/runs/24124181978/artifacts/6322877534
It's done, thx
You're welcome
I have not tried the decompression mod yet. As for my in-game settings I mainly run everything maxed except skies and grass.
do those settings change anything performance wise?
I do not think by much, maybe 3 frames but I do not remember off my head. I think the grass one savesa bit on vram but not too much. The sky I never look up so I rather save on performance.
5090 drops from 75 -> 60 at max RT settings. Any optimized suggest settings?
Can reduce rt quality to high if needed. If you have LOD RT disable, go ahead reenable it because that can eat up performance.
I see you mentioned the texture pack lite mod in the description page, FYI the Real Graphics Options mod is now recommended/required by the creator of texture pack mod
before the Real Graphics Options mod was released we had to modify the config.ini file and make it read only
The HD Texture Pack Lite author did talk to me about the Real Graphics Option mod. The methods are different but the end result is about the same. So you can either use the Real Graphics Option mod or my method via config.ini and Stream Resident Target (still waiting for feedback on whether it's working) to uncap the VRAM. And yes, our mods are compatible with each other, though some settings overlap other than ReduceFGVRAM.
I wonder if its time to torment the subreddit
The MH subreddit? Maybe you have better luck but people dismissed my mod because they were too focus on the AO saying it's flat and wrong lol
Wait, your pelico looks like Midna lol
AO should have haloing all over instead of subtle shadow from occlussion
not suprised by that take ngl
Yeah, it was pretty bad. If anyone saying anything positive, they get down voted for no reason lol
The game looks drastically different without fake shadows on everything
and even with the RT enabled it doesn't cast strong enough shadows to make up the difference
what AO settings are you guys using? I get quite a bit of haloing and disocclusion issues with the mod
I guess they prefer the right side (note the Face Light Leak) over the left side?
Yeah, it benefit image quality. If capcom officially release it, this how it'll look like. I'm sure people wont be complaining lol
You can use this setting for AO " SSAO full res, AOradius 1.0, DFAO OFF, Filter Quality Standard, Sample Quality High, upscaling filter off. Have to use RTGI to use RTAO"
You should really update with some quality preset buttons to help people see the impact
Two important ones being Vanilla Default / Max
even better if you just hide all your current options behind an advanced mode toggle as per reno
some random test shots
I do wonder what settings the game changes when cutscenes play as aspects of the game do look alot better
and they are not pre-rendered
maybe something to look into @uneven arch
It's just a really good camera work, lighting, and motion capture. The mod did improve the cutscenes a little too
I mean it would be awesome to always have cutsenses quality though
I remember on another discord someone created some rigging/ lighting mod to take really great photo
yeah its the lighting that stands out in the cutscenes
if its not a hidden flag they must be scripting fake lighting throughout the scene
though I can still pull off some good looking shit without it if I pause correctly. I could do a lot better if I could bind a button to instantly pause proper, the games kinda delayed
Oh another useful thing following on from the profile thing, having a toggle mod on/off button (basically a vanilla profile toggle) would help people see the difference the mod actually makes
also before I forget, what setting causes/effects this @uneven arch - Reflections phasing in/out of existance based on slight camera angle differences. It's very distracting
that's something that has bothered the hell out of me for the past year
So I discover the engine have some limitation when it comes to displaying too much RT. If I unlock it, it'll be flicker hell
so not worth it. At least the mod allows to display more RT reflection
That's what default button for lol. Also, people can create a vanilla profile before making changes. That's what I was doing for screenshot
The other games in the same engine don't seem to have that issue, you sure its engine and not something hardware could power through?
could be worth experimenting with unlocking to achieve a slightly raised limit
Yeah i'm sure but I can double check for you when Im free. The game Engine will struggle on which RT reflection to keep on display. So it will unload and load another reflection at a rapid rate which causes a crazy flickers
I've finished up a batch of screenshots to torment reddit with (SDR ones because reddit conversion fucks up hdr ones) - what you think?
I think that'll be enough to sell your hard work don't you?
you can use mine if you want
I have noticed the trans multi on reflections is rather high and lowering it massively helps the look of water
I've set it to 0.5
I think user can upload screenshot and I just approve it
I'll give that a shot. It seemed like it was working fine the other day and then it broke
they could but my username on nexus isn't this one
All good. I know nexus have 8mb limit per screenshot
If you half res my current ones they should be under 8mb
and then they still 2560x1080
I had to compress my png further to upload some screenshot
Like the difference in haloing here, could come down to time of day too
Reddits limit is 20mb so all but 2 atm are within that limit
but I should be able to fix that
some of the AO is not even noticeable because the entire region is darkened unnecessarily
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Good video about PT in re engine
Seems theres alot to be implemented still
AO haloing does depend on the lighting condition but it was pretty it's noticeable in the dark spot for vanilla max setting
yeah i was playing a little earlier. Runs nicely
You're speaking the truth lol
re engine is such an interesting thing. quite the mixed bag
really cutting edge on some stuff and extremely poor in basic stuff
hopefully this is something the expansion adds
I hope so too. AMD sponsor so we have to wait and see. AMD have ray regeneration so it's possible
Crimson Desert is AMD sponsor too IIRC and that has RR
Interesting how they have the lens distortion toggle in pragmata
And in consoles? 
