#✅RenoDX: Clair Obscur - Expedition 33
1 messages · Page 5 of 1
Also if anybody could spot a difference between Epic and High shading it'd be quite a finding haha. Aside from that 15 FPS drop.
Depends on the game imo, preset K looks worse if there are a lot of fog/volumetric effects
Oh! I also found that the improved cinematics mod many of us might be using can make some of them look even worse than the original ones.
And yea J have issues too but It’s not really that noticeable in Exp. 33
Improved cinematics mod?
Did u try it out
Yes. Check the COE33 game thread, not this RenoDX. I posted an example there.
You were using RR though, right?
yes
no avoid the other channel for now haha
but I will
my only issue with cinematics is DoF
Can you select presets on top of RR? I thought it was it's whole level of doing things.
yes I used the new preset E for RR
and Preset J for SR
why is bros beard like that? (when iam controlling him its fine lol does anyone else have this issue?)
If u put post proessing to low it gets removed but my problem is i think all of the post processing effects gets nuked with it as well lol
r.DOF.Kernel.MaxForegroundRadius=0.0000
r.DOF.Kernel.MaxBackgroundRadius=0.0012
this will reduce DOF by a lot without removing it, though I prefer keeping the background radius at the (pretty strong) default 0.025 and removing foreground DOF.
oh i ll try em out
Hey! Do you mind sharing your RR .ini settings so I can compare them to those RT enhanced mods that run around. I think you did a lot of testing and that you know what's going on other than just the random commands I see in the mods. They have way different settings and what I found is that the performance cost comes mostly from running the RR .dll other than the mere .ini tweaks.
where is the file? is it this?
||[SystemSettings]
r.Lumen.TraceMeshSDFs=1
r.Lumen.TraceMeshSDFs.TraceDistance=300
r.Lumen.Reflections.DownsampleFactor=1
r.SSS.Scale=4
r.SSS.Quality=1
r.SSS.HalfRes=0
r.Lumen.ScreenProbeGather.DownsampleFactor=32
r.Shadow.Virtual.UseHZB=0
r.VolumetricFog.GridSizeZ=80
r.Lumen.ScreenProbeGather.ScreenTraces.ThicknessScaleWhenNoFallback=8
r.DOF.Kernel.MaxForegroundRadius=0.0000
r.MotionBlur.Amount=0
r.DefaultFeature.MotionBlur=0
r.SkeletalMeshLODBias=-7
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.VT.ForceContinuousUpdate=1
r.Shadow.Virtual.ResolutionLodBiasDirectional=-0.3
r.Lumen.Reflections.MaxRoughnessToTrace=1
r.Lumen.Reflections.MaxRoughnessToTraceForFoliage=1
r.Lumen.Reflections.RadianceCache=1
r.Lumen.Reflections.MaxRayIntensity=10
||
With notes
||
r.Lumen.ScreenProbeGather.DownsampleFactor=32 (marginally worse than default 16 for a 5% or more fps boost, when 32 looks bad 16 also looks bad just slightly less)
r.Shadow.Virtual.UseHZB=0 (like 1 fps more on my system)
r.VolumetricFog.GridSizeZ=80 (usually looks the same as default 128 for +3-5% fps)
r.Lumen.ScreenProbeGather.ScreenTraces.ThicknessScaleWhenNoFallback=8 (can be overocclusion in some areas but usually makes shadowed areas look less flat)
r.DOF.Kernel.MaxForegroundRadius=0.0000 (removes DOF blurring people's noses and shit randomly in cutscenes)
r.MotionBlur.Amount=0 (cutscenes still have motion blur with the option off ingame)
r.SkeletalMeshLODBias=-7 (fixes people's faces looking like mannequins from a distance)
r.Shadow.Virtual.ResolutionLodBiasDirectional=-0.3 (decent fps boost over default -1 especially in forested areas while only being very slightly softer in the distance, if you get blocky shadows in the continent remove this)
r.Lumen.Reflections.MaxRoughnessToTrace=1
r.Lumen.Reflections.MaxRoughnessToTraceForFoliage=1 (first 2 settings let lumen trace against surfaces of any roughness to determine specularity, costs 5-6% fps and looks noticeably better especially in areas with an open skylight, occasionally makes areas that should be occluded a bit brighter than ideal but typically pairs well with the increased lumen thickness scale variable, radiance cache keeps it from being an even bigger cost)
r.Lumen.Reflections.RadianceCache=1
r.Lumen.Reflections.MaxRayIntensity=10 (default is 100, very rarely changes anything in most reflections but it fixes the annoyingly bright flickery low quality lumen reflections in the manor and a couple more areas)
||
@jagged portal sorry to bother you, but if I notice some things that look like light sources but are still in SDR in late game, is there any way I can help to convert those to HDR with reno too?
@visual flower download the Unreal Engine addon (https://clshortfuse.github.io/renodx/renodx-unrealengine.addon64)
move ritsu's addon out of the game folder temporarily
in the Unreal Engine addon, go to advanced and select "dump lut shaders", restart the game, and then start it up and go to the areas that look clipped to sdr
load the late game areas, run around
and then look in your game folder, there should be a renodx folder
and inside of it there should be files named "lutbuilder_xxxx.cso)
upload those here and ping me please
And RR on top of that forcing latest preset on NVPI, right?
RR is included you just need to have the DLL in the right place, force preset E if you just force latest it seems to default to D which has aliasing in DOF and worse texture detail
The game looks a lot better with RR, but the performance cost is huge 😩 20-30%
Even in areas where there is definitely no apparent difference. Guess it's just the denoising cost.
yeah if renodx didn't crash with 100% res scale I'd just use normal preset J or K but since it doesn't i might as well do something with the headroom
Finally got to try E properly btw it's crap in Cyberpunk
this looks like dlss sr preset j artifact
Except it's on K (the SR one ofc)
@summer folio I can tell you definitely tested this through. Becuse r.SkeletalMeshLODBias=-7 is right where it stopped getting better while mods crank that down to -15 and other stupid values. I did live testing with the console. Although, that sereting only applies to interactable NPCs. Other NPCs are tied to foliage.
someone on ultra+ compared E and D in cyberpunk and D is definitely better there, E is better in UE5 though
left is E right is D
will have a look, ty!
