#✅RenoDX: Clair Obscur - Expedition 33
1 messages · Page 4 of 1
80/80 is very similar to 62/62
I thought so yea
near identical actually
80/80 is a little bit more saturated maybe
80/80 equals to 65/62
if you're interested in how the sliders effect the image
you can look at the desmos graph
drop down "renodrt variables"
and just move shit up and down
what kind of preset are you using atm?
1.00
52
50
54
65
50
62
0
thanks, appreciate it
np
Has anyone tried this to improve camera movement stutter? I did 1/2 refresh rate through nvidia profile inspector and set a FPS (in-game) to 60FPS on my 120hz monitor. I'm not sure but I think it looks smoother.
I've had the same issue recently with South of Midnight, was getting camera microstuttering when running under Gsync even with external cap.
I know that SoM is UE4 and COE33 is UE5 but in both cases I get no camera microstuttering with a 60 Hz signal in Fullscren Mode, in-game Vsync AND in-game...
I have 0 issues with that, running butter smooth for me
Surprising given that it's Unreal
Only get few stutters in cutscenes but I think that might be cause of Lyalls fix unlocking to 60fps
All in all great experience so far
Ain't no way i'm gonna use V-Sync instead of 0 issues with 60 SK VRR optimized cap.
if you're using vrr you want vsync
vrr gets sad when you dont use vsync
I mean, its on, just never getting engaged with 120hz.
vsync is always on when you're in vrr range
Why no Vsync? That's what im using and its running well
I would get it if it was a competitive game for latency tho
there is no latency penalty on vsync if you're in your vrr range
It was my assumtion that normal V-Sync has no effect unless you're hitting over your refresh rate, but i might be wrong.
nope
I meant i'm not using V-Sync 1/2 instead of SK setup 🙂
vsync behaves the same as vsync does, but with no latency penalty when you use vrr
but you dont want to use fractional vsync
that griefs hard
so if I am using vrr I should use ncp vsync 1/2 or in-game vsync?
I am using currently SK with 60fps cap
no and maybe
dont use half vsync
I would recommend Vsync with VRR
if ingame vsync is not broken then use it
btw what sharpening value do you guys use?
whatever the default in the fix is
rip didnt even look
yup, zero stutter with SK
0 and force dlss preset j
I gotta try J, do you guys just use it because of better volumetrics?
game does have a lot of fog but it didn't bother me too much
and I really lke the clear textures
the sharpening is really bad even at low values, its just bad - use RCAS or something if you need to, just forget about that ingame one
yeah tbh i cant really see much difference between j and k, except k is worse on volumetrics
hm
they're both far sharper in that good way than the old presets
alright, I'll try it out, tyty
I see, that's great
game tends to blur out further objects anyway so
@main elm does J not ghost?
and yeah somehow the artifacts on volumetrics dont bother me that much in the game even though theres a lot
K was a rip, and I went back to E
it does, but less
K is basically unusable compared to that
yea I ditched K fast
are there any video comparisons?
I might give J a try sometime; but for now E seems pog
I have been using K and haven´t noticed anything too weird honestly
But maybe Im blind
K has been fine for me too. Might be a resolution issue. idk
Could be yeah. I´ve never had Issues with it at 4K on a big screen so far
It always looks better than other presets
SO much that I have it enabled by default in ProfileInspector for all games lol
J has issues if you don't move the camera aka during more static cutscenes
I'm playing at 2k and K definitely has some volumetric issues and some ghosting (on the hair movements mostly) but it's nothing crucial
I'll try J though just to feel it out
what kind of issues?
Dark line "patterning"? Hard to describe
hm
pattern like artifacts especially in volumetrics and cloud
it's not as bad as preset k's smearing tho
it's kinda hard to notice in this game so I guess preset J is probably the best option atm
preset E works fine too
I'm on 4k balanced so idk
still in act 1 but I had to change my settings again:
wouldn't it lose some of that sweet texture clarity K provides?
I find preset K too sharp at times tbh
are you using lyall's fix?
yea
yea; but it doesnt smear like crazy
preset K is not great especially during cutscenes when that horrible DoF is used
are you playign on oled btw?
it's a trade off from stability to sharpness between E (most stable) J and K (sharpest)
on MHWilds the artifacts were too distracting for me, almost every map had them
on Exp33, I noticed them but it's on way less scenes and not as distracting
I am
yea in wilds it was all over the screen sometimes but even then I preferred sharpness more tbh
man playing new good games and just literally launching youtube/twitch is a potential for spoilers lol
people are doing the dumbest thumbnails that show stuff
you're also on 4K though if I understand it right
so you probably have a bit more clarity than me on 2k
I'm hoping that they tweak their DoF parameters in subsequent patches b/c it's amongst the worst I've seen in UE5
2k is 1080p!
people calling 1440p 2k is a marketing misnomer
oh yea
if anything 1440p would be closer to 3k
I meant 1440p
yea it's just really bad lol
yea ik, I'm messing with you
my target is 4k70-80fps, using Balanced preset K
I locked it to 60fps, it's fine
14900k + 5090
GPU usage is around 70%
I wanted 70 fps because
vrr
my display does weird stuff around 58-59 fps
but 60+ is good
I see no flicker with 60
ahh ok
4k70 preset E balanced sounds like 70% gpu usage
yea my TV acts weirdly when the FPS is locket to the lfc trigger value too
it looks fine
but 70 > 60 on this display
honestly 63 would be fine too
even the 5090 sint good enough for 80
so I just used nvidia's limiter to 70
are you using RT mods?
3840x1600 here with preset E quality DLSS
locked 60, and I don't think that the framerate dropped below 60, during gameplay, yet
cutscenes yea
but It's impossible to notice the frame drops during cutscenes
the frametime graph is smooth, and there is no stuttering
ok, I just checked. I'm on Performance, not balanced. ingame AA on medium, everything else set on Epic.
4k70fps overworld (5700x3d, 4080, LG C2)
yea sounds about right
youre just used to taa/dlss blur
its not oversharpening
i agree it looks too sharp in the way "holy shit how does this look that crisp" but not in a "oversharpening artifacts" way
I hate it too, but still prefer it to the days of the mid 2010s when all we had was FXAA and SMAA.=
absolutely
it's not oversharpened, but too sharp games can look, well like games, it can be immersion breaking
the FUCKTAA crowd are a weird bunch
I mean games look incredible nowadays, at least some, so if future dlss4 gets even better it would be the dream
they're insane 😄
I prefer preset K most of the time tho
I think very realistic looking games can look weird without some kind of blurring
Expedition 33's art direction is not that realistic
maybe but games are so blurry honestly
the only non blurry game I think I saw recently was talos 2
yes ofc I'm not talkin about TAA or early DLSS blur
the biggest immersion breaking in games is the shimmering imo
I mean visualy
yea that makes sense
the fuckTAA guys prefer shimmering over image stability it's crazy
For real. Going back to Arkham Knight and dealing with high contrast edge and specular shimmering, even at 4k, was immersion breaking.
every time I see volumetric artifacts I always think tho that I'm gonna be super impressed any time I see clear textures, so that outweights it 😸
and then we get 128gb texture packs with high res blurry textures rofl (MHW)
They'll constantly talk about how Arkham Knight and MGS V and Battlefield 1 were the pinnacle of graphic design in gaming, and that everything ever since has been diminishing returns. They're nuts.
yea lol
his side profile is legendary
Does preset J vs K even matter if I'm using ray reconstruction? I know RR uses its own preset E but unsure if the normal DLSS preset has any influence on the output
I might be wrong, but I think when RR is active; a differnet DLL is used for super sampling
which has its own presets
no you're right it's using DLSS-D which has E as the latest preset
but RR should have a transformer mode
Arent they 2 completely separate presets?
