#✅RenoDX: Clair Obscur - Expedition 33

1 messages · Page 4 of 1

bold minnow
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kinda looks most natural to me

limber goblet
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80/80 is very similar to 62/62

bold minnow
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I thought so yea

limber goblet
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near identical actually

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80/80 is a little bit more saturated maybe

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80/80 equals to 65/62

warped ginkgo
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if you're interested in how the sliders effect the image

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you can look at the desmos graph

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drop down "renodrt variables"

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and just move shit up and down

visual flower
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what kind of preset are you using atm?

limber goblet
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1.00
52
50
54
65
50
62
0

visual flower
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thanks, appreciate it

limber goblet
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np

pearl wagon
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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.

https://www.resetera.com/threads/clair-obscur-expedition-33-pc-performance-thread.1171896/page-20#post-139357026

eternal python
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I have 0 issues with that, running butter smooth for me

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Surprising given that it's Unreal

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Only get few stutters in cutscenes but I think that might be cause of Lyalls fix unlocking to 60fps

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All in all great experience so far

winged dune
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Ain't no way i'm gonna use V-Sync instead of 0 issues with 60 SK VRR optimized cap.

warped ginkgo
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did anybody notice anything weird

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with uncapped cutscenes

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and lipsync

warped ginkgo
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vrr gets sad when you dont use vsync

winged dune
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I mean, its on, just never getting engaged with 120hz.

warped ginkgo
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vsync is always on when you're in vrr range

eternal python
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Why no Vsync? That's what im using and its running well

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I would get it if it was a competitive game for latency tho

warped ginkgo
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there is no latency penalty on vsync if you're in your vrr range

winged dune
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It was my assumtion that normal V-Sync has no effect unless you're hitting over your refresh rate, but i might be wrong.

winged dune
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I meant i'm not using V-Sync 1/2 instead of SK setup 🙂

warped ginkgo
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vsync behaves the same as vsync does, but with no latency penalty when you use vrr

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but you dont want to use fractional vsync

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that griefs hard

neon spire
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so if I am using vrr I should use ncp vsync 1/2 or in-game vsync?

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I am using currently SK with 60fps cap

buoyant falcon
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dont use half vsync

eternal python
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I would recommend Vsync with VRR

buoyant falcon
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if ingame vsync is not broken then use it

visual flower
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btw what sharpening value do you guys use?

warped ginkgo
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whatever the default in the fix is

visual flower
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which version?

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later versions have it at 0

warped ginkgo
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rip didnt even look

main elm
visual flower
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I gotta try J, do you guys just use it because of better volumetrics?

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game does have a lot of fog but it didn't bother me too much

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and I really lke the clear textures

main elm
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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

main elm
visual flower
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hm

main elm
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they're both far sharper in that good way than the old presets

visual flower
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alright, I'll try it out, tyty

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I see, that's great

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game tends to blur out further objects anyway so

warped ginkgo
main elm
warped ginkgo
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K was a rip, and I went back to E

main elm
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K is basically unusable compared to that

warped ginkgo
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yea I ditched K fast

visual flower
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are there any video comparisons?

warped ginkgo
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I might give J a try sometime; but for now E seems pog

eternal python
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I have been using K and haven´t noticed anything too weird honestly

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But maybe Im blind

wraith atlas
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K has been fine for me too. Might be a resolution issue. idk

eternal python
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Could be yeah. I´ve never had Issues with it at 4K on a big screen so far

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It always looks better than other presets

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SO much that I have it enabled by default in ProfileInspector for all games lol

limber goblet
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J has issues if you don't move the camera aka during more static cutscenes

visual flower
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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

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I'll try J though just to feel it out

limber goblet
visual flower
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hm

limber goblet
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pattern like artifacts especially in volumetrics and cloud

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it's not as bad as preset k's smearing tho

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it's kinda hard to notice in this game so I guess preset J is probably the best option atm

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preset E works fine too

warped ginkgo
limber goblet
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still in act 1 but I had to change my settings again:

visual flower
limber goblet
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I find preset K too sharp at times tbh

visual flower
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are you using lyall's fix?

limber goblet
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yea

warped ginkgo
limber goblet
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preset K is not great especially during cutscenes when that horrible DoF is used

visual flower
safe jackal
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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

limber goblet
visual flower
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man playing new good games and just literally launching youtube/twitch is a potential for spoilers lol

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people are doing the dumbest thumbnails that show stuff

limber goblet
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HDR RCAS works fine imo

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with preset E

visual flower
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you're also on 4K though if I understand it right