If you can omit the sky then yeah but I can't, it's ever present
both presets mess up cyberpunk sky?
No just RR E
yeah looks bad compared to D in that comparison i posted
@visual flower if you're able to get us some more lutbuilders; that would be amazing
No wonder the NV override still uses D & DLSS4 is still officially in beta 😅 (sorry for OT btw guys)
yeah i didn't see the weird foliage npc thing until after i left the prologue where the terrible npc popping was the biggest issue
the skeletal mesh thing actually seems to just default to the last value you set if you go past -7 so if you set -15 in ini it's probably just running the default
why force E on RR instead of transformers?
RR's E is Transformer
@warped ginkgo I can't find the renodx folder, any idea where I need to look? 👀
in the win64 folder
if it generated no lutbuilders
that means all the lutbuilders are gud
and its something else
there's no folder, so I assume it generated all then, right?
you enabling dump lutshaders, and restarted the game right
yeah
yea so al the lutbuilders are there
btw since you got the UE mod installed
can you check if the area is sdr with the UE mod?
like you said there where SDR highlights in an area
can you check that area with the UE mod
pretty sure I saw HDR hightlights when I had it installed just now
both the UE mod and Ritsus mod support clair; its jjust goes about it a different way
ok so whats missing are the sample shaders, which is what ritsu mods
oh sorry
what you can do is send him your save file
I meant that the HDR was working basically, but the one hightlight I thought is missing was still missing
so I assume it is not supposed to be hightlighted in the game
so the entire scene was hdr
except one highlight?
yeah

😸
yea that's the HDR prof deformation lol
if you ever find an area hdr doesnt work
yeah that's a good experience, I'll try it out now in the future if I notice something in games 🙏
throw in the Unreal addon, and see if it generates anything
the funny part is that I was thinking that lut shader was missing from a boss fight
so I had to redo it until I see it and not die 😸
with ritsus mod if a lutbuilder is missing; its not a big deal
but with the unreal mod if a lutbuilder is missing, the game will be in sdr
hm, interesting
oh, thought it was following the same lettering as SR. Pffft. Is there anywhere online I can read about all available presets for RR?
FG does NOT have presets right?
some of the Nexus comments shared the nvidia rr pdf
can't remember which however
but then it says Preset E on their git pfft
i personally would trust the docs/github more than a blogpost
Yeah that was my mistake as well, mike corrected me a few days ago about that (very politely I must say, when I was a clueless dumba**)
it's nvidia's official one tho lool
Says a lot about the state of things there...
did anyone find a fix for RenoDX with DLAA or DLSS?
because if I use DLAA or DLSS, i get crash every 5-15 minutes with RenoDX HDR mod, so for now I have to play SDR
The game constantly crashing all the time is getting fucking annoying
Just in case this happens to anyone else , my game crashes quiet a lot with AFMF 2.1 hmm
ive had 3 crashes in a row after one of the main boss fights during the cutscene
Disabled addons and Reshade FXs?
It seems to be a config/variations thing because some people get no crashes, some constant
Which GPU btw? On a 4090, latest drivers, Reno + DLSS Q (Preset K), Epic settings at 4K. 0 crashes in 12 in-game hours
Disabled addons?
#1365094340355035167 message
Nope, have all liliums shaders there as well. Only using his RCAS shader
Using the beta reshade that was posted here
I'm going to build the Reshade without the depth buffer and VR thing. We don't need it and just adds more complexity
They're two addons enabled by default
I'm assuming PD refers to perfectdark's Reshade build with DLSSFG added in
Is the cause really reshade/reno though? Because how is it 100% stable for me tho? I didn't touch any reshade settings at all
yea
That's PC gaming for you
So it would be the whole area in SDR? Never noticed it, but will keep an eye out in whatever glorious SDR UE5 title comes next.
DLSSFG is super hacky with the swapchain stuff we're doing. Crashes are almost always resource related
it seems to always happen after transition from a cutscene or before and fater a fight
Are cutscenes prerendered?
I did replace D3D12Core.dll and d3d12SDKLayers.dll I believe with the latest preview version. Before I even booted the game the very first time. I dunno why, just for lols
Not sure if that has anything to do with it
no idea
right now it wont let me get pass the cutscenes after this boss fight
crashed 4 times ina row
some are, most aren't
In Oblivion I left r11g11b10f => rgba16f as an option, off by default. It could be that. It's forced here. Also some shader stuff for PD compatibility, which shouldn't crash, but I don't use that option anymore in any of my mods.
I don't need it for real FG, not sure why PD needs it
i deleted everything in my reshade folder now it crashes at startup
See if the generic UE mod works
Without PD
i got it wrokign just needed to delet and readd the reshade from the PD mod
reload the *
// For puredark FG mod compatibility
renodx::mods::shader::use_pipeline_layout_cloning = false;
renodx::mods::shader::force_pipeline_cloning = false;
Pipeline cloning off in dx12 requires you to delete shader cache since it makes UE/DX12 write the RenoDX custom shader into the engine's cache. Could crash from that because UE is expecting the hash to match and it won't.
How do I do tht?
Try the generic UE mod. It doesn't have that option set to false
Ofc it's worth it if you're already at 60, to have 120 fps, 60 fps isn't smooth
iam playing on 40-60 fps n feels rlly smooth i dunno xD
this is the only game in which it feels tht way
U using opti?