yeah, it's quite common in RE engines graphics setting except MHWilds(Not sure why)
Prob something todo with the long development and the team in question not comunicating with others
hence why even though MHWilds is a similar style of RE Engine game to Dragons Dogma 2, Wilds Doesn't have the same RT as Dogma 2 or the ability for Path Tracing like DD2 has
that seems to have done it, thanks! It's still technically there but its a very small outline now
You're welcome. Much better result. Can continue tweaking ssao if needed
I'm messing with different AO ranges. The above is AO 10
incredibly funny typo
anyone see how this mod plays with it?
https://www.nexusmods.com/monsterhunterwilds/mods/4085?tab=files
its pretty cool for just villages
looks like voids been working in there
recognized the outfit and color tone as being distinctly yours
@uneven arch I guess a feedback to add is the ability to see which profile is loaded. Unless I am blind but I thought about it while going back and forth.
Did something change with the game recently in the past month. I play with 4.5 ultra performance L and the game looks so much blurrier now. I was checkign stuff in desert area and foliage looks bad now.
wow actual shadows that are not from AO haloing, this is great
yeah its pretty cool
does it work well? does it work with JoHien's mod?
I tried it previously but haven't tried it with his mod, might give it a shot later
All my screenshots are with it enabled
Seeing this screenshot at 4AM i see Freddy Fazbear in the center 
Yeah, it's a great mod. Too bad I notice night time in grand hub is that lights will switch off when you get further away from the quest desk.
Sure, I'll take that into consideration
yeah, no compatible issue with my mod
It kills/changes the ambient lighting a lot in general which is why I stopped using it
The shadow mod? I feel like it will look good with johiens AO options
Yeah the shadow mod, it changes properties of a lot of lights. Campfires, braziers, and such
The hub gets some sharp shadows but then most lights lose volume too
So it just goes from being a net win (minus performance hit) to a more preferential thing
That's also why I was curious about how it interacted with the RT GI
There seems to be conflicts with it. At least during the day lanterns in the wastes camp didn't cast a shadow like they did before with the mod.
but that could be due to the RT using up the shadow budget with the shadows it is adding. But if it is conflicting maybe its something @uneven arch can look into.
actually, I'll take back on what i said. I'll look into it to see if it's possible lol
Hmm, everytime I increase the shadow budget, it crashes the game
Might be the reason why the Light Shadows Overhaul modder had to work with what's available
I remember someone mentioning for rise that it is hard coded read only memory or something?
May need to use a dll plugin to patch the memory early on boot
I suspect its something the expansion will address. Capcom is going heavy on Path Tracing with their games now so maybe that'll extend to that.
Honestly seeing further performance improvements and graphical upgrades from the expansion would be really cool
I don't think my 9070 can tank path tracing but native RTGI AO and shadows would be nice
they have to know its the biggest deterrent for expansion sales, so id imagine they are putting a lot into whatever beta it will have to show off
I also hope they change the party system. It was such a pain to use before finishing the main story.
If the expansion is anything like Iceborne they won't actually fix it, and all the expansion areas and what not are just going to be designed to work around the multiplayer issues
What do you mean, game was completely broken until iceborne
They added dx12 support and fixed so many bugs when iceborne came out
Well yes I just mean specifically multiplayer
Iceborne didn't retroactively fix any of World's multiplayer issues, some cutscenes were just watchable as a group instead of the way it was in world.
I genuinely have no clue why they don't just handle online the same way the handheld games have been for over a decade
World was sooooo hostile to playing with a group of friends.
4 man lobby, and just let cutscenes be watchable as a group. ITS LITERALLY IN THE GAME ALREADY
It’s a shame that they seemingly keep building these games so that playing with randoms is just kinda better until end game.
It’s at least gotten better
I would rather solo than play with randoms
Yeah it's rough, they really want to sell people on the high production story and don't get me wrong they have improved. But it has been to the detriment of other more important parts of the game.
Start the event quest "Just What the Doctor Ordered" starting at area 8 and look at the right wall between zones. RTGI is noisy AF here. What settings would cause that @uneven arch ?
Hmm, maybe increasing gihistory could help that area. Which map is this though?
Their solution should just be making the story forced solo, easy
basin. Just pick the event quest above to get the exact conditions
okay, I see it. I could include aggressivedenoise option next update if you want
increasing GI history can help at the cost of more ghosting though. I noticed on Pragmata, Capcom tune GI/reflection history depending on the location and zone. Like some area will be set to 64 and other will be 128 which is why people were complaining about ghosting.
The mod really makes the cherry blossom pop though
Even pragmata has some unused settings like radiance caching that improves PT performance
But it seems it crashes frequently in a specific area in the game
Probably why it wasn't implemented
I did tell lazorr about the shadow resolution. My pragmata mod is already done. Just gotta fill out nexus info which takes time.
damn youre fast
I thought it was just me
I didn't even recognize the place for a while. Mine looked like this.
Mod / Default / My settings after resetting
I had the diffuseraylength unchecked. I guess setting to 500 did the trick.
I had to keep resetting to default and load my profile again to fix it.
I am not sure if there is some sort of performance hit in the long run or not.
Does it happen when you first boot up the game?
I didn't check but I can later when I'm home to see if it does. I was just teleporting there when I noticed the issue.
So I tested and the issue is there on a game boot up. I had the option unchecked. Once checked with 500 the issue is gone with a restart and without.