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so you probably have a bit more clarity than me on 2k

latent pumice
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I'm hoping that they tweak their DoF parameters in subsequent patches b/c it's amongst the worst I've seen in UE5

warped ginkgo
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people calling 1440p 2k is a marketing misnomer

visual flower
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oh yea

warped ginkgo
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if anything 1440p would be closer to 3k

visual flower
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I meant 1440p

warped ginkgo
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yea ik, I'm messing with you

safe jackal
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my target is 4k70-80fps, using Balanced preset K

warped ginkgo
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4k 70fps dlss balanced here

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preset E though

limber goblet
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I locked it to 60fps, it's fine

warped ginkgo
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14900k + 5090

limber goblet
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GPU usage is around 70%

warped ginkgo
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vrr

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my display does weird stuff around 58-59 fps

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but 60+ is good

limber goblet
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I see no flicker with 60

warped ginkgo
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not flicker

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lfc

limber goblet
safe jackal
limber goblet
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yea my TV acts weirdly when the FPS is locket to the lfc trigger value too

warped ginkgo
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it looks fine

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but 70 > 60 on this display

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honestly 63 would be fine too

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even the 5090 sint good enough for 80

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so I just used nvidia's limiter to 70

safe jackal
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are you using RT mods?

warped ginkgo
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no

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just everything on ultra

limber goblet
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3840x1600 here with preset E quality DLSS

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locked 60, and I don't think that the framerate dropped below 60, during gameplay, yet

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cutscenes yea

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but It's impossible to notice the frame drops during cutscenes

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the frametime graph is smooth, and there is no stuttering

safe jackal
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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)

limber goblet
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yea sounds about right

main elm
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its not oversharpening

visual flower
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yea I hate that taa blur

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feels like I just woke up looking at that stuff

main elm
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i agree it looks too sharp in the way "holy shit how does this look that crisp" but not in a "oversharpening artifacts" way

latent pumice
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I hate it too, but still prefer it to the days of the mid 2010s when all we had was FXAA and SMAA.=

limber goblet
latent pumice
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the FUCKTAA crowd are a weird bunch

visual flower
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I mean games look incredible nowadays, at least some, so if future dlss4 gets even better it would be the dream

main elm
limber goblet
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I prefer preset K most of the time tho

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I think very realistic looking games can look weird without some kind of blurring

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Expedition 33's art direction is not that realistic

visual flower
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maybe but games are so blurry honestly

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the only non blurry game I think I saw recently was talos 2

limber goblet
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yes ofc I'm not talkin about TAA or early DLSS blur

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the biggest immersion breaking in games is the shimmering imo

visual flower
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to me it's stutters of any kind

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I hate that shit

limber goblet
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I mean visualy

visual flower
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yea that makes sense

limber goblet
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the fuckTAA guys prefer shimmering over image stability it's crazy

latent pumice
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For real. Going back to Arkham Knight and dealing with high contrast edge and specular shimmering, even at 4k, was immersion breaking.

visual flower
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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 😸

limber goblet
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and then we get 128gb texture packs with high res blurry textures rofl (MHW)

latent pumice
limber goblet
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yea lol

limber goblet
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his side profile is legendary

summer folio
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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

warped ginkgo
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I might be wrong, but I think when RR is active; a differnet DLL is used for super sampling

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which has its own presets

summer folio
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no you're right it's using DLSS-D which has E as the latest preset

warped ginkgo
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but RR should have a transformer mode

eternal python
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Arent they 2 completely separate presets?

warped ginkgo
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since they showed it off with the 5000 series in cyberpunk

summer folio
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D and E are the transformer presets for RR

warped ginkgo
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copy

summer folio
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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)

warped ginkgo
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idk about RR; but

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I went back to preset E after using K fo ra bit

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with regular DLSS

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because K was too "unstable"

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smeared and stuff

eternal python
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I assume ur on the latest driver?

summer folio
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dunno which of us you are asking but I am

eternal python
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I was asking Marat particularly haahaha

summer folio
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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

eternal python
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Because I haven't noticed smearing at all using preset K. Maybe I was "not looking for it" or somethin

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But wait, are u using RR in this game?

summer folio
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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

eternal python
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Oh damn, thats cool. But I def don't have that performance headroom

plucky finch
eternal python
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Today I had to drop DLSS to balanced cause I was dropping some frames in a particular zone lol

warped ginkgo
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I always grab the latest drivers

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and hotfix drivers

eternal python
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I will look for smearing tomorrow when I play. Maybe this will ruin preset K for me but now Im curious hahaha