Nah, puredark
With renoDX, the game looks amazing, all epic, 120 fps
I tried Opti it was looking bad
But puredark with dlss 4 framegen is amazing
Ah
5070ti, tried with DLAA and DLDSR with DLSS Q (Preset K), both crashed unfortunately. I am only using Reno and ClairObscurFix
PD is paid addon?
Yes
sad but thanks!
Try ue generic please.
Yes but tbh it's worth it, 5 bucks is basically nothing for a game that great, with so many hours to offer, you can just pay it one time
It really enhanced my experience
will try, I assume its renodx-generic.addon64 file from github
thanks!
even though I can see mod settings in overlay, its not changing anything in game visuals unfortunately, I guess I will wait a fix for renodx-coe33 mod
It would only change on scene changes, but I'm more interested to know if it's more stable
@fickle oyster Just in case, DLAA is broken in this game, it's not working as intended, closest you can do is custom, 99%
@summer folio my engine.ini file gets deleted do i have to make it read only?
Yes
hm i see
yes thats what I heard but I prefer DLDSR with DLSS Quality preset K anyway
it just 1-2 fps lower than DLAA but with better visual quality
Whenever i put my game to borderless full screen my resolution jumps to 7680x4320 and i cant even change it , does anyone have a fix for this
Ah right, yeah I'm using ClairObscurFix as well
That's 8K lool
I cant make it any lower i can only change reso when iam on full screen mode hm
My monitor is 1440p and i cant scale upto 4k either lol in this game (with my gpu)
@pseudo mist borderless just use your actual windows resolution
So somehow your windows is in 8k
what..????
hmm
My max might be that due to a setting i turned on in amd drivers to upscale some games hm
Prolly that yes
V2.1.2
- Minor change
what's the change about? 👀
oh we're truly AAA now
- bug fixes and stability improvements
hahaha was about to say the same
stable AF
luckily ritsu's track record is a fair bit better than most AAA publishers so im able to live with the patch notes in this case 😂
shit thats fucking stable 👌
Best sharpening algo in a RenoDX mod... is this real ?!
just to make sure, it's "lilium_rcas_hdr", not the "lilium_cas_hdr"? or a completely different thing?
It is lilum_rcas_hdr
RCAS is 1+4-sample post-tonemap. CAS is 1+8-sample pre-tonemap iirc
hm, I thought CAS looks a bit better because it doesn't oversharpen edges, at least in MHwilds but maybe I'm wrong
SF6 mod has 1+8-sample post-tonemap CAS
are you overriding the game's sharpening or is lyall's mod (or engine.ini I guess) expected?
Question will this work with Lyall's Fix? sharpening value in that I wonder what I have to set to. And as Jon pointed out will it override Lyalls sharpening?
Or could you just remove sharpening line in lyalls fix so it doesn't do anything? 🤔
It'll work with the mod but doesn't override anything
So should Sharpening value in Lyalls fix match the RenoDX one?
The man kicking is meant to represent UE5 btw
CAS + LUTBuilder could be super optimized... hmm
Since the lutbuilder already outputs in PQ so you don't even need that math
I can try with Oblivion. UE has a sharpening system that is already 1+4
No, they aren't related. You'll just get double sharpening
So how do you disable lyall's sharpening?
just leave it at 0 and then use RenoDX one?
Lyall is disabling the forced material sharpening that ships with the game
Which you'll want set to 0 in the .ini for Lyall fix
okay so leave it at 0 thanks for the tip. 🙂
What Preset RR you using in nvidia inspector?
hmm does fire look okay?
does the RCAS slider even work atm?
doesn't seem like it changes anything for me
I have lyall's sharpness set to 0 too
it does. I was using it in cutscene.
Noticed the rocks get a lot more detailed and sharpened.
yeah the typical volumetric artifacts from dlss4 sr
aK is worse with volumetrics
Yeah but when static mostly iirc
oh it could be because I disabled the runtime and generic depth I suppose
I did too. but it works for me. its very subtle.
When moving it's not bad at all but some games' vol just won't play nice
usually worse when there are exposure changes, it freaks out
it was like that in Monster Hunter
At 0 Sharpening:
at 100 sharpening
look at the rocks around campfire.
RCAS 0
RCAS 100
When I tested D in this game there was aliasing in dof (very noticeable in overworld grass) and texture detail was noticeably less than normal dlss transformer. RR preset E looks like normal SR but with much better denoising in reflections and shadows and slightly less dampened small highlights like the glowing blue flowers in some areas
I just realized I didn't have RR installed in right location lol
Question the file engine.ini didn't exist until I installed RT Enhanced mod in its location to put it. Should all those edits be put in gameusersettings file instead?
don't know if they work in gameusersettings or not, engine.ini works fine as long as you set it to read-only after creating it
Aw. Now that I had CAS pretty well set up. But! Vast improvement nonetheless. Will make some comparisons. What values do you guys advice starting from? Does this mod RCAS make the UI brighter?
with cas, anything higher than like 15 feels crunchy to me lol
idk about all the newer modes though
Rcas around 80 is fine right?
(using through reno)
100 looks just a tad bit too sharp? I dunno
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made me really happy for lyall to be getting shoutouts
the UE5 framerate lock camera stutter is very common nowadays
EPIC GI seems to be bugged hmm
You just create an engine.ini in the location it needs to be
I think it's because lumen downsample factor occludes less at a lower factor, epic is 16 high is 32, if you switch between them with the ingame console you will see 32 has a heavier occlusion and can look better sometimes even if it's technically less accurate
Yeah that's been frustrating as you want the increased image qual in other areas with software lumen but the missing AO is fairly noticeable - I guess/IMHO less so once outside prologue
That makes sense
The game is fairly heavily stylized for something that still falls somewhere in the broad category of "realistic visuals" so most visually accurate won't always be best looking IMHO
It's nice to see so many of the modders making these games playable day 1 get a shout-out, but its also sad that Alex's vids have gotten to a point where his recommendation is basically if you wanna play it now, make sure you use mods so it's less broken
thats why PC shall reign supreme forever
I actually might have misremembered, ini dump in u+ says downsample 128 for high, that's insane
So 128 vs 16 for one preset higher
I don't even see a meaningful performance gain past 32
Ty - useful info 👍
Can I update the mod just by replacing the addon64 file and not the dxgi.dll so my ReShade settings don't reset all the time?