since they showed it off with the 5000 series in cyberpunk
D and E are the transformer presets for RR
copy
just wasn't sure if there was something weird going on in the background where the DLSS preset had an impact for whatever reason. RR seems better with volumetrics than preset K but still has some weirdness when the camera cuts during a cutscene and shows a kind of checkerboard pattern in volumetrics (happens both in Ninja Gaiden 2 Black and E33)
idk about RR; but
I went back to preset E after using K fo ra bit
with regular DLSS
because K was too "unstable"
smeared and stuff
I assume ur on the latest driver?
dunno which of us you are asking but I am
I was asking Marat particularly haahaha
i think the transformer problems at least with RR are minor enough that I wouldn't want to go back to CNN especially since we can't use DLAA without crashing renodx
Because I haven't noticed smearing at all using preset K. Maybe I was "not looking for it" or somethin
But wait, are u using RR in this game?
yeah just put this in engine.ini, it costs like 15-20% on a 5090 though so you need headroom
r.NGX.DLSS.RayReconstruction=1
r.NGX.DLSS.denoisermode=1
r.Lumen.Reflections.BilateralFilter=0
r.Lumen.Reflections.ScreenSpaceReconstruction=0
r.lumen.Reflections.Temporal=0
r.Shadow.Denoiser=0
Oh damn, thats cool. But I def don't have that performance headroom
Allegedly, the latest version of ClairObscurFix is supposed to address this
Today I had to drop DLSS to balanced cause I was dropping some frames in a particular zone lol
yea always
I always grab the latest drivers
and hotfix drivers
I will look for smearing tomorrow when I play. Maybe this will ruin preset K for me but now Im curious hahaha
About the COfix, I read it was not recommended to skip the intro for more stability?
What is a SK thing?
I dont think Im following. Im not using SK. You mean that its only a problem if you use SK?
from what I've read yea
Ohhh gotcha
specifically if you use sk to inject reshade
Then ill just activate it to save those precious 10s lol
What´s the benefit to that?
Ohhh, interesting lol
does special k work with reno, rt/rr, and puredark mods? I want to force preset J since whenever i use the RR mod it gets stuck at preset D
latest RR preset is E, J is only normal DLSS
D and E are transformer for RR
Ok ty
It still won't let me change it to E though
It seems locked into d when I check using dlss indicator
need dlss_d 310.2.1.0 to use preset E, here: https://raw.githubusercontent.com/NVIDIA/DLSS/refs/heads/main/lib/Windows_x86_64/rel/nvngx_dlssd.dll
I am using the version
I tried changing it with the option in puredarks mod but it isn't changing it according to indicator
puredark's mod changes the normal DLSS preset but RR uses a different preset, I would force preset E for RR via NVInspector
I'll give tht a go
I bundled together the aforementioned hair shimmering fix, enhanced lumen, and ray reconstruction implementation tweaks. Looks pretty good at 4K Performance w/ Preset J.
Is there a way to fix the insane motion distortions especially in cutscenes? I also keep getting crashes ever 30 mins or so during cutscene combat transitions.
Has anyone had success unpacking E33's .pak files? I'd like to snuff out the DoF values and do some tweaking in Cheat Engine.
No luck with Game Extractor nor UnrealPak
Never had it, but i'm not using PD or RT.
Just Reno and Lyall's fix through SK.
At one point my game would constantly crash on load and i had to use prior safe, thats about it.
you should set r.Lumen.Reflections.Temporal=0 and r.Lumen.Reflections.BilateralFilter=0 if you're using RR, also r.Lumen.Reflections.DownsampleFactor=2 in that ini cuts reflection resolution in half compared to the default value of 1
If you want, you can add these lines to add correct specularity to every surface rather than just surfaces with roughness at or below the default values (0.25-0.3ish and 0.75 respectively), you'll want to remove "r.Lumen.Reflections.MaxRoughnessToTraceClamp" from your ini if you decide to use them. It's fairly expensive at 10-12% FPS cost at DLSS quality with a 5090, though you can earn back half of that by turning on radiance caching with no visible loss of quality: (feel free to set more sane values if you have less headroom)
r.Lumen.Reflections.MaxRoughnessToTrace=1
r.Lumen.Reflections.MaxRoughnessToTraceForFoliage=1
r.Lumen.Reflections.RadianceCache=1
This line will give you a few % more FPS on average up to almost 10% in some forested areas in exchange for slightly softer distant shadows (default is -1):
r.Shadow.Virtual.ResolutionLodBiasDirectional=0
(the default values I mentioned are for epic settings, they are very likely different for lower presets)
No, J & K are as well
It's even in the official Nvidia communications and documentations when they updated the SR model to bring K, they had explicitly mentioned RR transformer was still using J, then RR got K. You can check all that easily in HL2 RTX without reading any docs
it's possible that RR has a J and K preset but going by the integration guide it doesn't seem to be mentioned
Documentation you shared is out of date and maybe not updated yet
It's from the latest SDK release last month. The answer you linked is from february before RR preset E release, that rep (or chatgpt) likely confused RR preset D (the original RR transformer preset) for J (original transformer SR preset). SR was updated to K in late jan or early february, RR hadn't received E at that point and wouldn't until april hence the specification that the newest preset had not changed.
Dunno what to tell you.. Check with your DLSS debug overlay then, it's the definitive proof you need
D&E are CNN, doc isn't up to date
As of January 30th, 2025, the “Latest” model for DLSS Super Resolution has been updated to Transformer "Preset K", a minor refinement to Transformer Preset J, which showcases improved temporal stability, reduced ghosting, and enhanced detail in motion.
"reduced ghosting"
are you sure about that, nvidia?
Forcing E results in preset E ingame, forcing K is invalid and results in D which is the new default RR preset
A B and C are CNN hence being deprecated in the docs
Except they're what you're using now in Clair Obscur which doesn't apply those presets properly, hence the "invalid" return you mention.
Try in Cyberpunk or Alan Wake 2, they have native support for both and RR uses J in there for Transformer and E for CNN
Better yet, just look at the Half-Life 2 RTX menu
You can literally choose J & K for RR...
you can feel free to show screenshots of RR preset K in cyberpunk or AW2, i'm not going to install them for no reason
I see (well I'll be damned, D natively & no preset showing when overriding to latest thru NVapp - my bad, sorry)
I've tried myself several times and never got the overlay to show K in a game using RR.
So to my very basic understanding each DLSS technology (SR/RR) have a separate arrange of presets.
I got so lost in the game that forgot about modifying anything.
I noticed the entire game doesn't have that great lipsync compared to others
The UI for DLSS is different if youre using RR
This is with RR
This is without RR
is the shimmering hair fix related to using RR? Cause I didnt notice any shimmering so far
didnt even know there was a new version, downloading now!
this isn't linked to the "latest snapshot" in the pin msg btw! just FYI 😄
If you're visiting github regularly, you can set notifications regarding any particular project you are interested in
When people say "use RCAS for sharpening" are they referring to lilium's HDR CAS shader? Or something else?
Ignore that, there's a desperate RCAS shader, doh
Is that always preferable to CAS?
It’s synced to the french vocies
Lilium’s HDR shader should support RCAS too now, I think
but yea RCAS should be better than CAS
Really? I thought the “main performance” was with English actors. Like A Plagues Tale, even though both are french devs
pretty sure you're right. i mean they have charlie cox and andy serkis
Yeah it's a small synchronization mismatch
Don't know if it's a bug or they just didn't do better
I've noticed that unlocking cutscenes to 60fps makes the lipsync a bit better for me
Worth keeping in mind that unlike with animation, VA is usually done fairly late in the game production, it doesn't look like the game used performance capture, so my guess is that animation team recorded themselfs using the French script as an animation reference, and then tried to maybe tweak it to the eng VA as much as the budget allowed them
is there anything i can also add for pop ins? The pop ins are pretty terrible
This could very well be it yeah
Well Lipsync is messed up in both french & english unfortunately 😢
True but it’s more tolerable (to my eyes) than English in French VA
the lipsync with french audio is not desynced tho
I mean it looks a lot better than with english audio
I love it when im 30 mins into a bossfight and the game freezes cuz of renodx
dont use it then
free is free, complaint is valid but eh, you dont know the crash was caused exclusively by reno anyway
I’m lucky then, no freezes in ~12 hours
I don't freeze as long as I don't use DLAA
Had no crash or freeze either in 25 hours
turn on dump luts i guess and see if anything else drops in your folder
if you want to be of actual help, could also share the reshade log
Dont use DLAA and youre golden
I can't make reno work at all with this game for some reason, the reno plugin is loading fine but sliders does nothing except disabling cutscene film grain settings and the peak brightness. Contrast, saturation, shadows etc does nothing.