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About the COfix, I read it was not recommended to skip the intro for more stability?

warped ginkgo
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I dont use SK so idk

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apparently its a SK thing

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I use reshade as dxgi + addon

eternal python
warped ginkgo
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skipping cutscenes not injecting

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atleast from what I've read here

eternal python
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I dont think Im following. Im not using SK. You mean that its only a problem if you use SK?

warped ginkgo
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from what I've read yea

eternal python
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Ohhh gotcha

warped ginkgo
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specifically if you use sk to inject reshade

eternal python
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Then ill just activate it to save those precious 10s lol

eternal python
warped ginkgo
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some people dont like a bunch of files in their game folder

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thats about it

eternal python
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Ohhh, interesting lol

dry sundial
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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

summer folio
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D and E are transformer for RR

dry sundial
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Ok ty

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It still won't let me change it to E though

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It seems locked into d when I check using dlss indicator

summer folio
dry sundial
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I am using the version

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I tried changing it with the option in puredarks mod but it isn't changing it according to indicator

summer folio
latent pumice
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I bundled together the aforementioned hair shimmering fix, enhanced lumen, and ray reconstruction implementation tweaks. Looks pretty good at 4K Performance w/ Preset J.

dry sundial
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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.

latent pumice
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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.

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No luck with Game Extractor nor UnrealPak

winged dune
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Just Reno and Lyall's fix through SK.

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At one point my game would constantly crash on load and i had to use prior safe, thats about it.

summer folio
# latent pumice I bundled together the aforementioned hair shimmering fix, enhanced lumen, and r...

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)

slow forum
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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

summer folio
slow forum
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Documentation you shared is out of date and maybe not updated yet

summer folio
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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.

slow forum
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Dunno what to tell you.. Check with your DLSS debug overlay then, it's the definitive proof you need

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D&E are CNN, doc isn't up to date

pure tapir
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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?

summer folio
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A B and C are CNN hence being deprecated in the docs

slow forum
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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

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Better yet, just look at the Half-Life 2 RTX menu

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You can literally choose J & K for RR...

summer folio
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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

slow forum
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I see (well I'll be damned, D natively & no preset showing when overriding to latest thru NVapp - my bad, sorry)

elder void
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So to my very basic understanding each DLSS technology (SR/RR) have a separate arrange of presets.

west smelt
somber pebble
errant jackal
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The UI for DLSS is different if youre using RR
This is with RR

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This is without RR

somber pebble
somber pebble
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this isn't linked to the "latest snapshot" in the pin msg btw! just FYI 😄

plucky finch
ancient siren
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When people say "use RCAS for sharpening" are they referring to lilium's HDR CAS shader? Or something else?

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Ignore that, there's a desperate RCAS shader, doh

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Is that always preferable to CAS?

limber goblet
limber goblet
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but yea RCAS should be better than CAS

somber pebble
main elm
eternal python
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Yeah I'm pretty sure the main one is English

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Just poor lipsync

main elm
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the lipsync just seems desynced a bit

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it doesn't look like incorrect lipsync tho

eternal python
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Yeah it's a small synchronization mismatch

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Don't know if it's a bug or they just didn't do better

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I've noticed that unlocking cutscenes to 60fps makes the lipsync a bit better for me

plucky finch
# main elm pretty sure you're right. i mean they have charlie cox and andy serkis

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

dry sundial
eternal python
slow forum
sand willow
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True but it’s more tolerable (to my eyes) than English in French VA

limber goblet
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I mean it looks a lot better than with english audio

sand willow
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Indeed

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It looks right

silver perch
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I love it when im 30 mins into a bossfight and the game freezes cuz of renodx

surreal thorn
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dont use it then

silver perch
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will still use it and I will still complain

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such is life

surreal thorn
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free is free, complaint is valid but eh, you dont know the crash was caused exclusively by reno anyway

limber goblet
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I’m lucky then, no freezes in ~12 hours

wraith atlas
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I don't freeze as long as I don't use DLAA

regal pivot
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Had no crash or freeze either in 25 hours

surreal thorn
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if you want to be of actual help, could also share the reshade log

errant jackal
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Dont use DLAA and youre golden

silver badge
#

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

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I use ClairObscurFix mod but it also does not work without that mod

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If it matters I use DLSS4 preset K with quality mod

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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

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Damn I found the problem.... It was a mod which tweaks engine.ini

somber pebble
errant jackal
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wow it was something that wasnt the mod imagine that

silver badge
#

It was a .pak mod that overrides the engine.ini somehow

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probably it was forcing SDR if I had to guess