I don’t think the reshade DLL changes with the updates unless mentioned?
So just addon should be alright
I don't think I've had my Reshade settings change from dll changes. I swap debug and release dlls all the time. SK issue?
Oh maybe it's because I first do RenoDX then PureDark's (PerfectDark haha). Both have it's own addon and dxgi.dll
I mean the PD dxgi will just overwrite renodx‘s
That might be a PD dgxi thing
Btw @hasty loom is it intended behavior that the preset in renodx keep defaulting back to preset 1 instead of the last one you used when booting a game back up? I have that in Clair obscur
Haven’t tested in other games yet I usually use preset one but in Clair Obscur I ended up tweaking preset 2 and it keeps going back to 1 when I close the game and launch it again
it works like that in other games too
Yes.
Default is 1
New patch btw
oh nice they fixed most of the widescreen issues
you can copy paste or even rename the presets manually in Reshade.ini
(eg: to make 2 into 1 and vice versa)
Usually it does not reset the ReShade settings then?
i've never heard of that. i've seen SK mess with Reshade.ini and make a Reshade2.ini instead
This is so obnoxiously frequent
Makes no sense to me how it's even possible
SK messes with Reshade.ini path
and unifies settings and addon location, manages runtime effects, etc
Reshade can do this too without SK, from what I remember Kal is trying something to fix that.
IIRC this issue is because some games loading reshade two times when boot.
But do renodx still work 
That’s strange, it should not reset the ReShade settings
it's extremely rare in practice, but probably common for how SK works
I really hope so haha
Reno working perfectly after the patch on my end.
Still. Since this mod's dxgi.dll has older modified date, I guess that just the addon needs to be updated. Maybe?
No idea what's in the custom dxgi.dll
Just used the addon and it got updated. Enjoying RCAS now.
Guess the dxgi.dll is just the compatible version of ReShade for RenoDX that does not need to be updated every new release of the mod.
But I think ReShade resetting was an error on my end. Haha.
Do we have patch notes?
Ok here they are
Yeah check steam, game pass version isn’t up to date yet
@eternal python https://steamdb.info/patchnotes/18363348/
Big fixes, actually, actually impacting builds
a patch that changes stuff people actually complain about, that's crazy
As a 32:9 user, it's always weird to see it get official fixes so quickly.
seeing Lyall's patch being shared around everywhere probably rang a few bells in the studio
and since they are way smaller than 500+ people AAA teams, UW updates are quicker to rollout
does ur preset numbers not save?
Yea it’s like two patches behind, no?
Lyalls will need an update for xbox
do you even need it anymore
edit: seems like you do
how does one sk + reno + lyall this (deleted the dxgi in reno, seems it's not required..)
i got sk + reno together but confused on how to load lyall as well (yes i know it needs an update)
is the ASI next to the game exe?
im asking how to with sk & reno in the mix, not done anything yet
cause there's a dsound.dll and .asi and conf
ASI in game folder + AutoLoadASIFiles=true in SK ini should work (haven't tested with reno in COE33 yet, but that setup worked with P3R + UE addon)
ok thanks
I just dropped .asi and .ini in SK Clair Obscur profile folder and loaded it as a plugin through SK GUI.
dsound is just an asi loader
sk can load asi's too, but the dsound would still work just fine
renos dxgi is reshade... you need reshade, but maybe you have it setup that sk is providing that too 
when you hover over dll's they tell you what they are
I don't know what went wrong here,, Reno vs engine.ini tweak.
The Location is in crimson forest, you need the ability to fly to reach this location.
Tried playing without any mods and tweaks, and the image looks like the reno version, but I think the correct one is with engine.ini tweak right?
Already tried to repair my game too.
so you tried in SDR and it looks like the left, then reno is correct
engine.ini hdr skips some of the color grading
Yeah, but the right image looks really nice lol, like the location name (crimson forest)
Ah, I see, at first I just wanna do some comparison image.
theres a button
called bypass sdr grading
clicking that might give you something like the right
I used .ini tweak for HDR, damn I assumed the lighting getting redder with each activated statue was intended
It is afaik
that's actually very cool
I like how the game plays with DoF too
and there are people who disable it completely
Its the location itself, its intended.
You pull swords and it keeps losing color, when you pull all 3 it goes back or to the final color variation, or something.
Nah, I was making a dumb mistake replacing the ReShade.ini every update.
I switched back to RR preset E with SR preset J and RCAS 1 + egine.ini tweaks and the game looks and runs good (DLSS Perf)
the performance and sharpness is similar to CNN SR Preset E with Quality DLSS
is RR worth the perf hit
its a lot cheaper on 40/50 series
is there a guide anywhere for adding RR
reflections look really bad without RR, but other than that, not really
I'm already using dlss performance and not getting 4k120 with a 5090
Game needs fg
But it's also timing based game
So 
I would expect rr to cost 20% more
what is your frame rate target
116
I mean what are you hitting
How should I know
The game just came out like a week ago, I haven't used the 4090 for months
time flies
Probably a bug with Reno, when approaching a fight you should see a lens distortion effect like the screenshot below, but instead you get a blackscreen
Not a reno issue for sure, I have none of that
wow, native Dual Sense support on PC with the latest gamepass version
I wonder if it shows got sony gamepad button icons (I modded them in)
Doesnt have haptics tho, no?