Okay, great. I thought I somehow overlook when testing.
I have specular length off so I am not sure if that has any effect on stuff I have not seen yet.
Specular ray length off is fine. The game engine control that for you.
Alright 👍
Btw is there a separate thread channel for your mod. I feel like this mod sorta took over this chat 
Reno moved to the reno discord so I think it's fine
It did for the most part but most of the reno talk still happens in here lol.
No one ever used the https://discord.com/channels/1161035767917850784/1300713599978700841 channel and the talk stayed here.
tbh, I didnt know about the gaming forum lol
Gotta say JoHien
Loving the mod (This cutscene actually looks good with the Raytracing tweaks)
oh wow that looks completly different
yeah, I rewatched a few cutscenes and quality definitely improved
Alright, so if we're going to do preset, I may need some help. That seems to be the number one request but I feel like it's going to be hard depending on people hardware and in-game settings
Probably just like a no rt "improved" and then one with rt if it's not too much work
Can always wait until they announce the expansion to get into the mood
Iirc they said they will announce it this summer
Maybe at Summer Games Fest which is June 5th
seems like just defaulting RT GI and RT AO on with the ray length at 500 or whatever is a good start, since those are pretty free. Probably move the shadow settings to one setting since if theyre different they cause big framerate drops (unless that can be fixed)
those RT settings seem like the more essential use case for the mod in any case
Yeah, I'm thinking of doing that since I did that for Pragmata. Something with the newer engine causing weird shadow issue
im about to fire up the pragmata one now
Yeah turning the ray length up to 500 really sealed the mod for me
When I initially turned on the rt stuff I wasn't all that impressed but I guess that's because Wilds' default rt implementation is fairly limited in terms of what it actually applies too and it's sample length. I wish there was a way to get RT shadows actually working and a proper way to rework all the light sources in the game to behave nicer with rt in general
oh it seems that there is an overlapping mod with yours @uneven arch
but finally testingg your mods what do people here recommend from testing
which one?
I think it's different tho the Real Graphics Options or whatever
yeah that does similar ram stuff
any recommended settings for high resolution textures? and GI with the mod?
if the screenshots I posted few days back look good to you I can go grab mine shortly
yeah please
since this is easier than taking screenshots
May want to mess with GI history to fix noise in some areas but I not messed around with that yet
how do I force the game to go above 12GB ram
This is what I have been running so far on a 9800X3D / 3080 10Gb / 3440x1440 / DLSS 4.5 Ultra Perf L / High Res texture / In-game settings at the highest
does it look good to have both ssao and rtao on?
shouldn't it only be one or the other?
I also can't ever seem to get it to use more ram always hovering around 12 but it constatnly reducing LOD like it's running out of vram anyways
damn wasn't that one of the main things the mod was trying to fix?
@thin fjord Have you gone into the config.ini and adjust the StreamingVRAMSizeHighest? Just put this number since you have 16gb - 17179869184
I'll say it's a personal preferences but best setting for me at least is what I posted above this chat "SSAO full res, AOradius 1.0, DFAO OFF, Filter Quality Standard, Sample Quality High, upscaling filter off. Have to use RTGI to use RTAO"
Yeah, I think it's a requirement to have RTGI and RTAO lol.
lmk if you have any other questions
Will test again to see if I can get the game to use more vram instead of swapping assets for lower quality ones
Good to know when i try it ty
this game just won't let me go above 12gb
Hmm, odd. I'm guessing you already set to something like this?
Just to see if we can get above 12gb
Do you have the hd texture lite install by chance?
I do
Still not going above 12gb?
it isn't, actually got a message from SK saying the quota is 12gb
so the limit might be set elsewhere?
Hmm, I wonder
still not going above 12gb but now setting shadows to high doesn't hitch a lot reset those settings
seems to be working as intended more or less now
What happen if you run the game without SK?
let me try, I only ran SK to check the vram in real time
I'll see if I can find any information on SK that limits vram usage
Oh okay, I thought maybe there was some setting I wasn't aware of
That's awesome you got it working. I should really update this mod though lol. I gotta combine the shadow quality/resolution because of the memory leak and lag
this and reno just looks amazing
Seeing void changing preset with reno is pretty awesome
tweaked settings again using other peoples settings as reference to figure out what does what and what eats performance. I think this is finally it.
From my testing Shadow Quality High performs better than Shadow Quality Standard by a significant margin. Anyone else?
this noise not solveable in any way?
as in lower fps cost?
will have to test with fps counter
i think thats the one big problem spot still
you can disable the denoiser and itll stop but then it fucks with the lighting
it's way less noisy without rtgi
Did you have lightoverhaul mod install?
I haven't really tried standard or high
well standard for some reason massive performance drops compared to high
maybe the setting is in reverse order?
Ah, it's probably a memory leak. I'm going to combine them soon like Pragmata. Also, I figure out how config streaming vram because I was messing around to get a real time reading. idk if want to take the thunder away from the real graphics options though. I did notice his latest update he used the formula I provided for the config ini lol. Glad I can assist him
It's disabled in ref
I can take a look in a bit but is it morning and plenty condition?
yeah
That looks like the issue I was also having in basin. Yay
soon all that is left will be for @merry tartan to put down Crimson Desert for 5 minutes and bless us with the new psycho
I'll have you know I'm in the metro exodus mines rn
Well come out and giev Psycho
maybe im still new to this but what's psycho?
the name of the latest tonemapper being used in RenoDX
its really good
I wonder if psycho would be that big of an improvement. Regrade preset looks so good
Damn, looks awesome
the autoexposure stuff is super interesting tho
the prior versions of it were not too far from what we have now. It's a big leap.