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for performance reasons...

silver badge
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don't use it with reno...

somber pebble
wraith atlas
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Just tried 99% DLAA and Preset J. Look so good.

safe jackal
digital venture
#

any engine.ini command to reduce bloom ?

elder void
ancient siren
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RCAS on linear rather than gamma mode didn't seem to overbrighten

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I've gone with linear/0.5/remove noise

thin pike
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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.

limber goblet
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and correct addon file

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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… 😅

somber pebble
eternal python
thin pike
somber pebble
neon spire
neon spire
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let me try

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let me make sure with the hud enabled, but enabling r.Lumen.Reflections.Temporal=0 disables RR right?

neon spire
somber pebble
neon spire
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still testing

summer folio
# somber pebble So use RR and the engine.ini posted?

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

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Also RR won't fix hair shimmer, you'd just need to use a higher dlss setting to lessen it

summer folio
neon spire
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as soon as I set r.Lumen.Reflections.Temporal=0 screen becomes full of shimer and noise

remote crescent
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As of today my game is SUPER washed out, no idea why.

empty mist
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what mods/addons whatever do you use?

remote crescent
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Reno, Lyall, SpecialK

empty mist
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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

remote crescent
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Maybe that's it - I'll check SK

empty mist
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yea check SK hdr and make sure its on HDR native mode

remote crescent
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Yuuup that was it

summer folio
# neon spire ah so preset D is the issue, how do you force E?

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

neon spire
summer folio
empty mist
neon spire
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but it seems to me that the hair shadow fix just pretty much gets rid of hair shadows and makes the faces look plastic

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from the ini

summer folio
ebon python
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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

peak plover
#

do you guys suggest to disable reno for the last battle to watch the cutcenes after better?

ebon python
summer folio
ebon python
#

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

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Or at least I think I've followed along correctly lol

summer folio
ebon python
#

Lemme try that

neon spire
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only difference I see is that your perf quality is set to 2, mine is at 0 in the dlss hud

ebon python
#

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

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Actually, I guess it does it a bit without RR so maybe it's just kinda the way it is

empty mist
summer folio
#

that's quite a bit less with normal dlss though, you still have the shimmer with combined RR + temporal denoiser?

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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

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don't have with with default ultra performance at 4k either so probably not internal resolution

ebon python
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Which one is the temporal denoiser setting? This r.lumen.Reflections.Temporal?

summer folio
#

yeah

ebon python
#

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!

summer folio
ebon python
#

Yeah, I agree it's worth it

visual flower
#

@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)

merry ermine
#

to me it feels like the game wants to contrast the beauty of the world with the death around it.

visual flower
#

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...

lost egret
#

is it just me or is there an insane amount of input latency in this game

visual flower
#

doesn't feel that way to me at all

merry ermine
eternal python
lost egret
#

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

visual flower
#

I think it sorta makes sense if the game doesn't have native HDR in some cases but idk

hasty loom
#

generally contrast is added in per-channel which in turns adds saturation. renodrt does contrast by luminance which adds no saturation

ancient siren
visual flower
#

if you're using some kind of framegen that could explain it, but otherwise seems odd

lost egret
#

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

sand willow
#

Does the mod apply to cutscenes also?

warped ginkgo
#

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

sand willow
#

Ah makes sense. I can modify that somewhat later on for video purposes. Those are probably compressed in some obscure file to even bother

warped ginkgo
#

well you cant use autohdr with reno

#

by autohdr I mean implementing autohdr in the shader

#

renodx supports inverse tonemapping/autohdr for fmvs

eternal python
#

Btw. Does Reno for this game also fix the gamma? Or should I also use Lilliums fix

sand willow
#

I meant messing with the visuals of the fmv sections in my video editor

warped ginkgo
#

pretty much the first thing every reno mod does is fix gamma missmatches

#

and gamma memes

eternal python
#

Oh, nice then

limber goblet
#

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

ancient siren
#

I'm enjoying the slightly desaturated look. Every now and then you encounter something super saturated, and it looks spectacular

eternal python
#

I agree with that. It looks spectacular when you see something vibrant and shiny hahaha

limber goblet
#

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

sonic scarab
#

For this game do I have to turn on UE HDR to make reno work?

eternal python
#

Noup

eternal python
#

But it's just the way they are

sonic scarab
#

does this look normal?

eternal python
#

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

eternal python
sonic scarab
#

yeah its exposure going really dark lol.