I tried with SK and without SK, it is the same, plugin loads but settings not working. I am using the provided reshade version. I can use reno ob monster hunter wilds it works fine there.
I also tried turn off my other monitors. It does something but definitely not an HDR experience. I think the game does not use HDR at all for me. I also put the game borederless full screen since it is dx12
I use ClairObscurFix mod but it also does not work without that mod
If it matters I use DLSS4 preset K with quality mod
It somehow looks better when I put my monitor in SDR mod and disable reno all-together, which further suggests somehow HDR is not used in the game... That is also weird because SK overlay reports HDR10 in game when I use my monitor in HDR mod
Damn I found the problem.... It was a mod which tweaks engine.ini
Lol, what lines are responsible then? For future reference
wow it was something that wasnt the mod imagine that
It was a .pak mod that overrides the engine.ini somehow
probably it was forcing SDR if I had to guess
for performance reasons...
don't use it with reno...
Actually, I think Im seeing this hair shimmering issue, hair doesnt look all that great in this game, also the classic flickering hair shadows etc, does that section fix it?
Also, another question for everyone else, does CA, vignette etc need to be on for reno? I have it all on but just wondering how much it’s detrimental to the image
Just tried 99% DLAA and Preset J. Look so good.
Reno should work with any in-game postprocessing toggle setup
I personally noticed massive smearing in the background scenes and disabling Motion Blur fixed it (this was before using Reno and I did not try upgrading the motion blur FPS that was shared here). The rest I don't mind being enabled on, as they aren't producing a distracting image for me.
any engine.ini command to reduce bloom ?
I'm using Lilium's HDR CAS at 0.15 value. Tried RCAS but it does overbright the UI too much.
RCAS on linear rather than gamma mode didn't seem to overbrighten
I've gone with linear/0.5/remove noise
Odd, what would cause only UI Brightness to work? I thought it was SK conflict but now I can't get Reno to do anything even without other mods. Bizarre.
Are you using the correct ReShade version?
and correct addon file
I spent a good 30 minutes trying to figure out why reno was not working correctly. I used the oblivion addon file with Expedition 33… 😅
Does RR make a substantial difference in this game?
I find the shimmering/flickering around gustaves head/hair on some cutscenes really distescting as well, like it cant blend well with dof
Can always change the hairstyle lol
Yup, I've never been able to get SK to use Reno typically even if I use the supplied DXGI, but now it doesn't care at all even on a complete reinstall. Unsure. Probably just wait for an update or two.
Anyone knows if this is worth using? Already using lumen enhanced as it shows here but mainly the hair shimmering and other tweaks. Plus RR of course
tried this. RR has weird shimmering issues, tried it but reverted. rather have weird hair shimmer than entire areas shimmering
what if you turn off RR?
let me try
let me make sure with the hud enabled, but enabling r.Lumen.Reflections.Temporal=0 disables RR right?
ok nvm , avoid these settings and shimmering is not an issue at least in the area I am in
So use RR and the engine.ini posted?
still testing
You shouldn't use anything I posted without having RR turned on with full res scale reflections, so his ini with that minor tweak. Also preset D of RR has shimmering problems of it's own and is the default preset, better off forcing E
Also RR won't fix hair shimmer, you'd just need to use a higher dlss setting to lessen it
Not that I found, all of the ini tweaks I've seen posted for it do nothing
ah so preset D is the issue, how do you force E?
as soon as I set r.Lumen.Reflections.Temporal=0 screen becomes full of shimer and noise
As of today my game is SUPER washed out, no idea why.
what mods/addons whatever do you use?
Reno, Lyall, SpecialK
i had that happen sometimes when i played with SK and RenoDX, that SK turned it's own SDR->HDR mode on and renodx was also doing its thing so it looked ultra bad, all i did was change it to SRGB or HDR10 Native
Maybe that's it - I'll check SK
yea check SK hdr and make sure its on HDR native mode
Yuuup that was it
i use NVIDIAInspector, DLSS-RR - Forced Preset Letter E (need 310.2.1.0 DLSS_D.dll for this), also need to be using r.Lumen.Reflections.DownsampleFactor=1 or 0 or you will get shimmering regardless (2 is half res). By default that INI runs the game's default temporal denoiser on top of ray reconstruction when only RR should be needed
I am guessing 0x00000005 in inspector is E, right?
yeah it is
ye it happens to me here and there so thats the first thing i check, or if i accidentally have RTX hdr or some other hdr on xd
yeah shimmering fixed with preset E and downsamplefactor=1
but it seems to me that the hair shadow fix just pretty much gets rid of hair shadows and makes the faces look plastic
from the ini
these 2 lines should be the shadow fix, the other 2 are just preference and increase SSS intensity by a good bit
r.SSS.Quality=1
r.SSS.HalfRes=0
I've been following along with this and I end up with weird shimmering/noise on the tattoos? on Lune's left arm when panning the camera around
do you guys suggest to disable reno for the last battle to watch the cutcenes after better?
from just the enhanced-RT ini or something I posted?
What you and Izueh have been discussing. I ended up at the below with forcing preset E for RR and K for DLSS in profile inspector
r.NGX.DLSS.RayReconstruction=1
r.NGX.DLSS.denoisermode=1
r.Lumen.Reflections.BilateralFilter=0
r.Lumen.Reflections.ScreenSpaceReconstruction=0
r.lumen.Reflections.Temporal=0
r.Shadow.Denoiser=0
r.Lumen.Reflections.MaxRoughnessToTrace=1
r.Lumen.Reflections.MaxRoughnessToTraceForFoliage=1
r.Lumen.Reflections.RadianceCache=1
r.Shadow.Virtual.ResolutionLodBiasDirectional=0
r.Lumen.Reflections.DownsampleFactor=1
r.SSS.Quality=1
r.SSS.HalfRes=0
r.Lumen.TraceMeshSDFs=1
r.Lumen.TraceMeshSDFs.Allow=1
r.LumenScene.DirectLighting.OffscreenShadowing.TraceMeshSDFs=1
r.Lumen.TraceMeshSDFs.TraceDistance=300
Or at least I think I've followed along correctly lol
does turning the temporal denoiser back on fix that shimmer? i can't test that tattoo I haven't unlocked it yet
Lemme try that
only difference I see is that your perf quality is set to 2, mine is at 0 in the dlss hud
I have ultra performance forced to 77% because I was never going to use that preset anyway, so idk if that's where it's getting that from
Actually, I guess it does it a bit without RR so maybe it's just kinda the way it is
i used reno for it and it was flawless for me, no stutters no anything but might just be a lucky scenario for me so
that's quite a bit less with normal dlss though, you still have the shimmer with combined RR + temporal denoiser?
i don't have any sort of shimmer or noise with her tattoo in the default outfit but I don't have the first outfit you posted with the bad shimmer
don't have with with default ultra performance at 4k either so probably not internal resolution
Which one is the temporal denoiser setting? This r.lumen.Reflections.Temporal?
yeah
It does go away almost completely with that set to 1 as well with the default outfit, so it must be something goofy with the one I started with. I'll just not use that one and call it good lol. Appreciate your assistance!
yeah you aren't losing much with the temporal denoiser on anyways, mainly just a small amount of clarity in more mirror-like reflections, not worth having that shimmer
Yeah, I agree it's worth it
@limber goblet just out of curiosity: I see you guys increase color saturation by quite a decent margin in your presets, but when I switch back and forth it seems to kind of kill the whole "vibe" of the depressing mood in some locations. Do you feel like it doesn't really happen or it doesn't matter as much or you value the increased clarity and vibrance more? I know it's all extremely subjective and depends on personal taste but thought it's interesting to ask
maybe I'm just tripping though and too used to default colors (it kinda reminds me of nier automata vibes a lot)
to me it feels like the game wants to contrast the beauty of the world with the death around it.