Rumble all around for Epic & Steam. Feature parity on Win store is great
Yeah rumble I take for granted. I meant more haptic triggers or vibrations that are exclusive to the dualsense
@elder void shouldn't be an SK issue afaik as im running both SK and Reno/Reshade and yeah have never had a settings reset from a .dll change, the reshade.ini should stay the same
afaik (you might be more knowledgeable than me on this front so this is jsut my anecdotal experience) ive only ever run into that when using SK's global reshade/addon system - or when several different mods are being used that come pre-packaged with their own Reshade.dll and peeps might not realise due to the various names they can have, leading to several instances of reshade attempting to be loaded - which i never do any more as it doesnt seem a good fit for Reno. Global SK thru SKIF but LOCAL dxgi.dll and renodx.addon next to game.exe just like the RenoDX install instructions say has always worked best for me and have never had any weird reshade2 etc shenanigans using that setup
same conclusion i ended up with - its not perfect but RR preset E + SR preset J is overall the best balance of visuals/performance imho (at least when keen on running DLSS in perf mode, as I am)
Well then no. Neither Adaptive Triggers nor Haptics. Simple rumble (which is rather unusual imo - usually there's no vibrations, only Haptics, Haptics wired and wireless Rumble Fallback but rarely just Rumble, GTA5E is the same except they did great Adaptive Triggers effects)
as someone who likes the idea of the PS5 controller's fancy haptics in theory but just happens to have a hand size and shape where that controller causes unavoidable cramping while the Xbox one just seems to fit my hands perfectly - man do i wish more games made use of the adaptive triggers or rumble triggers or wtv xbox calls that feature
its so cool (and genuinely helpful eg in driving games) when implemented well ☺️
Impulse Triggers
^ thank you haha!
i knew i was getting it wrong/theyd picked some specific term id forgotten
gta v enhanced has really nice haptics on ps5 but its not on pc
If only that list mentioned most of the game support is on gamepass versions only 😭
like you can feel the texture of the terrain you're driving on
and if its asphalt under one side and dirt under the other you can feel that
Yeah they even outright lied about PC having Haptics
Although they would argue Rumble is emulated with onboard Haptics 🤓
Technically true but dick move Rockstar
in the games that do it best (forza horizon probs the gold standard? at least outta games ive played) it legit communicates vital gameplay information, like you can feel the brakes starting to lock up or which side youre starting to lose traction if turning too aggressively, etc
That's Adaptive Triggers tho
Has the recent FH5 update brought full Dualsense support or is the RacingDSX mod still necessary ?
I'd hope it did since they ported it to PS5
i have no re idea the PS controller and adaptive triggers as i dont have one; i can only imagine when properly implemented the effect/nuances of what it can communicate must be fairly significant bc you can already feel/gain so much info from the much more basic impulse triggers on the xbox controller when they are well-implemented
Do you have the win store or steam version ?
(It's the other way around for me: no Xbox controller so i'm curious to experiment SK's Impulse-to-Adaptive Triggers feature 😉)
(But all games from the Impulse Triggers support list that I have are non win store versions & none have it ...)
game dont even have haptic or adaptive trigger anyway
Does it have either on PS5 ?
I don't have it on ps5 so can't try, but I've heard that even on ps5 it just have rumbles
Oh, pity but at least the experience would be consistent across platforms
Unlike Hogwarts the big letdown.. only Haptics on PC 😦 no ATs no gyro flight, no touchpad LED)
Sadge, I guess you could use dualsenseY or similar to emulate adaptvie trigger
But that's not the same that's for sure
even with cable tho?
that's surprising, it usually work with cables
Cable requirement is only for Audio stuff
So Haptics & speaker effects
ATs work wirelessly if implemented.. mods could but no one has made one for Hogwarts (yet 🤞)
i only moved back from xbox to pc a few years ago so between play anywhere & game pass all MS titles or games that are closely enough associated with/supported by MS in some way to bother implementing stuff like the adaptive triggers i have the xbox app = win store version
Nah, it was totally my bad. Since I'm using PureDark's FG mod, they advise to install it on top of RenoDX, like... First Reno dxgi.dll then PD's. This changes nothing, but I was replacing all files just in case, ReShade.ini included. Haha.
Resets file. Surprised file is reset. 😎

this game doesnt have nvidia reflex right?
by default? no
can u enable through engine.ini
you can enable it through SK or RTSS
hm i see
maybe if you copy the right dlls to the right place then you can enable reflex through engine.ini too, but I'm not sure
alright
hey, MPaul, did you make any changes to your preset so far, or just sticking with the one you shared last? :o
How do you enable Reflex via RTSS?!
Always used the “normal” framelimiter. Will try this
Seems it causes latency due not being “real” reflex https://www.reddit.com/r/nvidia/s/v6phUdoxNW
IT doesn’t automatically cap your framerate where real Reflex does. So you still have to hard cap your framerate when using RTSS Reflex
SK is probs your best bet for retrofit Reflex
Not sure, I use these settings atm:
thankies
I'm experimenting a bit more now so was looking for something
I still found that the default was good in most scenarios compared to other presets (game has a tendency to clear the fogginess by itself sometimes) but I think in some areas some clarity and more contrast should look better
highlights need to be increased imo, but yea i'm not sure about shadows either
contrast controls both
I happy with this saturation "preset" tho
the mansion is crushed even in SDR at the default settings
yeah some areas are just overly dark
I think it's mostly lumen issue or something because if you move camera they might light up normally
I agree. I only increased highlights to 55
Makes the sky pop a bit more
or eye adaptation
yeah i know what you guys mean
cant quite tell if its suboptimally implemented eye adaptation
or lumen's "light gather speed" setting or wtv that's called
depending on what the devs go with that too can cause those moments where there isnt enough light immediately - saving performance - but it takes a sec/some camera movement/wtv to change to how its "supposed" to look
I lowered Contrast from 53 to 52 and raised Highlights to 54 from 53
I think it looks better now
I raised shadows to 52 from your preset I think it looked better, but it's minor changes by any means probably
thats like lowering contrast to 51
50 shadows and 51 contrast should be identical to 52 shadows 53 contrast
but you have to adjust the highlights too, if you change contrast
I did say a week ago default was the best looking imo (minus highlights) xD
The saturation preset I use is almost identical to the SDR saturation
but with higher blowout than default
54 saturation 62 blowout = SDR saturation
And I use 58 saturation and 62 blowout
What's the difference between 54 and 62 vs default?