#

I moved camera and then it looks fine.

eternal python
#

wtf, that's weird still

sonic scarab
#

does lyall fix work with this game?

#

It has sharpening 0.

limber goblet
sonic scarab
#

okay b/c when I looked away from that it gets really bright lol

limber goblet
#

one of the reasons why increasing contrast is not really a good idea

sonic scarab
#

I have contrast at 50 lol

limber goblet
#

yea that's fine, I have it at 53

sonic scarab
#

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.

limber goblet
#

yea just leave it at 50

#

you should adjust the highlights slider tho, increase it to ~55 with 50 contrast

limber goblet
#

adjusting ini settings is not enough

#

I copied the dll into the correct folder, I think. Sandfall\Plugins\NVIDIA\DLSS\Binaries\ThirdParty\Win64

sand willow
#

Do those settings hold up in caves? Like that first one is pretty rough in some corners; crushed everything

sand willow
#

But it’ll make you feel like you need a dynamic slider with your settings lol

limber goblet
#

caves look fine

sand willow
limber goblet
#

steam version

sand willow
#

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

limber goblet
#

I can't get RR to trigger 😦

sand willow
#

Is your engine.ini file beside one called gameusersettings.ini

limber goblet
#

yes

#

the indicator shows that preset J is used but nothing else

#

🤦‍♂️

#

enigne.ini

#

i should go to sleep lol

sand willow
#

What happened lol

limber goblet
#

I used enigne.ini instead of engine.ini

sand willow
#

🙃

#

It happens

limber goblet
#

yea it's working now

sand willow
#

Let me know how your performance is after

limber goblet
#

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

sand willow
#

Yea that’s what I was experiencing.

limber goblet
#

3840x1600 quality DLSS

#

RTX 4080

sand willow
#

Not the worst thing, but it does put it through the paces.

limber goblet
#

it looks better, but idk

sand willow
#

I’m on a 4060 Ti and yes I have to drop down lol

limber goblet
#

I will test the performance preset

sand willow
#

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

limber goblet
#

performance preset works fine but it looks worse than CNN model preset E quality

#

Balanced looks nice

#

battles hold 60 fps, barely though

haughty dirge
limber goblet
#

I had no hair shimmering and depth of field looks bad, still

#

so I might switch back not sure yet

haughty dirge
#

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

limber goblet
#

3840x1600 with CNN Model Preset E Quality DLSS looks fine, shimmering is not noticeable

eternal python
#

Can someone describe shimmering to me? Cause I haven't noticed anything even with preset K

limber goblet
eternal python
eternal python
#

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

limber goblet
#

it's edge instability, like when you have no anti ailasing applied to an image

#

everything is unstable, everything shimmers

eternal python
#

Oh then I definitely didn't see that in my game

limber goblet
#

but just the hair in this case

eternal python
#

Haven't noticed anything. Just dof messing with it

limber goblet
#

yea dof is horrible

#

especially during cutscenes for some reason

haughty dirge
# somber pebble Does RR make a substantial difference in this game? I find the shimmering/flick...

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 😅

haughty dirge
# lost egret is it just me or is there an insane amount of input latency in this game

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

haughty dirge
# limber goblet 3840x1600 with CNN Model Preset E Quality DLSS looks fine, shimmering is not not...

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 :/

haughty dirge
# limber goblet but just the hair in this case

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

limber goblet
#

Oh yea the fizzle is maybe noticeable

#

not too bad tho

haughty dirge
#

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 🤷‍♂️

limber goblet
#

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

haughty dirge
#

very keen to try this - what tool does one/do you use for this?

summer folio
haughty dirge
summer folio
haughty dirge
wraith atlas
haughty dirge
#

that does sound legit useful to me - will give it a look as well - cheers mate

visual flower
#

although I like the clarity in the presets of others

limber goblet
visual flower
#

makes sense yea

#

but what's the main reason for raising it in the first place?

limber goblet
#

highlights look kinda wrong if you keep blowout at 0

visual flower
#

I see

limber goblet
#

like in the mansion, the bulbs look yellow with blowout at 0

visual flower
#

I just use blowout at 10 and nothing else changed rn

limber goblet
#

yea 10 works

ancient siren
somber pebble
#

What does blowout do? I copied your settings @limber goblet you posted yesterday and looks pretty good imo. Blowout is at default there tho

warped ginkgo
#

usually you use it to offset the saturation slider

#

because the saturation slider by itself is too stronk sometimes

somber pebble
#

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

warped ginkgo
#

if you set blowout to 100

#

the game becomes a grayscale/black and white

haughty dirge
#

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)

visual flower
#

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

limber goblet
somber pebble
#

Ok I forgot to copy that setting then kekleo

limber goblet
#

I changed my setting again to 58 saturation and 62 blowout btw. 57/50 looked too saturated

visual flower
#

do you guys use any ini tweaks?