I'm at the point where I want to play with one of your presets in like a new game plus or something but I usually don't replay games...
is it just me or is there an insane amount of input latency in this game
doesn't feel that way to me at all
like when moving around in general or with parries and stuff?
For me personally increasing saturation in any game makes no sense. Breaks the whole art direction
when i move mouse and turn the camera it feels like i play through moonlight in another city, feels strange since it's running at 120
I think it sorta makes sense if the game doesn't have native HDR in some cases but idk
generally contrast is added in per-channel which in turns adds saturation. renodrt does contrast by luminance which adds no saturation
Feels very responsive to me with a controller. So that's either a M&K issue, or something else on your end
if you're using some kind of framegen that could explain it, but otherwise seems odd
nothing i have added myself, and smooth motion is off as it just causes distorted and flickering screen for me with reshade
one clue could be that the game doesn't seem to work properly with mpo as when i disable reshade and run it with sk it reports composed flip
Does the mod apply to cutscenes also?
in engine yes
but fmvs are well fmvs
those would need some sort of auto hdr/itm, but I'm not a fan of it -- especially in bright games
Ah makes sense. I can modify that somewhat later on for video purposes. Those are probably compressed in some obscure file to even bother
well you cant use autohdr with reno
by autohdr I mean implementing autohdr in the shader
renodx supports inverse tonemapping/autohdr for fmvs
Btw. Does Reno for this game also fix the gamma? Or should I also use Lilliums fix
I meant messing with the visuals of the fmv sections in my video editor
reno fixs everything
pretty much the first thing every reno mod does is fix gamma missmatches
and gamma memes
Oh, nice then
I don't increase saturation that much, I use 57 saturation and 50 blowout atm. The game looks slightly desaturated by default, and skin/hair tone look washed out/pale imo. Nier Automata is not desaturated, it's just very brown, Expedition 33's world is very vibrant, but desaturated. But I agree that the game does not require a lot of extra saturation, 57/50 looks balanced in my opinion
I'm usually against increasing saturation, but this game is one of the very few, where increasing saturation makes sense imo, even if you are a "purist" like me haha
I'm enjoying the slightly desaturated look. Every now and then you encounter something super saturated, and it looks spectacular
That´s called art direction! And why I think increasing saturation in this game is also a mistake (but as always personal preference is ok)
I agree with that. It looks spectacular when you see something vibrant and shiny hahaha
The game looks "wrong" to my eyes at the default saturation level, but my TV is calibrated, and we have no idea what the devs saw on their monitors, so it really is just personal preference
increasing contrast is another question mark to me, the default contrast is high enough that it actually crushes shadow details here and there
but increasing contrast a little makes the game more cinematic looking overall
For this game do I have to turn on UE HDR to make reno work?
Noup
UE5 games usually have that "desaturated look". I can get someone not liking it
But it's just the way they are
does this look normal?
In this game I agree it's tricky to decide between color grade it yourself or leave it default cause it doesnt actually have a native HDR to compare to
No, there´s something wrong there
wtf, that's weird still
yea auto exp is very aggressive in this game
okay b/c when I looked away from that it gets really bright lol
one of the reasons why increasing contrast is not really a good idea
I have contrast at 50 lol
yea that's fine, I have it at 53
I don't have oled. Just AOC miniled. I feel like if I do contrast too high it will definitely cause too much shadow crush.
yea just leave it at 50
you should adjust the highlights slider tho, increase it to ~55 with 50 contrast
how to do you force enable RR in this game?
adjusting ini settings is not enough
I copied the dll into the correct folder, I think. Sandfall\Plugins\NVIDIA\DLSS\Binaries\ThirdParty\Win64
Do those settings hold up in caves? Like that first one is pretty rough in some corners; crushed everything
I think that’s what I’m referring to; sometimes it’s just the autoexposure being wonky
But it’ll make you feel like you need a dynamic slider with your settings lol
the "manor" looks crushed but it looks crushed without reno in SDR too
caves look fine
Are you using game pass version? Cuz the path for the ini file is different
steam version
Still trying to decide if it’s worth it for me; to stay well above 60fps I need to use performance with my graphics card
I can't get RR to trigger 😦
Is your engine.ini file beside one called gameusersettings.ini
yes
the indicator shows that preset J is used but nothing else
🤦♂️
enigne.ini
i should go to sleep lol
What happened lol
I used enigne.ini instead of engine.ini
yea it's working now
Let me know how your performance is after
about the same so far
preset J alone tanks the performance
20% more GPU usage with preset J compared to preset E
I'm still locked to 60fps but normal gameplay GPU usage went up to 90+%
from 70
ugh yea it can drop to low 50s during battles
Yea that’s what I was experiencing.
Not the worst thing, but it does put it through the paces.
it looks better, but idk
I’m on a 4060 Ti and yes I have to drop down lol
I will test the performance preset
The shadows aren’t as rough anymore, but what I had to do was use performance and then use sharpening in Reshade to make it not as soft
Game needs a patch on game pass version for the DLSS flickering though
performance preset works fine but it looks worse than CNN model preset E quality
Balanced looks nice
battles hold 60 fps, barely though
haha - this is exactly - EXACTLY - what i did. still very hopeful for Ultra Plus bc i don't understand most of these commands, but agree 💯 that the visual impact on hair shimmering and lumen artefacts is significant and easily noticeable so happy running this at the moment just based on the fact that it looks noticeably better, even if the settings are suboptimal in some way
I had no hair shimmering and depth of field looks bad, still
so I might switch back not sure yet
given some of the weirdness around resolutions and upscalers interacting weirdly in this game i wouldnt be surprised if there are some combinations that produce artefacts that other combos do not
but yeah in my case the hair shimmering was driving me mental in the vanilla game so ill take wtv i can get to eliminate it atm, even if its not a great solution
3840x1600 with CNN Model Preset E Quality DLSS looks fine, shimmering is not noticeable
Can someone describe shimmering to me? Cause I haven't noticed anything even with preset K
if you want to keep the SDR saturation/shadow level, but with better highlights, then this preset matches SDR
Thanks! Will try it tomorrow
you would notice it haha
Then I'm playing at 4k balanced with preset K and no shimmering detected on my end I guess hahaha
I don't have everything at epic tho, maybe it's that
it's edge instability, like when you have no anti ailasing applied to an image
everything is unstable, everything shimmers
Oh then I definitely didn't see that in my game
but just the hair in this case
Haven't noticed anything. Just dof messing with it
ive not done enough visual testing to know which change has lead to the hair quality improvement/shimmer elimination, but i also run an engine.ini that i tried to keep as short as possible as i dont understand many of the commands myself, basically just combining the enhanced lumen stuff + LODs + the hair shimmering related items from the initial enhanced RT mod + ray reconstruction. and the hair shimmer is essentially 💯 eliminated. but dont ask me which line of the ini made the diff 😅
i dont get any feeling of input latency, but the combination of some fairly stiff character animation + the parry/dodge timing windows being pretty brutal (at least for me imho as someone who doesnt play that type of combat much) definitely created a bit of an impression of input lag at first, before i realised i just was.... not fast enough with my input reactions lmao
yeah no idea if it has anything to do with the interactions i mentioned or anything else, but im playing on a 4K TV (so not too far off your resolution, diff aspect ratio tho) and even with a vanilla game install (ie no random engine.ini tweaks, no RenoDX, etc) using DLSS preset E the... maybe shimmering is the wrong word tho it kinda looks like that - more accurate might be disocclusion fizzle around the hair - is real bad :/
as a non native english speaker i probs need to clarify as per my msg above bc my choice of wording was pretty imprecise 😅 - while whatever im seeing on and around hair has some visual similarities with what we'd usually call shimmering, i think my description in my prior message is probs more accurate re what im actually seeing
yeah i would agree its not objectively awful, for whatever reason its a specific visual artefact that i just seem to be particularly sensitive too
i cant NOT notice it/focus on it, even while able to overlook other image quality issues 🤷♂️
RR preset E solves the awful denoiser artifacts in reflections and on other surfaces
its a lot more stable than the default denoiser
the performance cost is high but it looks noticeably better
i gotta admit this is the first time im learning that RR has its own/separate presets to DLSS-SR
very keen to try this - what tool does one/do you use for this?