RenoDX for Crimson started with the prior versions
the preformance cost problem has since been resolved
well only Jon and Ritsu can read the mess capcom made so we going to have to wait on them to update
psycho has been in reno for months
the older version
one of these days the trackmania mine will return
@merry tartan Off topic but are you a big fan of PSO?
Yeah
Nice, I did enjoyed PSO,PSO2 Based, and PSPortable 2. PSO2NG really ruined it for me though lol
Alright, StreamingResidentTextureTargetSize should work correctly this time. No need to mess with config file
Now I gotta create a preset profile.
only played PSO on the psp and tried NG but man did it suck
heard that years after release still barely any content for the game
Yeah, idk why went open world route. A lot of area are pretty bland
I think that is what I mentioned before. Johien responded with this #1347155473266114580 message
Yep, I got that taken care.

for the presets I think you can have two one with rtgi and one without
ngs is weird, cause I genuinely think it's some of the best PSO in terms of environment and enemy designs. Music is also really good. The combat feels awesome too. The game is just utterly let down by all of its backing systems, which is critically important for a looter. Those systems cheapen all the things it's actually doing pretty well.
like the original PSO is one of my favorite games of all time, and on paper it's super rote by modern standards. It has a paltry amount of truly unique content and an extremely simple loop both in terms of moment to moment gameplay and long term objectives. But it manages to make all of these components satisfying enough that it doesn't matter.
I think every subsequent pso game got progressively worse at keeping its systems inherently engaging, but ngs is just a different breed lol.
og pso is a great game, I was always more of a monster hunter guy but man that game really was special
they should go back to that quest based system that it pioneered
Monster hunter to me is the closest modern thing to the original pso
I wish pso didn’t immediately move away from having such a deliberate combat loop
it was heavily inspired by PSO, sad to see that PSO no longer carries that DNA
talking about sad things, the Khazan team being canned is another tragedy
the best combat of that kind in a game outside of monster hunter
I need to pick that up sometime
You guys have any suggestion with preset names? So I'm going to create two preset for now. Non-RT Starter and RTGI Starter. Idk if those a good preset name though lol
Vanilla (what the game normally uses) / Basic (Non-RT Starter) / Recommended (RT-Starter)
then have the custom profiles ontop of that.
I think default button is enough for vanilla. It reads the game engine setting first start up to use that as the baseline
The default button would be better to restore the defaults of the current profile
would also be a good idea to move profiles to the top of the mod
Oh, but I already somewhat completed the mod lol. Just tweaking some info. I'll consider it for the next next update since it require moving codes around
having profiles at the bottom is like walking into a building, ordering a big mac without knowing its a Mcdonalds
I guess if I do that, I can add collapse button to be less clutter
Hopefully I can get this release today. Here's a enhanced contact shadow under certain condition. Left is default contact shadows and right is Enhanced. I'll say MHWilds did a good job compared to other RE Engine Titles when it comes to contact shadows lol
nice
https://www.nexusmods.com/monsterhunterwilds/mods/4269 Okay, new update is out. Report back to me if there's any bugs lol
no need to credit me for suggesting two words in the english language but I apprechiate the thought 
Ok that new shadow setting you added does wonders
The sand finally looks like sand
also either you fixed a setting or changed something but I am not getting RT popin when changing camera up/down now
Unchecking 'Stream Resident Target' will report an error
Hmm, I gotta look into that. Does it happens after restarting?
Restarting makes it disappear.Using the ResetScript button under ScriptRunner also makes it disappear.
Checking and unchecking again will cause the error to reappear. Already uninstalled real_graphics_options.
Okay, I'll definitely will check it out when I'm free. I guess I overlooked when testing out
upon testing the small object culling disable you use either doesn't work or is not as effective as what real graphics options is using by setting it to a value. I put that mod back on and instantly got more grass to show up on the title screen.
may have something todo with how DLSS presets/FG are a hidden quality modifier
@violet kindle Okay, it was a tiny silly error on my part. let me fix it and release it
Interesting, I think someone mentioned about lowering upscaling quality will reduce the draw distance or something
Alright, updated the file again on nexus.
yeah enabling framegen lowers vram cap and upscaling increases object culling / lowers culling distance. Pretty big difference for me as I run at ultra pref with framegen on atm.
also confirmed, the RT popin from camera shift comes from the ray length being too long. Keeping it to 200-300 and it seems fine.
@amber blade Okay, that was easy. I found the culling while in ultra performance upscaling
I guess I can add on the next update
nice. Check Framegen for Vram stuff too
Oh, you mean like the real graphics option? I checked it out last time and it seems it decreased GI quality
Oh okay, I was somewhat right.
So pretty much it's doing that. I dont think there's a way to reduce fg vram unless you switch preset or reduce generated frames
I was going by the mods description / name of the option. I just saying whatever image quality reductions FG adds disable them also.
its really dumb the game does this in the first place.