#

I think the game looks quite good as is, even with insane DoF

limber goblet
visual flower
#

can you elaborate a bit, and what did it change?

limber goblet
#

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

visual flower
#

ah

#

yea I'll probably skip then

limber goblet
#

It’s tasking my GPU ~30% more

visual flower
#

I'm getting around 80 fps average rn, don't wanna dip it further

limber goblet
#

60 fps is fine imo

visual flower
#

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 😸

grizzled jackal
#

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

somber pebble
limber goblet
#

not sure, the dlssd dll should be enough I think

grizzled jackal
#

doesnt the game have reflex or am i monke brain

#

or maybe that was oblivion

somber pebble
#

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

grizzled jackal
#

nvm then

#

monkebrain it is

limber goblet
grizzled jackal
grizzled jackal
#

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 :(

limber goblet
grizzled jackal
#

very disappointed

cobalt crown
#

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

elder void
# visual flower do you guys use any ini tweaks?

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.

grizzled jackal
#

this shit is borderline unplayable

#

actually scrap that, it is unplayable

fiery orchid
somber pebble
somber pebble
fiery orchid
somber pebble
grizzled jackal
#

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

grizzled jackal
eternal python
grizzled jackal
#

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

eternal python
#

More than issues I have doubts. I might go to the discord and ask yea

grizzled jackal
#

I'd say its pretty straight forward if you use their U+ manager app

eternal python
#

The problem with the cyberpunk one is the many PT modes, it's confusing to me

eternal python
grizzled jackal
grizzled jackal
#

can adjust all settings in there, update the U+ packages for each game etc

#

kinda neat

visual flower
#

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

cobalt crown
#

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

grizzled jackal
#

Yeah GG then will wait for Skyblivion

cobalt crown
#

OBscript has to be the worst scripting language

grizzled jackal
#

Even if it doesn’t nearly look as good

fiery orchid
grizzled jackal
#

Where did they say that

fiery orchid
#

in the latest Direct

#

during the snakeoil INI testing section

hasty loom
#

Um, wrong thread/post?

grizzled jackal
#

One can cope

grizzled jackal
hasty loom
#

I'm confused if you guys are talking about E33 devs or Oblivion

grizzled jackal
#

Oblivion

#

E33 runs flawless for me

#

No crashes, super stable frametimes very rare hitches

cobalt crown
#

Outside of the asset loading hitches on the overworld map, E33 is a clean experience

elder void
#

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.

dry sundial
#

anyone else getting random crashes every hour or so while using reno, rr/rt ini., PPuredark?

eternal python
eternal python
#

So I was kinda hoping this could help, but FG is probably a better solution

visual flower
#

yeah I feel you, I just ended up using framegen

#

other "fixes" didn't quite look right to me and they always broke something

eternal python
#

Will just do that then

#

Plays well enough honestly

#

And looks stunning af

eternal python
elder void
eternal python
#

Lol hahahaha

#

Cool

elder void
#

Well. 180 brightness and the 780 peak brightness of my TV.

#

Can't wait to get a G5 haha.

visual flower
#

oh btw @limber goblet I tried your new saturation setting, it does indeed look a lot closer to the original colors

eternal python
somber pebble
somber pebble
elder void
somber pebble
#

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

visual flower
#

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

grizzled jackal
#

Be advised that almost no shader is actually HDR compatible

visual flower
#

yeah, I just wanted to try lilium's cas

grizzled jackal
elder void
#

There was an .ini command to make the UI not to garble that much when using FG alongside HDR wasn't it?

errant jackal
somber pebble
#

is puredark's FG mod worth it? Latest build states it's compatible with reno

formal forum
#

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

merry ermine
winged dune
wheat portal
deep nova
#

i need hdr to use this right ?

visual flower
#

yes

elder void
#

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.

grizzled jackal
merry ermine
#

it's still true, no worries. Even the ones that happen to work in hdr10 don't necessarily work as intended fully

grizzled jackal
warped ginkgo
#

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

trim anchor
#

lol

#

ngl I do this too(not having any effects), but I just assumed it was a placebo

warped ginkgo
merry ermine
#

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

warped ginkgo
#

yea those seem to also have a non zero perf cost; shortfuse ran tests on those for oblivion

merry ermine
#

Difference between pulling like 42 fps and 65 ish, when in a city iirc

warped ginkgo
#

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

trim anchor
warped ginkgo
#

worth a try

winged dune
#

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.