you can force different presets using the latest version of NVInspector under "DLSS-RR - Forced Preset Letter"
tysm, ill have a look now - is it the "original" nv profile inspector or one of the newer derivatives? i havent used it in a while and ive seen peeps refer to revamped, and some other one, that are apparently better?
i'm using this https://github.com/Orbmu2k/nvidiaProfileInspector/releases
I like Revamped a lot.
ty ill have a look - what are some of the main improvements/differences?
I just find that it is easier to use as the more commonly used settings are moved more towards the top and they name the hex options for average joes to understand.
that does sound legit useful to me - will give it a look as well - cheers mate
yeah I think this is exactly how I feel about it too
although I like the clarity in the presets of others
if you rise blowout, which you should, then you have to rise saturation if you want to keep the original saturation level btw.
highlights look kinda wrong if you keep blowout at 0
I see
like in the mansion, the bulbs look yellow with blowout at 0
I just use blowout at 10 and nothing else changed rn
yea 10 works
Yeah I've got a calibrated s95d
What does blowout do? I copied your settings @limber goblet you posted yesterday and looks pretty good imo. Blowout is at default there tho
blowout is highlight desaturation
usually you use it to offset the saturation slider
because the saturation slider by itself is too stronk sometimes
gotcha! makes sense, yeah the lights in mansion are quite yellowish but I have no ground truth for comparison so I thought it looked good lool. Will play with it a bit
It might be far from optimal as I'm just eye balling it and haven't compared to vanilla sdr, which I guess is the closest we have to ground truth, but just a slight bump up of blowout looks way better to me
iirc I'm literally on default settings except bumping blowout to 10
Before that, I guess as the name of the setting directly references, some light sources were defs too clear and colourful/not showing enough of the blowout you'd get from looking at something bright IRL and that just made it feel off somehow
Just that slight bump gives, ya know, enough blowout, that it looks "right" to my eyes
(again acknowledging that this feeling is not based on any comparison to anything even resembling ground truth, just my gut reaction lmao)
I think some things still don't look quite right but since there's no way to compare them I don't know what they are caused by
like the light casting on special effects, or very bright sunlight looks off in some cases
it looks sort of bland instead of sunny/shiny if that makes any sense
but it doesn't happen in all cases which leads me to believe it's some sort of lumen issue
which one?
This one
the default blowout setting is 0
Ok I forgot to copy that setting then 
I changed my setting again to 58 saturation and 62 blowout btw. 57/50 looked too saturated
do you guys use any ini tweaks?
I think the game looks quite good as is, even with insane DoF
Yes I switched to Ray Reconstruction
can you elaborate a bit, and what did it change?
Pretty much this: #1365094340355035167 message but with t.Lumen.Reflections.Temporal = 1
I switched to DLSS preset J too
And RR preset E
the performance cost is high tho
It’s tasking my GPU ~30% more
I'm getting around 80 fps average rn, don't wanna dip it further
60 fps is fine imo
I start noticing some unsmoothness when it goes close to that
after playing in 180-360 for some time I feel like 60 is not good anymore 😸
I used to play 360hz as well because shooters n shit but im fine with 60, as long as theres motion blur, good motion blur settings really make it more than fine for me in singleplayer games
https://www.nexusmods.com/clairobscurexpedition33/mods/42?tab=description
Any idea why here he's stating to use 2 streamline dlls? When the game has no streamline files to be found by default? oO
not sure, the dlssd dll should be enough I think
I find it really annoying the amount of .ini commands everywhere. Like, knowing what's making it worse or even working at all. People just add random crap onto it. I just want to use RR, make sure there's no flickering/shimmering and no hair shimmering/face shadows flickering and thats it loool
no
Yea, framerate consistency is king. A 30fps drop from 120fps feels bad, because it’s a sudden change in “smoothness”. A locked 60fps feels better than 60-90 imo. You can get used to 60 fps in 10 minutes.
id either wait for U+ tbh, or just play it default with lyalls sharpening fix, its not like the game looks bad
100%
60fps with perfectly stable frametimes is genuinely nice to play and i will always go for a cap in a game that i can maintain 99.9% of the time
thats why oblivion is unplayable for me sadly
60fps cap but spikes into 60-90ms on a OCd 9800x3d and ungodly tight ram timings
still no update from virtuos :(
that ini preset I linked earlier should be good to go with that one setting changed to 1
He doesn't know
Virtuos releases a game
Maybe a update or two
And that's it
You're coping if you think they're going to 'fix' anything
I'm using this ones:
[SystemSettings]
r.Tonemapper.Sharpen=0
r.DFDistanceScale=2
r.ViewDistanceScale=10
r.SkeletalMeshLODBias=-15
r.StaticMeshLODDistanceScale=0.0001
foliage.LODDistanceScale=10
grass.CullDistanceScale=10
grass.densityScale=3
Not sure about all them, but I tested foliage.LODDistanceScale with the console and since it's tied to NPCs level of detail it helped a lot with pop-in.
sooo they gonna just leave it in this terrible state?
this shit is borderline unplayable
actually scrap that, it is unplayable
i've been playing other games while waiting for Ultra+ lol
finished Prey a few days ago, now onto GOW:R
Already using it with sharpening to 0
Theres no confirmation U+ is coming tho right?
The temporal denoiser right? Im already using the “enhanced lumen” mod commands gonna check the diff
yeah lazor (a u+ author) wanted to do Expedition, just very busy rn with oblivion u+
might still be a bit but i dont really mind since i already finished the game, i'll replay it for sure tho when u+ comes for it
Ive always heard good things about ultra+ but never tried it. Is it recommended always? In cyberpunk for example.
I wanted to try it but seems hard to set up
Oblivion is actually the first U+ I've actively used so far. Imo they are doing a really good job improving the looks of a game while keeping performance in mind, or even having better performance than vanilla while actually looking better
If you have issues with setting it up i would ask over in their discord
More than issues I have doubts. I might go to the discord and ask yea
I'd say its pretty straight forward if you use their U+ manager app
The problem with the cyberpunk one is the many PT modes, it's confusing to me
Didn't know it had an app to manage
yeah fair enough, i dont know what each of them do in particular myself so better ask them and whats recommended depending on your specs etc
can adjust all settings in there, update the U+ packages for each game etc
kinda neat
I ended up just using native PT in cyberpunk
ultra had some issues all the time I tried it personally
because they are still changing/disabling some things
native looked better and performed well enough
Pretty much, I'm just going off previous Virtuos work. They don't do major updates for their ports.
Now add on that OR has your typical UE5 special sauce issues, nothing is getting fixed
You're also forgetting that OR is still using OG oblivion for anything outside the renderer
And OG oblivion is absolutely dog shit with it's systems
Yeah GG then will wait for Skyblivion
OBscript has to be the worst scripting language
Even if it doesn’t nearly look as good
DF did say Bethesda and Virtuos are gonna push some fixes for the traversal hitches
Where did they say that
Um, wrong thread/post?