Okay it seems like there's a bit of weirdness with contact shadows on skin with this latest update.
I'll try to get a picture of it if I can but it looks kind of similar to the discoball artifacting people were finding in the forest
It has seemingly vanished
Okay, let me know if you see it again. You can always untoggle contact shadow if it's distracting
Hi guys, I was testing wilds rehydrated with renodx with a friend of mine, neither of us has ray tracing on but my fog slider works and his does not.
I saw on nexus mod and here in the server that the fog slider should work only with ray tracing on, so it should not be working for me right?
same gpu vendor?
btw @amber blade @uneven arch either of you get massive slowdowns when opening the equipment change or the blacksmith?
yes
So I believe the game is trying to revert back to the in-game setting every time you visit the inventory box/camp or blacksmith, but my mod prevents it from doing that. That may be why the game had a slowdown.
It was pretty annoying when I first started modding for this game until I figured it out.
sounds like you have disable post processing effects or similar disabling the fog. Sliders don't work if another mod changes the thing reno is trying to change.
sorry guys, is special K needed? been a while since i used renodx
No, just reshade
and reframework
are there benefits for using special K with reno tho?
also, what mods do ppl recommend to have the perfect visual experience?
Graphics enhancements and RenoDX are really all you need
and maybe Camera Light remover
Special K benefits in the ways that it normally does, Frame limiting, some fine control over rendering settings that you don't normally get but nothing that benefits the other graphics mods in any meaningful way
also, what about performance? game seems to run worse than it ran for me before all these patches. is texture compression needed still?
probably because they made shader pre-compilation worse, should get better.
I use the decompressed version of this texture pack
https://www.nexusmods.com/monsterhunterwilds/mods/3214?tab=description
thank you!
@uneven arch saw that someone mention fixing dithering pattern in the nexus comments. no way to do that unless you fix the shaders manually
I know some games use a dithered pattern to overlay multiple LoD meshes when they are transitioning, they also use it to soften shadows and for semi transparent materials. likely too many shaders to patch
Which comments did you see that?
no easy way to do it in dx12 games
does this mod work with the enhanced graphic one?
they mostly do the same thing but Johien's has more stuff
I use the RT preset
@robust phoenix lmk if you have any questions
will do! Its just its been so long since i played, i'm having to set up everything again, and i remembered the game looking better and running better for some reason.
Official HD Texture DLC pack got downgrade. Luckily, we got HD texture pack lite mod
since its a fresh install i might have to look at dlss stuff too
i remember i tweaked a lot wiith the presets and version
wich is currently used most by you guys?
i put that in yeah
but yeah, if you guys have any recc on presets for reno dx and the mod, i'd be grateful
and dlss too
in use a lg c4 42
800 nits capp i think
I use Regrade preset on reno with dlss preset M 4k performance
I noticed that RenoDX breaks the colors of my in game photos, is that fixable ?
Every picture i take with photo mode looks super dark and uncolored
Even when removing RenoDX the pictures i took with RenoDX remain the same
use reshade screenshoots
don't take them with photo mode
Looks great!
@merry tartan done with metro exodus yet? 🤔
so whats distracting you now?
kind of inbetween stuff right now
well, CD got updated so have had to fix that
your ping is making me make a list of things I want to do though lol
well I know something that isn't going to be updated for a long time
so you can be assured it's a one and done
and look how good it is now without psycho
the short list that came to mind
Add Psycho proper to MH Wilds
Fully fix bloom and try out proper Psycho in The Witcher 3
Work on Dishonored 2 Luma
Work on Titanfall 2 Luma
Remain in Crimson Desert purgatory probably
Update Trackmania mod
I like the top of that list
lol
I've been putting off trackmania for ages
that mod is completely broken these days
I probably should do that one
I could quickly slap in a psychov17 option with no tuning
just as a build for discord
the do it proper it's a fair amount of work
because it needs to replace the current system, not augment it
slap in would still allow a toggle to the current rite?
yeah
one sec, I'll just throw it in
gimme like 20-30 min probably
cause I'm ngl I'm also curious 🤷
I'll do a few comparison shots when you are done to fuel your curiosity for the full thing
though I do have things quite tuned so comparison will be a little wack
but if psycho without tuning looks better than the old with tuning, that alone is pretty nuts
adap has been very patient
lol I’m just messing around it’s really not a big deal you can do it whenever (obviously)
Unfortunately you’d probably be making it for only a few people
in a sense I'm almost glad the last mod is broken now cause it was slop 
Though there is a big mod scene for track mania with openplanet I wonder how interested they would be
Lol better than vanilla that’s for sure
Or it was before it broke atleast lol
build will be a bit scuffed in terms of the color grading, too lazy to set it up to apply correct curves before it goes into the LUTs
how much this will matter, not sure
probably not much considering the black raise normally
I'm sure you'll fix it later
forgot how bad these LUTs are
looks awful, can't just plop this in like this
might just have to do it right, so the time estimate was wrong lol
Forgot crimson desert isn’t the only fucked up game
Big mistake
should have known I wouldn't be able to just let sloppy code sit if I knew about it
I made a silly mistake in SDR
wilds was one of your more recent mods too lol
a lot of it is just that I wrote the code in a way that's hard to maintain
confusing myself a lot right now
(at the time I thought it was easy to maintain)
i was kinda thinking that when i saw the code you showed me when you were tryna help me out with a mod lol
what'd you change that was probably just a person by person thing
tbh it's more that I didn't write the code that way. I just didn't use very descriptive variable names and it caused me to mess up an input into the LUT
also had a lot of duplicate code in one of the shaders because I didn't feel like rewriting it to be better
ah the classic should've pseudo coded things better problem
which ig makes up for not using descriptive names
even when i try making descriptive variables i forget anyway so i just started writing whole ass paragraphs in psuedocode if i might need to look back at it
Nice, looking forward to the proper psycho update. Hard to go back to the vanilla HDR lol
will be interesting to see how it stacks up to the old one
in a actual game
haven't played much of the new games it's in already
oh total replacement? I was expecting a toggle for comparison in test version at least
but let's see
oh I should have worded that better
it's an option
it's just a complete replacement for everything the game does tone mapping wise.