warped ginkgo
#

you want no effects getting found

winged dune
#

Theres one battle that consistently tanks my FPS to around 55, will probably try and compare.

merry ermine
#

it will probably only make a difference if CPU bound fwiw

winged dune
#

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.

warped ginkgo
#

try also getting rid of SK

#

for a true raw perf test

#

not that sk is bad, just for a "raw" test

winged dune
#

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.

winged dune
winged dune
#

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.

elder void
fresh viper
#

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

winged dune
#

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.

ancient siren
#

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

winged dune
ancient siren
#

But I love the RCAS 😐

winged dune
#

Yeah, that is true...

ancient siren
#

Certainly isn't worth instability and noticeable perf cost though.

winged dune
#

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.

ancient siren
#

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!

fresh viper
#

yeah I had that issue in oblivion

#

not fun

grizzled jackal
#

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

pseudo mist
#

is this true or nah

merry ermine
#

haven't played as much as some of yall but I have yet to crash in general

merry ermine
#

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 🤷

pseudo mist
#

hmm i see

winged dune
#

Engine.ini is a rabbit hole of tomfoolery. That much is certain.

pseudo mist
#

is there any helpful engine.ini tweaks for this game , in general i mean

pseudo mist
elder void
merry ermine
# pseudo mist Any way to test jon?

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

pseudo mist
#

alright

warped ginkgo
#

that cvar for tonemapquality controls diff stuff

#

and one of them is no vignette

#

but it might break stuff

warped ginkgo
#

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

pseudo mist
warped ginkgo
somber pebble
warped ginkgo
#

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

grim hinge
#

whats the issue with it compiling

#

should just happen for a second

warped ginkgo
#

honestly not 100% sure what the interaction is; but the tl;dr is:
no fx: 100% stable
fx: rip

limber goblet
#

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

winged dune
#

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.

ornate pilot
#

You need to disable compatibility mode when using reno with SK.

winged dune
#

Yeah, was just wondering whether it actualy works for MPaul.

pure tapir
#

that is certified deep fried

pseudo mist
#

Do you guys have a weird shimmering issue?

pseudo mist
#

It was fsr sad

#

Iam using XESS now

limber goblet
#

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

west smelt
limber goblet
#

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

edgy oriole
#

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.

edgy oriole
#

Oh, you're mismatching HDR10 with scRGB for 🤷

winged dune
#

Didn't you fix it?

edgy oriole
#

I removed it, yes.

winged dune
#

I thought chosing either native was fine and irrelevant.

edgy oriole
#

No, it needs to match the type of HDR the game is using.

winged dune
edgy oriole
#

If you want SK to convert scRGB to HDR10, then you need to click Enable Processing.

winged dune
#

Nah, guess it doesn't matter without processing.

winged dune
#

Was just messing around to see if Compatibility mode works somehow.

slow forum
#

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

edgy oriole
#

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 🤷.

slow forum
#

Got it 🙂

wraith atlas
limber goblet
pseudo mist
unborn locust
wraith atlas
#

Tried the generic Unreal RenoDX and shit is WAY too bright. Don't think something is set right.

surreal thorn
#

dont use generic when this has a specifc addon

visual flower
#

some locations tank fps pretty badly

#

not sure if I wanna give up the stunning visuals tho damn

eternal python
sterile monolith
#

or maybe its because i toggle load only enabled in the reshade setting

hasty loom
#

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)

winged dune
#

I myself couldn't really relate when trying different things in CO, but I was only rendering around 55 frames.

sterile monolith
winged dune
#

An easy way to test for yourself is some battle where your FPS drops - it's still steady and consistent between game restarts.

winged dune
#

Well, using RCAS and Filmgrain anyway.

visual flower
hasty loom
#

ShowForceLoadEffectsButton?

winged dune
#

This checkbox.

#

Turns this into this.

winged dune
#

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.

hasty loom
#

Performance mode overrides the skipped flag

neon spire
limber goblet
neon spire
#

it isn't

#

does this still affect performance on old drivers tho?

#

or is only on latest driver

#

I will test

limber goblet
#

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

limber goblet
#

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...