One can cope
Shh
I'm confused if you guys are talking about E33 devs or Oblivion

Oblivion
E33 runs flawless for me
No crashes, super stable frametimes very rare hitches

Outside of the asset loading hitches on the overworld map, E33 is a clean experience
Even under transformer model RR seems softer.
Also with that mod... Reflections sometimes look better, but some others it's like if RR were clearing up all the flaws they have making them look worse.
anyone else getting random crashes every hour or so while using reno, rr/rt ini., PPuredark?
Yeaaaa that´s what I guess would happen if I used it honestly
Im just missing around 10fps to be stable at dlss perf without framegen, which at 60fps its not ideal but its the only way i can play smooth with PT rn
So I was kinda hoping this could help, but FG is probably a better solution
yeah I feel you, I just ended up using framegen
other "fixes" didn't quite look right to me and they always broke something
What settings are you using in reno? That looks GUD
52 contrast and that's it. Haha.
Well. 180 brightness and the 780 peak brightness of my TV.
Can't wait to get a G5 haha.
oh btw @limber goblet I tried your new saturation setting, it does indeed look a lot closer to the original colors
Planning on getting one next year hopefully (or a newer model idk yet)
in this case there's barely any difference though, differences would be more in direct reflections no?
Yeah, I'm not planning on using the mod. Just wanted to add RR + some tweaks that make sense
But look at the next picture. It's just there are so many ini tweaks around about RT reflections that I'm not sure if they're making the game look worse for a big performance hit and a improvements just in some reflections.
You're right, just looked at it with attention. It looks like it's trying to clear it up leaving pieces of "pixelated" mud, just doesnt look great
btw can someone explain to me how I can add reshade filters to the reno version of reshade?
I tried copying the folder of shaders from other game but reshade doesn't see it
nvm figured it out
Be advised that almost no shader is actually HDR compatible
yeah, I just wanted to try lilium's cas

There was an .ini command to make the UI not to garble that much when using FG alongside HDR wasn't it?
Actually lots are strangely enough, lots also aren't but a decent amount are
is puredark's FG mod worth it? Latest build states it's compatible with reno
just had a couple of crashes and event viewer says that rdx caused it
Faulting application name: SandFall-WinGDK-Shipping.exe, version: 5.4.4.0, time stamp: 0x00000000
Faulting module name: renodx-clairobscur_expedition33.addon64, version: 0.0.0.0, time stamp: 0x68169387
Exception code: 0xc0000005
Fault offset: 0x0000000000450bef
Faulting process id: 0x2B18
Faulting application start time: 0x1DBBEA0A0169843
Faulting application path: C:\Program Files\WindowsApps\KeplerInteractive.Expedition33_1.2.0.0_x64__ymj30pw7xe604\Sandfall\Binaries\WinGDK\SandFall-WinGDK-Shipping.exe
Faulting module path: C:\Program Files\WindowsApps\KeplerInteractive.Expedition33_1.2.0.0_x64__ymj30pw7xe604\Sandfall\Binaries\WinGDK\renodx-clairobscur_expedition33.addon64
Report Id: 762fa0db-fe4c-453a-a2c2-65d37a276471
Faulting package full name: KeplerInteractive.Expedition33_1.2.0.0_x64__ymj30pw7xe604
Faulting package-relative application ID: AppExpedition33Shipping
@jagged portal
a good chunk of shaders happen to work decently with hdr10 (so most native hdr), but very few work correctly with scrgb (a lot of sdr to hdr renodx conversions)
If you get stable 60 its not worth it, if you don't - its not worth it either. Framegen in a nutshell.
yes, using those 3. Mostly crashing during cutscenes, ALOT. Honestly not sure if its the engine tweak or adding the .dll's he requests.
i need hdr to use this right ?
yes
Most crashes I had were related to using some overlay like Lilium's HDR analysis tool. So the first thing I'd check would be some sort of ReShade effect or overlays.
fair enough, its just something ive seen mentioned here a couple of times so i thought it would be helpful
it's still true, no worries. Even the ones that happen to work in hdr10 don't necessarily work as intended fully

I found a way to increase stability in Clair Obscur (Both Ritsu's mod + Unreal Engine) -- This applies to all DX12 mods really
@jagged portal @regal pivot @merry ermine
-> Make sure you're using the pinned reshade version in #general
-> disable the "Generic Depth" + Effect Runtime Sync" addons in the Addon-ons tab in reshade
-> delete all your reshade fx, make sure reshade looks like the attached image when you launch the game
-- There is a known stability/perf issue if reshade loads/compiles any fx shaders in dx12
--- sadly that means no lilium analsys tool
-> If you load effects from a centralized folder, open reshade.ini, and delete the EffectSearchPaths + TextureSearchPaths lines
I've tested multiple DX12 UE games, and all exhibit the same behavior for me on the latest nvidia drivers + 5090 -- if I have fx, I crash; no fx the game is stable
Shortfuse discovered loading fx has perf overhead, but it seems its not just perf overhead; but stability too
I spent all day testing this in multiple games
btw, I know it's already known that the generic addons for reshade can cause some perf issues, but I found out in oblivion that it can be extremely profound when CPU bottlenecked, probably depending on what the game is doing
yea those seem to also have a non zero perf cost; shortfuse ran tests on those for oblivion
Difference between pulling like 42 fps and 65 ish, when in a city iirc
yea
it seems the actual fx compilation
is what griefs stability and perf
because fx get compiled every time the swapchain is modified
or the fx is enabled/disabled
I did not know
is this relevant to yumia?
worth a try
Is it incrimental? I did this when i stumbled on Shortfuse findings, i think just not loading things i don't use helped, but might have been a camera spin in camp coincidence and placebo.
I had load only enabled effects before; but it still didnt help
you want no effects getting found
Theres one battle that consistently tanks my FPS to around 55, will probably try and compare.
it will probably only make a difference if CPU bound fwiw
Deleted paths and restarted game, before and after. Gonna restore and restart again.
Should have saved a full screen screenshot first time, wonder if battle space can change.
try also getting rid of SK
for a true raw perf test
not that sk is bad, just for a "raw" test
Loaded stuff back up, not that big of a difference, maybe game benefitted from restart and its just a shaders cost. The battle space looks exactly the same, so its consistent. Now i'm going to load all the unused junk back.
Nah, thats too much bother between DLSS and making local installs, could be better, but besides the point anyway.
That was a bad snip after alt-tab or something, eh.
Well, i'm not bound by my undervolted 7800X3D.
And my game randomly crashed only once throughout 150+ hours, so i'm probably not the best example.
Retook my usual setup with only CAS and filmgrain loaded after game restart.
So yeah, think its just those 2 active shaders cost for me.
Back to Balanced DLSS for smooth 60.
That battle is a good measure though, for sure, better than spinning camera at camp.
Performance issues even of you don't have the effects activated? What I can definitely tell is that if I load the HDR analysis one it's going to crash instantly, in a minute or in an hour, but it's going to happen. If I don't toggle it I can play for hours. HDR CAS activated as well, but I've never crashed just using that one.
what's everyone's opinion on the black floor? Outta the box the HDR looks kinda washed out, and I'm not sure if that's artistic intent or if I should try to tweak it
I am of the opinion that black floor is not a subject to artistic intent.
I myself have no issue with Reno at default though.
Crash with HDR analysis enabled? Or crash further down the line even if you enabled it for 5 seconds then disabled?
I ask because I experienced my first UE crash in about 10 hours yesterday, and an hour or so earlier I'd been using HDR analysis
And is there a downside to disabling the other add-ons that come with Reshade? Other than presumably the fact you can't use the .fx
No downside at all, you only need reshade for Reno addon.
But I love the RCAS 😐
Yeah, that is true...
Certainly isn't worth instability and noticeable perf cost though.