something about colors is looking off though and idk what that's about
ah makes sense
I guess it's just cone response doing cone response things. Usually just kinda free to apply to games with per channel filmic tone mappers
yeah a bit deep fried, reds a bit too saturated
yeah it's weird cause that's usually what psycho does well...
blowout helps
feel like I've got a messed up color space somewhere but I just can't find anything like that
going from regrade preset then switching to psycho V and lowering blowout to like ~15-20
looks good more or less
yeah I was actually going to make that the regrade preset but decided I'd rather just change it if I'm actually going to spend time tuning it
Vanilla+(ReGrade) vs PsychoV
I need to figure out this color issue. Depending on area and time of day it can be pretty bad.
alright guess LUTs are more or less required unless I can figure out what conversion might be happening inside of them
so psycho is more or less a display mapper here which is not exciting
seems like ur tryna avoid luts. Ig it's makes things more subjective?
or is it a performance thing
so that'll be why the change isn't really much atm? Slightly higher black is what I'm seeing.
did some tweaking since noticed slider interaction drastically different.
I'll work on it some more later
The magic of psycho is the working space mostly. The idea is to apply the same kind of changes but in that working space.
Basically I just need to experiment with them more
LMS magic
But yeah you would need to somehow figure out how to get only the grading from the lut
yeah the color grading options are totally different with psycho
I like the witcher part 
damn you got rid of the neutwo tonemapper?
wanted to compare to the new to the old one lol
or is that vanilla+
old psycho looked very similar to neutwo and same here with vanilla+
oop wrong server
the old psycho got replaced, Vanilla+ is neutwo
@amber blade did you find any area with weird looking rocks or material that doesn't look right?
I found a setting that should fix specular tracing when is RTGI enabled on certain material and armors.
the materials or the shadows?
Left is Vanilla setting, Middle is the current mods, right will be on the next update
Any so I can check it out lol
Do the event quest vs the 10 star rompollo
the path down to his area and the area 8 start in the basin tends to be funky
okay
The area 8 cave in the forrest can also cause some funk
Glad I went back to check out some setting after discovering them on RE9 and Pragmata
me too
water in general btw tends to break the most
the reflectiveness makes it look unnaturally white sometimes
turning it down fixes it but breaks reflections
I gotta check out water reflection later
looks better
adds a lot of miss shadows too
like in the grass
and on the left of the forge
ngl i tend to like non rt setting more after fixing the denoiser reflections
its most noticable on the NPC's boots
Yeah, the guardian outfit looks correct now lol. I wonder guardian outfit is coming back like MHWorld
it prob will as defender gear when the expansion drops
thanks for correcting me. yeah, defender gear
Scarlet Forest basecamp
Left ExpensiveShader OFF and Right is ON
@amber blade I might be blind but I couldn't find the funky area in Basin and Forest area 8 lol
That wall between the area 8 camp and the rompollo nest is very noisy and looks wrong lighting wise
Oh, did you turned on aggressive denoiser?
I don't know what it is but I've been getting crashes on Wilds a lot more frequently
Nothing seemed to change between driver updates and never had any issues before. Its kind of really annoying
Seems to have started again after reinstalling the better graphics stuff
Not sure why since it never used to be a problem, always crashes during the network stuff, if it doesn't crash I get a network error
Ah its a TDR issue
I seem to have found a way to work around it, but I'm still concerned about the underlying cause
the v2 was on, rest off
Okay, you can enable that toggle and it'll help in those situation where you see a lot of noise
That's odd. No overclocking or undervolt right?
None of any kind, wondering if maybe I just had the settings cranked a little too hard, turned basically everything I could up to max. I set up a TDR delay for now and that seems to push through whatever the issue is
Disabled all the second bounces and reduced the range a bit since I can't really tell the difference between second bounce and no second bounce and it looks fine with a bit of extra range I don't need GI influence from another stratosphere
(Even though it looks pretty)
True, if you can't see the difference, you can lower it down. What's is your specs btw?
core I7-12700f 9070 32gb ddr5 ram (3500 instead of 6000 even though my sticks can handle it cause my mobo cannot 🙁
Honestly it handles raytracing pretty well, not getting 60 native but I really can't feel any extra latency with frame gen on and the ghosting is very minimal unless I'm trying to find it. Makes for a pretty nice experience though sometimes frame drops still happen a bit when there are several hunters on screen
from hit effects, not just them being there
I'd say it looks pretty damn good (I forgot I had filters on in photo mode)
rx 9070 xt is a good card. You can try the latest reframeworkv2 and see if that helps.
wow the AO looks so much better
Yep, it was the work of specular tracing lol
I didn't know you did HDR mods for MHRise Izueh. Maybe I can see if there's anything to improve for that game
I remember trying to make a mod to fix the lod range in that game, no luck
And shadow distance as well
Its pretty short even on highest settings
Non-xt might see about trying a different re framework build
Could be hardcoded like the other RE Engine games(REVillage for example). I'll check it out at some point
Oh, my mistake lol. Still good a graphics card.