Gotcha
I did try some blowout increase but I really don't like the look personally. I'm a default guy just want my highlights to pop
What do blowout actually do?
Desaturates highlights the brighter they are
I think
I've set mine to 1, because of one comment and that's it
I have it at default. Not sure if it's 0
0 is the default
Then yea
but its very weird looking
Same as sdr, no?
Thank you btw
Mmmm yea makes sense. Maybe I'll try 1 blowout
saturation 51 / blowout 1 matches SDR saturation
blowout 0 vs 1
fire looks weird and strange, yellow without bright highlights, with 0
it looks correct with blowout at 1
or more
Mmmm it's really subtle the change but yea
no, the check box is not needed, (and harmful if you use sk)
for reflex latency markers
they are only useful if you are using some other program to tell you latency
i use rtss to inject reflex a lot more now that im using renodx if sk doesnt play nice
I've just started the game , does anyone else getting a very dim destaturated imagien with renodx ?
i have aoc q27g3xmn monitor
this is with default settings from mod
I was using async all this time and had the checkbox marked. Maybe that's why some games were behaving stupid with FG. Much better now since I did a DDU. But not the place to talk about this. Haha. I just can't help myself just asking every time you talk about this, because you seem to know so much about it. Hope it's OK if I PM you some day with a couple questions.
no bother for me, i like to think that its my one small contribution to society
same shot from my setup
your ss seems fine
doesnt it look too dim for you? if I disable hdr image looks birgter overall. I don't have a lot of experience with hdr , as I've just bought a hdr capable monitor
The only other game with hdr i've played is TLOU part 2 and when enabling hdr image wasn't less bright than sdr , the opposite actually
What monitor do you have
I get it, getting HDR right takes a lot of tweaking on the game, windows and the screen itself
aoc q27g3xmn
idk if there's any resouce on this discord server with a checklist of things to do on windows and the monitor
in my case
oled TV settings: OLED Brightness 100, Dynamic Tonemapping set to HGiG, Game mode On, turning off any constrast/color enhancement feature, etc..
Windows HDR Settings: HDR On, AutoHDR off, SDR brightness to 50
Windows HDR Calibration tool: create an HDR color profile following instructions (but a lot of people use other methods)
NVIDIA control panel: see the picture (people do different settings depending on screen)
when setting things up I had issues even with the HDMI cable, which wasn't 2.1 compliant, something I needed for 4k120hzHDR
as far as the settings display settings this AOC locks out almost all of them in HDR mode , except local dimming options . Done windows calibration already
Maybe that's just how this game is supposed to look 
I'm using DP cable that came with the monitor
if other HDR content you had looked right, then yeah.
I heard that some monitors do "enhanced SDR", and then content looks more boring when switching to accurate HDR.
12bit limited ycbcr
assuming you have an LG
do you even get mpos like that 
if it works with scrgb it should work the same regardless. no tv accepts 16bit scrgb
supposedly the fastest is HDR10 in 10bit which is the "wire" signal, but i've never tested it
@limber goblet when blowout is set to 0, all the per chanel correction is turned off
even if you pump it up by one tick; per channel corection turns on ;so you get a crazy different image (when it comes to blowout)
wait thats restoration
there was something else
why blowout 0 and 1 look completely different
Am I blind in not seeing a huge difference from this?
the white in the fire
blowout 0 and blowout 1 should only apply to highly saturated, almost cartoonish, highlights
it should do nothing related to per channel correction
assuming it's like the other UE mods
yea I forgot the code block, but I remember seeing another block of code
that only runs if blowout and a few other params are not 0
that's scene grading strength
0 = fully red fire
1 = the fire starts getting blown out a bit; and has white in it
Oh i checked in the monitor now and yeah. It was not as visible in the phone
Yeah
ye
basically off vs. on
this was what I was thinking of
iirc thats the saturation part of renodrt/post tonemapping
this is actually due to auto exposure in the game. Look other way and you get very vibrant and nice looking colors.
I have that monitor as well btw.
yeah , i think you are right. It's auto exposure + the look of the starting town area
I progressed into the next forest one and everything is more vibrant and bright there
I legit posted that same screenshot before. 🙂 so yeah. Its just auto exposure being really aggressive there.
I think that is only spot so far I've seen have that issue.
Wait, so I should be using ycbcr on my LG C2 and not RGB?
that's the new consensus
LG will convert RGB to YCbCr internally with a LUT
LG TVs specifically
TVs are YCbCr and if you send RGB they'll convert it to YCbCr themselves
Fair enough. Idk how I missed this lol
#🖥️tvs-and-monitors message
came up twice in the other topic
that's generally around the second discussion
Good to know though. I had been following what I found on r/OLED_Gaming there's a Google doc that get's updated for LG OLED settings
Awesome! I'll take a look at it, though I don't read much more than the specific channels related to the game I'm playing so that adds up why I'd not seen it in that channel lol. Thanks for sending the link!
Nothing is weird with the color or banding because it's limited range instead of full range? Or is it irrelevant because it's dropping that extra data in the full range anyway?