▶ Play video
#

It's just as good as Alex's "Recommended PC settings" videos imo

silver perch
#

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

silver perch
#

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

limber goblet
clear turtle
#

the rest of the settings are good

fiery orchid
#

that 3-4ms cost for Epic GI is rough though

clear turtle
#

imo worth it for hair to not look faded

#

like for me thats major

visual flower
#

once seeing epic GI I cannot go back

#

the game looks SO good on epic it's insane

limber goblet
#

yea Epic GI is a must if you can "afford" it

limber goblet
visual flower
#

@limber goblet any settings you adjusted from epic to lower?

limber goblet
fiery orchid
ancient siren
#

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

winged dune
#

Shadows and Shading Epic -> High seem to be quite masssive and practicaly unnoticeable.

visual flower
#

I feel like it's noticeable but I never compared it 1-1

#

might be just me gaslighting myself

limber goblet
#

the shadows setting controls the volumetric effects too, that is somewhat noticeable, that's why I kept shadows at Epic

visual flower
#

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

winged dune
#

Yeah, i'm in a night area without fog atm, will check somewhere else later.

visual flower
#

would be cool if it was a little more similar in terms of performance between the locations

summer folio
winged dune
#

For me FPS drops wherever theres some fire effect on screen i think.

limber goblet
visual flower
#

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

limber goblet
#

shading pepe_toast

#

but yea not sure either

#

I can see no difference so I lowered it to high

ancient siren
warped ginkgo
#

the only thing that did it for me was to nuke all fx

summer folio
#

You can't nuke all fx with puredark or FG won't work, can't disable generic depth either

limber goblet
summer folio
limber goblet
#

oh okay

summer folio
#

Well other than if I force dlaa in console

warped ginkgo
stiff forge
#

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

limber goblet
#

you don't have to name it dxgi.dll, but yes you have to use it

stiff forge
#

ohh alr so I can name it like dxggi.dll?

warped ginkgo
#

if puredark is using the latest commit for his reshade builds

limber goblet
#

if you are talking about reshade

warped ginkgo
#

it should already have all the fixs shortfuse added

limber goblet
#

wait puredark is using reshade?

stiff forge
stiff forge
warped ginkgo
#

puredark uses reshade yea

limber goblet
#

oh my bad then

stiff forge
#

its ok got it then

eternal python
eternal python
limber goblet
#

I use a 4080 too

eternal python
#

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

limber goblet
#

The vanilla game runs fine tho even at epic settings, 3840x1600 DLSS Quality

eternal python
#

And see if I can mantain 60fps in the more demanding areas

limber goblet
#

Use preset J instead of K

eternal python
#

Nah, for me preset K looks good

#

J is usually worse in my experience

limber goblet
#

J is a lot more stable
but okay

eternal python
#

Its not just more stable

limber goblet
#

I see no real tradeoffs in Exp33

#

preset K is ghosting too much imo

eternal python
#

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...

▶ Play video
#

I reaaaaally doubt Expedition is not the exact same

safe jackal
warped ginkgo
#

I need to try J

#

rn I'm on 4k ballanced, E

#

K was too griefed

eternal python
#

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

neon spire
#

anyhting with a lot of fog is a no for me with preset k

fickle gorge
#

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

pearl wagon
#

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

ornate pilot
#

as far as I know there is no difference in performance,
I sometimes used local injection too.

haughty dirge
pseudo mist
pseudo mist
haughty dirge
#

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)

pseudo mist
#

Ohh i see thanks

#

I have an amd gpu so i am not that well versed in these terms

haughty dirge
#

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

pseudo mist
#

Also what do u guys keep your visual effects & post processing settings at?

haughty dirge
#

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

haughty dirge
#

in most UE5 titles that just use the "standard" engine settings, most settings have very little visual difference between high and epic

haughty dirge
haughty dirge
#

CNN = convolutional neural network

#

just a different/older way of doing machine learning

pseudo mist
#

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 🤔

fickle gorge
#

Cause isn’t her just supposed to have the same saturation with better highlights

ornate pilot
#

maybe you can share the comparison with screenshoot file .jxr?

pseudo mist
#

^

grim hinge
fickle gorge
fickle gorge
grim hinge
#

all the qd oleds

#

they stretch the gamut

fickle gorge
#

Should that fix it

#

Cuz I imagine reviews would be rlly bad anyways if there was this much variance in the color quality

warped ginkgo
#

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

fickle gorge
#

Otherwise aren’t I kind of just losing out on the value of my monitor

warped ginkgo
#

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

fickle gorge
#

Most YouTube vids too

#

Etc

warped ginkgo
#

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

grim hinge
#

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