Would be huge, that game is visually cursed. The biggest issue to fix is the small render distance for shadows
There is a circle of shadow that follows the player and it sucks
It is, hard coded on read only memory from what I understand from someone who tried
May need to do a reframework dll plugin to patch the memory
Dang, that may be future project. Currently trying to unlock RE9 PT menu for AMD(probably hardcoded too) but no amd card to test out lol
i appreciate the thought
really hate why capcom still wont add lens distortion setting for wilds while re9 and pragmata both has the options to turn it off
I don't even know why they include it
I don't know a single person who likes it
If they keep it on its because they can't tell that its on
Though maybe these options were added for those games because they see all the lens distortion remover mods for wilds
it's also an action game, why use this cinematic filters?
like I can understand the dirty lens and distortion a little bit in re9
i guess in this you could say that it's to replicate the digitized view he'd have from his helmet
and it fits a good bit better in scifi
yea but in wilds it looks bad af
the clarity difference between lens distortion off and on in wilds is huge
Hey, I've been using RenoDX on Monster Hunter Wilds and I'm trying to dial in the settings for my PG32UCDM OLED.
My monitor has two HDR modes. Gaming HDR sets peak brightness to 1000 nits, and True Black 400 sets it to around 470 nits when calibrated through Windows HDR.
With Gaming HDR and the default RenoDX settings, the colors look great. Fire from monsters actually looks red and vibrant, like in the Rathalos screenshot. The problem is the shadows are too bright.
With True Black 400, the shadows look much better, but peak brightness drops to 470 nits and the colors lose that punch. It ends up looking closerto SDR, but bright elements like fire don't have that same impact.
Was wondering if anyone could help me out with my settings cuz I got no idea what I’m doing 🙂
*the screenshot is from the mod page showing how it looks in HDR… not my game.
true black is just way more accurate in these monitors you can maybe ask for calibration recommendations in #🖥️tvs-and-monitors search for your monitor name maybe. other than that all you can try to do is adjust the grading with reno
It always annoys me that samsung monitors just don't use the same names for things as pretty much every other manufacturer
There, to my knowledge isn't any true black mode on my G60 oled
And I have no idea what the equivalent would be
theyve all gotta be just a little bit unique
That is the difference between true black and higher hdr modes, its why they are different modes. You can't have dark shadows and brightest lights at the same time. Pick your preference and tweak settings accordingly.
My screenshots should look good for you on the True Black mode as that is what my monitor is also.
You guys think I should have the option to disable reflection or just have that option as a preset only?
I think if someone's using the mod they're using it for the rt features so its hard to see the use for an option
Got a few requests but I think I'll just have it as a preset. Don't want to over add too much options because I'll get more user asking questions lol
Also, gotta look into how to prevent certain gpus going over the vram budget.
Could you fake it by lying to the game about the cards actual Vram then letting it overflow but it isn't?
Could be worth looking into. Reason why I need to prevent from overflow is because I got a few comments mentioning their game became stuttery especially in scarlet forest and oilwell basin camp.
Okay, I had a friend do a VRAM stress test on his 2080 Ti 11GB and my VRAM safety margin seems to be working. He used to have stutter issues in Oilwell Basin because the game was using all of his VRAM budget, which would then dip into system memory.
eta?
Hoping sometime this week. If it's not this week, next week for sure lol
I still gotta create more presets
https://www.nexusmods.com/monsterhunterwilds/mods/4269?tab=files Alright, finally released the update!
@amber blade
Now I can only hope they update the engine whenever the expansion comes out.
Capcom are heavily pushing RT in their games, makes sense they would update Wilds for that
@uneven arch I'm getting textures loading and unloading when I am standing still even without moving the camera
something is borked
seems to be the StreamingResidentTextureTargetSize setting
some of the above turned out really good
I still think I need to tweak reno more now though, nights are very off
what's the vram usage?
up to 15.3 out of the 15.7 the steam ui is reporting
I'm getting a lot of textures reverting to lowest quality ones That wouldn't happen before in general
Hmm, what other mods you have?
loads but didn't have issues with your last version
I'm fiddling with the LOD settings section, turning that stuff off is making things better when before turning it on made things better
yeah textures as I run around a camp unload a lot when they wouldn't before
Running up/down the forrest camp triggers it consistently
Do you have real graphics option mods enabled?
Have that disable and let's see if it gets better
That seemed to be it. I can still get it to happen but no-where near the rate it was happening
may want to add an incompatibility warning
was compatible previously
Okay, thanks for letting me know.
np
enjoy the test shots above
I think the two I took in the basin came out the best surprisingly
I wonder if my vram safety margin is conflicting with that mods.
perhaps. It is trying todo similar things
Specular trace and expensive shading are doing a lot work for basin
what reno settings are you using now with psychoV
currently this but I still need to work on it
you liking psychoV over neutwo?