Because of the conversion that the TV is doing
it's supposed to have less banding because of lack of conversion
Fair enough. Do I switch the TV settings to limited range as well I'm guessing? I've had it set to full because that's I was using
yeah, on the TV as well
I have one more question I think lol. Do I leave the same W11 HDR calibration? I've got it set for 800 nit max and 0 low
Yes
It's something like
Windows is RGB -> converting to YCbCr via the GPU driver -> sending it to the TV -> TV processes the signal in YCbCr then converts it to RGB to display the image
vs
Windows is RGB -> sending the RGB signal to the TV -> TV convert RGB to YCbCr to process the signal? then converts it back to RGB to display the image
RGB should be better on paper but it's not 😅
any possibilities for the FMV's to get an HDR upgrade too
you could run autohdr
on the fmvs
but ritsu isnt a fan, and I'm not either
we have the option of using either bt2446, inverse reinhard, or pumbo's advanced autohdr
but again autohdr is autohdr; post process memes
its just going to make the sdr image brighter
imo its not worth it; shortfuse likes it
10 looks pretty good to me - having left all other settings at default - otherwise things like, the centre of a flame or looking directly at a bright light source was just a bit too colourful/saturated
just something to take the edge off of swapping from renodx realtime and fmv
it would look more uncanny, esp if the video is high apl
get that nice flashbang
idk, never had a problem with any of the videos in the shortfuse mods
depends on the game; but overall its not worth
like when you use autohdr, like lets say only rtx hdr
everything blends correctly
because fmv or game scene doesnt matter
its all getting processed the same
but like some games go in and out of fmv and real time
and idk, its just not something I'm into
its a video file, watch it at game nits
esp when the video file has visible artifacts and grain 
the banding is so bad don't forget about that
Most of the cinematics are in-game.
But the pre-rendered ones aren't affected by the HDR mod.
The actual video files would have to be altered and then modded back into the game.
yea the banding is going to be 10x worse
and then compression artifacts
shortfuse adds auto-hdr for fmvs/pre-rendered videos in some mods
Is there an incoming U+ mod?
We are on rc4
You can get it on their discord already
Im really happy with it
Extended shadow distance, better texture loading, the skin and hair improvements
The screenshots seemed to hint at more or less no perf cost in this case at least?
There's some but not terrible
I'm not using rr either, that would suck more up
Running around the prologue I don't think I dipped below 90
Don't you have a 5090 anyway 😄
Lumen ghosting is improved too
Yes but even with dlss performance I don't have locked 4k120, the games pretty heavy in some parts
But at least now it looks a lot more like the cost would make you think it should
My 5070 Ti is mostly fine at maintaining 60 with DLSS 4 Balanced, aside from some cutscenes with heavy DoF (I am almost tempted to lock them back at 30 in Lyall's mod lol)
Clearly
@haughty dirge Is the current U+ version stable?
There's a 60fps interpolated & "cleaned" fmv cutscenes mod though
yes and it looks amazing! first mod I installed and only one (apart from Lyall's)
Haven't installed U+ yet but on a 4090 7800x3d, 4K all on Ultra except Post FX on High, DLSS Preset K on Quality. It does dip below 60 at times, a lot of times actually lol. Camera rotation isn't smooth as well even if at 60 or above, like on Digital Foundrys video.
Hopefully U+ does fix a bit of this, Lyall's "Timer Resolution" thing did help a bit but not by much. It never feels trully smooth to me, it's odd. FPS is Unlimited and Vsync ON both in game and always have it ON on NVCP as well, as I'm using Gsync always
Worth the 5-6 gigs
why did ya reduce the game brightness btw
That’s paper white and to increase highlight contrast
790 is the max peak brightness of my TV and 173 pw is the recommended value for 790-800
but my “gaming room” is pitch balck 😄
Full RGB here for years. Haha. Ona C9. What's the setting on TV tied to this though?
ah i see
since theres people sometimes in n out of my room i got to keep my lights on 😭
U+ is adjusting the skin color, nooo why
"Tune skin transmission in red channel, particularly fall off, to be more natural"
it just messes with saturation calibration
oh?
highlights on skin are kinda redish now
I have to decrese the highlight saturation but that messes up the light source saturation
The workaround is maybe rising blowout and normal saturation
@storm pagoda , U+ shouldn't touch this. It's RenoDX's job
Oh, was about to install U+ : o
I asked them to make the change optional on the U+ channel. It's probably a good thing if you are not using RenoDX
Ik, I reacted to your post 😉
You should, I'm testing it, and other than this, it's very good
what does it improve upon?
a lot of things, like fog/hair/shadows
lighting
and the system requirements are nowhere near as high as with the snakeoil engine.ini settings
ok not everything was snakeoil, but like half of the ini edits haha
How much is the performance hit though?
I will measure it just a sec
btw you can change the bloom intensity too which is huge haha 60% looks good
do you need to tweak it in any way or it's just install and play?
the GPU usage is around 18% higher
just install and play, you can tweak the lighting quality if you want better performane but thats it
LightingDownsampleFactor default is x24 I think, increase it to x32 for more performance
where do you change that? 👀
in the ini
As usual with U+
UltraPlusConfig.ini
oh
60% bloom and fog helps a lot imo
There's u+ for expeditrion 33? where? it's not on nexus
Check the U+ discord
thanks
first is 100% right?