Yep, i myself have no issues and the cost doesn't bother me, but for people with crashes or FPS struggle its certainly a solid advice. May be even better if they are CPU bound or in other games.
Yeah I'm on a 9800x3d but crashes suck.
This news plus the saga for every new game trying to get SK and Reno playing nice is a bit sad!
I genuinely have no clue how I never crashed in Clair Obscur with Reno and some effect loaded
Seems like I’m the only one
70h flawless
Always doing 8-12h sessions
is this true or nah
haven't played as much as some of yall but I have yet to crash in general
it's entirely dependent on what's used by default
and what other permutations the mod author feels like gathering
so no it's not true, but it may be right for that game
might even be right for most games 🤷
hmm i see
Engine.ini is a rabbit hole of tomfoolery. That much is certain.
is there any helpful engine.ini tweaks for this game , in general i mean
Any way to test jon?
For me tends to be more instant, but can happen after an hour or so as well.
the real answer is simply that the correct engine.ini with renodx is no changes. Any change to post processing risks creating a new permutation that isn't handled
basically, to test just use lilium's hdr analysis shader and see if you're clamped
alright
yesno
that cvar for tonemapquality controls diff stuff
and one of them is no vignette
but it might break stuff
@elder void yep thats what I found testing
fx (only one I had installed was the analsys shader)
no fx -> no problem
if I toggle it, its a ticking time bomb
might be fast
might not be
I wonder if reno is upgrading the histogram
also as of the latest commit, the unreal engine addon is drag and drop with clair obscur; so you guys can try that out
no settings required
I cant find any pinned reshade versions in the general chat , are u referring to this?
#1321685184852135967 message
that pin needs updating
Is this 5xxx series related? Cause I have 0 stability issues on a 4090
what about performance mode
didnt try that
but that still compiles the fx
the issue seems to be the fx compilation
performance mdoe just compiles w/o cbuffers
hardcoded settings
but I can try tomorrow
honestly not 100% sure what the interaction is; but the tl;dr is:
no fx: 100% stable
fx: rip
if you use SK's draw reshade first and compatibility mode and reshade's performance mode, then the difference should be minimal, or well the difference is minimal on my PC
I like having the HDR Analyzer tool available :D, I had no crashes yet, and I used the HDR Analyzer tool for hours 🤔 even with performance mode disabled
I still use the 572.83 driver tho, which is a lot more stable than the newer drivers
I disable CFG (Control Flow Guard) for all DX12 games too
I don't think Reno works for me with Compatibility mode.
Sliders in Reno dont work, and the game looks hideous, HDR10 Native instead of scRGB native doesnt help. Without compatibility mode everything is fine.
You need to disable compatibility mode when using reno with SK.
Yeah, was just wondering whether it actualy works for MPaul.
🅱️ lair Obscur
that is certified deep fried
Do you guys have a weird shimmering issue?
you are probably right, if you load reshade through SK, then you have to disable compatiblity mode for reno to work
I'm not loading reshade as a plug-in for Expedition 33 though
so yea the compatibility part can be ignored
I will test it, because I'm pretty sure that reno works with compatibility mode enabled in other games
Ritsu sharing pro tips.
Me, who never bothered to install shaders. kekew.
But I'm pretty sure that the instability issues are caused by the newer Nvidia drivers, 3 DX12 games were crashing randomly on my PC when I used the newer 572.83+ drivers
If your monitor has the option to clamp gamut in HDR, then it's fundamentally broken and you should get a better one 🤣
The one good thing HDR did was define everything in absolute terms and expand the gamut to Rec 2020.
So everything has a universal color management target and there's no monitor @#$%ery to worry about.
scRGB native isn't an option, that will just cause the game to crash.
Oh, you're mismatching HDR10 with scRGB for 🤷
Didn't you fix it?
I removed it, yes.
I thought chosing either native was fine and irrelevant.
No, it needs to match the type of HDR the game is using.
I vaguely remember reading that it was fixed afterwards, my mistake.
If you want SK to convert scRGB to HDR10, then you need to click Enable Processing.
Nah, guess it doesn't matter without processing.
Was just messing around to see if Compatibility mode works somehow.
Interestingly enough, that's what has to be set in SK for latest GTA5E RenoDX build to get colors to not be messed up
scRGB without enabling processing I mean
Previous Reno for GTA5E builds could just be HDR10 without Enable Processing but since it switched from PQ to scRGB, it's what works now
Makes sense, if the input and output color spaces are the same, Enable Processing isn't needed.
But if you wanted to have RenoDX do HDR10 but output to an scRGB SwapChain, you'd need to Enable Processing and use the HDR10 Native Preset.
Why you would do this, I dunno 🤷.
Got it 🙂
No RCAS ? RIP
Do I delete the contents of the "Textures" folder too?
Which driver are you using?
if iam using sk n reno
I choose hdr10 native right?
https://cdn.discordapp.com/attachments/1069846460314689578/1369662857230286918/image.png?ex=681cad70&is=681b5bf0&hm=ddb78bf72d3e2c55696eef3e63d1f42acb73bb609cf18d36df8539aeed074f3a&
could use opti maybe
change the hdr10 passthrough dropdown to raw buffer (or click the reset button)
ty
Tried the generic Unreal RenoDX and shit is WAY too bright. Don't think something is set right.
dont use generic when this has a specifc addon
some locations tank fps pretty badly
not sure if I wanna give up the stunning visuals tho damn
Wdym. Reno is more expensive in some particular locations?
this makes no sense, if the shaders arent enabled, they arent doing anything
or maybe its because i toggle load only enabled in the reshade setting
It still iterates through the shader list.
And sets all the values the shaders need to know for UI to work (eg: lilium's shader knows if the rendering is HDR or SDR)
I myself couldn't really relate when trying different things in CO, but I was only rendering around 55 frames.
even with load only enabled? i never see the reshade icon in the corner if i have nothing enabled with that option on when swapchain changes happen...
An easy way to test for yourself is some battle where your FPS drops - it's still steady and consistent between game restarts.
I've tried with nothing enabled but the list actually loads in full if at least something isn't enabled, didn't pay attention to icon though.
Well, using RCAS and Filmgrain anyway.
no just some locations are pretty harsh on performance
What option?
ShowForceLoadEffectsButton?
Then yes
It only applies the skipped flag which is used here: https://github.com/crosire/reshade/blob/31ca3cb18f49c4bf098d49665604d727711ff49b/source/runtime.cpp#L1097
This is where it sets the flag: https://github.com/crosire/reshade/blob/31ca3cb18f49c4bf098d49665604d727711ff49b/source/runtime.cpp#L1515
I might try testing in some silly way like dropping to 1080p and using DLSS ultra performance with no FPS cap, but at the end of the day for me specifically, playing at 4k 60 GPU bound, the difference seems practically non-existent.
Performance mode overrides the skipped flag
572.83
and the game is still crashing? 🤔
it isn't
does this still affect performance on old drivers tho?
or is only on latest driver
I will test
disabling shaders?
it might affect performance, but should not affect the game stability, if you are still on the older 572.83 driver
I saw no real difference on my PC
https://www.youtube.com/watch?v=nF4pHlsbiD4 this is actually a very decent video
#ClairObscurExpedition33
A big Thanks to Kepler Interactive for providing the game code.
*ClairObscurFix Mod : https://github.com/Lyall/ClairObscurFix/releases
⏰Timestamps :
00:00 Intro
00:20 Distinct and unique visuals
00:39 No constant stuttering or hitching
01:04 Odd performance issue
01:44 This game is quite demanding
01:58 Over-sharpen...