I might have asked this before but the download says to delete the Graphics enhancement profile folder fgrom MonsterHunterWilds/data but I have no idea where I would find that
Ah, only if present
Missed that part
Yeah I'm noticing texture bugs too
Otherwise the update is good. Though I do think I would prefer the aggressive denoiser off in the presets. Ghosting might not be as bad for nvidia users but on an AMD card the aggressive denoiser brings back the after image trails from when the game launched 💀
its far better when tweaked correctly based on what I've done in Crimson Desert with it.
I need to play with it some more though
After image trails? Does it happen during gameplay?
Ghosting, particularly in dark or shadowy areas
btw @uneven arch the thing is happening again, much as before
very frequently with the roof tent texture over the wastes main camp
that is unloading all the time now, it never used to
Hmm, is your vram usage around 15.3gb still?
Maybe I should reduce the vram safety margin.
I should had more tester instead of one person lol
up to yes, tends to be in the 14's
I messed with the streamingtexturetargetsize option again and I noticed it keeps happening even if I lower it from 16 to 8 or so
but so far has stopped happening when I set it to 2, vram usage unchanged
The test I am doing is running up and down the length of the wastes camp. Either the sheet above you unloads or the rack next to the blacksmith does
okay, let me change the value and I'll send you the file to see if that helps
I'll DM you
It might be MaxGIHistory under Diffuse GI section. Can reduce it by half from 64 to 32 to see if it helps
So the fog setting doesn't bug out the rocks all the time now but after a certain time of day they do
though it doesn't stand out as much as before
wait nevermind, I checked behind me 
I wanna test it again. Plenty and daytime right?
yeah
I tried your hdr setting and it looks fine
oops forgot to change game brightness but rock still looks fine
"streamingResidentTextureTargetsize" works as long as it is checked. However, the numerical value of the option seems ineffective. For a 12 GB RTX 5070, no matter what value you set, the game will only use about 8 GB of VRAM. That said, it does completely resolve the previous issue of running out of VRAM and falling back to system memory.
@violet kindle are you experiencing a lot of pop in?
No, except for occasional texture loading delays
did you try 1.6.1? idk if it'll improve the experience but I need some feedback
I reduce the vram safety margin so it should be less aggressive. If this doesnt work out well, I may have to rethink this through.
On a 12GB graphics card, version 1.6.1 uses around 300MB more VRAM. The only noticeable pop-in occurs here:
Ah okay. Are you using any hd texture pack by chance? Also, on v1.5, did you experience stuttering?
I do use the High Resolution Texture Pack Lite.
As far as I remember, I didn't run into any stuttering on version 1.5. That said, I haven't played MHW much lately, and when I did, I was only fighting Arch-Tempered Arkveld.
Understandable. If you can test by running around scarlet forest area 12,13,15,17 and Oilwell basin camp. Those seems to be the common area on user telling me they experience stuttering
I ran back and forth between Areas 12 and 13 in the Scarlet Forest. I hit a bit of stuttering once during the Downpour weather, but passing through the same spot again didn't cause any issues. Running between Areas 15 and 17 was fine.
I also had no problems running between Area 4 and Base Camp in the Oilwell Basin
Thank you for testing. So it does seem to help
Now I need some 8gb and 10gb users to do some testing lol
Test Shot
even though the lower fog slider borks some things, overall its worth it
are you using the reno slider or the ref mod one?
reno slider
Problem is now midday/plenty and similar look great, night/fallow looks rather bad atm
not sure how to solve it
Honestly if I were you personally I'd actually bump shadows down to below 50, turn up contrast by a point or two and lower your overall brightness to 200 nits instead of 300. Game will seem pretty dark at first but your eyes will adjust. 300 base brightness to 600 peak isn't a huge dynamic range and as far as I know not usually recommended?
The reduced dynamic range could be what's making your nights and fallow look bad. I think mine look great, but bright areas still pop for me. But I also left all the local exposure sliders at default because messing with those settings seemed to totally mess something else up that might make one scene look really good, but totally obliterates picture quality in others
Nice nice. I'm now trying to catch up on this game. Trying to get Lagiacrus Sapphire drop is hell
i just spent 30 minutes refreshing sos lol
Same, and I keep resting at the camp to see if I can spawn guaranteed drop but no luck lol
I have so many, I did the Lagi + Rathalos event quest so many times for armor spheres
that and the carver food
can usually finish that quest in about 7 minutes
Lucky lol
can't trade in MH sadly or thankfully
They'd probably crack down harder on mods if you could
Mhwilds expansion announced!
well we got more content
weird lil summer games fest trailer
sky island
kushala
lao shen long
Yeah and Lao Shen is back!
And new Mechanic it seems for all weapons
Lao is such an odd choice
really odd to pick two of the most hated monster for a trailer. but I respect it
I just hope they focus ramping up the roaster number compared to base game with a lot of returning elders instead of focusing too much newer large monsters. Ideally both new ones and lots of elders at the same time but if I had to chose; I prefer more returning elders over less new monsters
there is usually more returning monster in the expansions than in the base game
I really hope so man, base game roaster is the one of the weakest ones in my opinion. There are some new bangers, sure but too little in proportion
Bring Nami back please. I love the armor set