It's just as good as Alex's "Recommended PC settings" videos imo
it has a 25% fps loss for me. It is better than without it at times but the moment my real fps (without fg) drops below 70 or so it gets worse than native. (because with fg those 70 become like 55 and then it gets weird sometimes)
also sometimes it bugs out and I need to restart the game because it becomes a stutter fest
like, it becomes a blurry mess unless I disable it or restart it
also, i have a 5070 ti (might be relevant for the 25% fps loss somehow)
in oblivion for example the native mfg is way better because I dont lose 25% of my base framerate. I dont know why it goes down that much for me
So currently I have it disabled because while it might look better in 90% of the scenes, those 10% are annoying and the breakage is also very annoying
I love his videos
Yes, his videos are genuinely good and helpful
only issue i have is GI on high fucks up hair shading too much
the rest of the settings are good
that 3-4ms cost for Epic GI is rough though
yea Epic GI is a must if you can "afford" it
yea, it's smiliar to Oblivion's HW lumen
@limber goblet any settings you adjusted from epic to lower?
only shading to high
i was already set on Epic GI for the better light bouncing anyway (from my testing in the starting area, haven't played further), but yeah that's huge
I've got foliage on High, and DLSS Balanced. Only concessions I've made at 4K, and I've locked to a rock solid 70 FPS. Feels good
Shadows and Shading Epic -> High seem to be quite masssive and practicaly unnoticeable.
I feel like it's noticeable but I never compared it 1-1
might be just me gaslighting myself
the shadows setting controls the volumetric effects too, that is somewhat noticeable, that's why I kept shadows at Epic
I'm not sure what exactly causes some fights to drop in fps quite substantially, happened in like 2 locations so far for me
but reducing shading/shadows seemed to increase fps quite a bit so probably something related to those
Yeah, i'm in a night area without fog atm, will check somewhere else later.
would be cool if it was a little more similar in terms of performance between the locations
Shadows high has a fairly short lod, epic seems basically infinite, no idea what shading epic does though
For me FPS drops wherever theres some fire effect on screen i think.
reducing shading to high is pretty "safe", there is like zero difference in picture quality
the thing about shading is that I don't really understand what it even affects lol
so I'm not sure what to look for when changing it
Yeah it was the shadow lods that makes me keep it at epic. I hate noticeable pop-in more than pretty much any other artifact
I had load only enabled; and still crashed
the only thing that did it for me was to nuke all fx
You can't nuke all fx with puredark or FG won't work, can't disable generic depth either
use the older 573.83 driver then it wont crash
Hasn't crashed for me except one area in early act 2, was just saying
oh okay
Well other than if I force dlaa in console
I dont use any of those; I only use renodx (unreal engine generic) + the game (steam)
do I really need to use the included dxgi.dll?
Im using puredark's upscaling mod
and he said to use his instead of this one
is it there any different or
you don't have to name it dxgi.dll, but yes you have to use it
ohh alr so I can name it like dxggi.dll?
if puredark is using the latest commit for his reshade builds
if you are talking about reshade
it should already have all the fixs shortfuse added
wait puredark is using reshade?
ig he is because he said to use his instead of this one
yeah
puredark uses reshade yea
oh my bad then
its ok got it then
Epic settings are brutal damn
Im running it on high but after seeing this I'll definetly try epic. Probably won´t be able to get stable 60 even with my 4080 tho I'm predicting
If you enable RR and use all the ini edits with DLSS preset J, then you have to use DLSS perf if you want to get stable 60 fps.
I use a 4080 too
Imma try
4K DLSS Transformer Performance (Preset K)
Shadows: High
GI: Epic
Reflections: Epic
Post Process: Epic
Texture: Epic
Visual Effects: Epic
Foliage: High
Shading: High
The vanilla game runs fine tho even at epic settings, 3840x1600 DLSS Quality
And see if I can mantain 60fps in the more demanding areas
Use preset J instead of K
J is a lot more stable
but okay
But it usually has tradeoffs
Its not just more stable
It does ghost a bit in some scenes but barely a bother to me honestly
I guess you´ve probably checked comparissons. But in every game here preset K is noticeably better https://www.youtube.com/watch?v=5PoSbb7o6z4
Detailed PC Specs...
GeForce RTX 3070 FE (Undervolted 1890MHz 925mV) - https://amzn.to/3CC9w63
AMD Ryzen 7600 (Asus Enhanced PBO On) (Deepcool AG620 Air Cooler)
LG 32GP850-B 1440p 180Hz Monitor - https://amzn.to/3CscBEq
32GB Ram DDR5 6,000Mhz CL30 (16x2 Dual Channel)
Gen4 NVME SSD (Read/Write 7,300/6,700 MBps)
Asus Rog Strix B650E-F PCIE 5.0 Mot...
I reaaaaally doubt Expedition is not the exact same
wow, so this is the reason I didn't have any crashes compared to others maybe
K does have it's problems but it makes everything look much crisper without over sharpening so it's worth it for me
Is my go to for every game
anyhting with a lot of fog is a no for me with preset k
Anyone know why my hdr looks worse using the mod
Sdr is at the top
Saturation is way lower on hdr compared to sdr for some reason
dumb question but is there any performance difference between running special k global vs dxgi (local)? I got it working with renodx and am pretty happy with it
as far as I know there is no difference in performance,
I sometimes used local injection too.
pluys dropping shading from epic to high actually results in less artefacts in this game
Just increase it no?
What is E btw?
(Ik what K is)
E is the latest and "best/most balanced/easiest to recommend overall" of the CNN presets
K is a newer transformer preset than J, but it is not necessarily better - which to use changes on a game by game basis (like how it used to be with C, D, F before we finally got E)
depending on the visual style of the game and what type of artefacts bother you more, E is the safest option in terms of not introducing any DLSS artefacts, but it isnt capable of generating the insane performance returns the transformer model presets can (where DLSS performance often looks better than quality mode using an old CNN preset)
K tends to fuck up volumetrics and cause some ghosting, while J can cause some crazy shimmer in vegetation
Also what do u guys keep your visual effects & post processing settings at?
so which one looks best is really dependent on the game, there isnt a clearly better one, whereas if you're using the older CNN presets you can pretty much apply E to every game and be fairly confident youre getting the best experience
Interesting
Older cnn presets meaning?
iirc basically everything at high except GI and textures to epic bc of the visual impact and vram availability
in most UE5 titles that just use the "standard" engine settings, most settings have very little visual difference between high and epic
A through F - the DLSS presets we had before Nvidia introduced "transformer model" DLSS with DLSS4 as part of the 50 series announcement
Hm yeah
CNN = convolutional neural network
just a different/older way of doing machine learning
Ahhhh
Anyone else like using rcas in this game? hm
Also any way to disable the cutscenes DoF without disabling it in gameplay n stuff hmm 🤔
I mean is it like sdr being oversaturated or hdr having wrong saturation
Cause isn’t her just supposed to have the same saturation with better highlights
maybe you can share the comparison with screenshoot file .jxr?
^
Most likely cursed monitor settings in sdr
Aigh lemme try that
I mean I didn’t touch saturation in both my monitors sdr and hdr modes
they come out the box cursed in SDR
all the qd oleds
they stretch the gamut
I did use the rtings color profile thing
Should that fix it
Cuz I imagine reviews would be rlly bad anyways if there was this much variance in the color quality
just keep your monitor in hdr on always
and get used to it
sdr on most of these displays is busted
might aswell rip the bandaid off
I thought it was only keep ur monitor on hdr for hdr content
Otherwise aren’t I kind of just losing out on the value of my monitor
you can get a media player that does sdr in hdr accuratly for movies/shows
outside of that; who cares what the task bar looks like
I mean it’s ur windows also
Most YouTube vids too
Etc
who cares what the file explorer looks like
youtube you can watch in mpv
and mpv does accurate sdr in hdr
or just get used to srgb gamma for youtube
not the end of the world
ya i dont think using cursed sdr is a solution
his face is red
rtings says not to use their icc
its dumb that they even upload it
https://www.rtings.com/monitor/tests/picture-quality/color-accuracy#our-tests
However, we also include the ICC profile that CalMan generates. This profile is meant for our unit only, and we don't suggest you use it on your monitor, even if it's the same model.