yes
80% is good too
It does not change the artistic vision too much, but it's a lot less "blurry"
So it's basically like before/after morning coffee vision kinda thing 
no need to change bloom tbh, reducing the fog scattering is enough
Vanilla Game with RenoDX vs U+ with RenoDX (Same Reno settings)
Skin tone and lighting is very different. With U+, highlighs are hue shifting around her nose/cheeks
Not only different but looking very off
Vanilla lighting, face is integral to the character in the scene, with U+ it stands out way too much, kinda hero lighting like and artificial
yes it's kinda weird, it's not really this "bad" in-game tho
but I have to test it in differnt lighting conditions
Most telling is background character
She looks in the correct shadows vanilla, but with U+ it's like there's a magic extra light source
Shouldn't have to tho, it will impact all the rest of the game's scenes
yup
Could be a shader variation. The mod has hard coded Scene Grading values so you can't test it. But U+ could have no Per Channel Correction
it's definitely clearer but idk it loses some atmosphere imo
yea fog is there “for a reason” and caves/etc are not foggy/blurry
still I think it looks good with fog scattering at 80%
I also found it weird looking when the scene is hella foggy but somehow around your character it's super clear when people tweak these settings
I get the idea but it kinda feels off, like your char suddenly has a super cleaning aura 😆
so which one looks better ? 😄
the ultimate battle of blowout
the second image feel a lot more "grounded" to me
the crystal on the first one looks too "cartoony" imo
Nooo why the skin issues with ultra+ :((
Welp, I'm close to the end I think so not much use for it now. So vanilla it is. Its not like it looks bad anyway
vanilla looks fine imo as long as the resolution is high enough to hide the flaws
But I will probably use U+ on my NG+ run
it fixes the graphical issues with the game
like shadows/hair/lighting etc
Yeah but does it decrease performance?
it does
Oh alr
not as muc has the engine.ini "fixes" but it does
well ofc if you enable ray recosntruction and other stuff then it does by a lot actually
20-30%
That explains why cutscenes are sometimes below 30 fps
haha
So between the both, should I use u+?
U+ has issues, but it looks good during normal gameplay imo
issues like this: #1365094340355035167 message
between the engine.ini edits and U+, I think U+ is a lot better
it's also configurable
I think imma just keep it like this
It looks good
Ty for explaining doe
I always see people talk about u+
Now ik what it is
yea it's a great mod
without reading comments I think first one looks cleaner even if the shadows are not as chonky
it's just more cohesive
but otherwise there's barely any difference
interesting because the only difference is the saturation
its still a release candidate for a reason in the sense that it makes a huge positive visual difference but Lazorr is early in the game so, as is bound to happen, some of the changes cause unexpected visual issues later on that he's been addressing v quickly as people come across them. but from a stability perspective ive found it perfectly stable when not using ray reconstruction, and more than stable enough when using ray reconstruction to make using RR worth it (like ive had the odd crash after a few hours, tho that's just one person's experience, there are peeps on the U+ Discord who seem to have a lot more stability issues if using RR specifically)
maybe it's just the timing of the screenshots then, in terms of saturation I don't see any diff
also after trying U+ I do not see any difference lol
but maybe I'm using it wrong
focus on the crystal, especially the highlights on the crystal
no fps or quality changes for me
yeah I looked at it and did not see anything xd
maybe it's different in other scenarios, I'm on oled 1000peak
yea maybe your display is too saturated to show the difference
everything 😅 but seriously, basically every visual issue i had with the vanilla game has either been solved or significantly improved. in many cases with no major performance penalty bc the devs just seemed to be using the settings wrong, for lack of a better term
I'm also slightly colorblind so that could be it lol
then its not active haha
do I need to activate it somehow?
I mean if the dll is not hooking then it's not working
if you change the settings in the config and you press F12 in game then you should see the settings change
extremely dependent on the settings you use for the mod - as a baseline, the default settings have a significant impact on image qual without a significant perf cost. but if you have the head room to spare you can push things way past the game's native settings, particularly re lighting/anything lumen related
I'll make it optional but would def like to make it work, I've enabled light transmission and tuned the skin accordingly to deal with problems of enabling it. Generally speaking the skin is noticeably higher quality but it is different.
it costs about 18% in GPU usage on a 4080 at the default settings compared to vanilla
damn that's quite a chonky cost tbh
Did you see the scalability changes in the pins
considering some locations already tank fps
ahh that explains it
thanks haha
then if we match the settings then it should perform near identical to vanilla I think
back to testing
maybe slightly lower given some of the quality improvements on the extensions side
would be cool to have like a video comparison
Not sure if you have any thoughts on skin, but so far most folks have enjoyed the increase in skin quality. The one issue is too much red from the transmission being enabled on the sun
of starting locations and battles between vanilla and u+
Well, and other light sources
I didn't just change red for no reason ha, I changed it cause light transmission through materials is enabled
Yes, I mean it looks good most of the time, the character selector/inventory screen is kinda weird looking, but other than that, it looks good during gameplay
Will still make it optional
I will try to test more locations, but I'm still in Act1 😄
And revert one of the sky changes, probably push to nexus today
Thanks!
I'm just glad reno and it are compatible this time around without extra work
so far I feel like while it could look better in certain conditions it kinda goes against what they optimized the game to look like in some scenes and scenarios
so a lot of details or artistic shots are kinda lost, well I can't really say A LOT because I barely tested it
but it kinda looks like that
i should have added the context Lazorr just alluded to - with U+ you can basically set some settings to low and have a better looking experience than any of the game's native settings. i probs phrased it badly. the mod's "default settings" do have a performance penalty, but the mod's default already significantly increase the visual quality. you can dial it way back down and have a better visual experience than vanilla at no performance cost
yes I forgot that the in-game epic settings are no longer the vanilla epic settings with U+ haha
im curious what visual features/style choices you feel U+ affects negatively? bc honestly i just notice it fixing visual flaws and artefacts, not messing with the artistic direction. keep in mind the mod settings (the ultraplus.ini) gives you a lot of latitude in that regard - if peeps turn off depth of field and get rid of all bloom and fog etc then yes the game will look super clear but very stylistically different. if you like that stuff, just set those settings to "game" (meaning the mod will set them to the game's default values) or leave depth of field on, don't reduce the distance fog, etc 🙂
that having been said i myself am nowhere near the end of the game so its v possible that there are areas later on where U+ has impacts im unaware of
I'm thinking it's mostly lighting/shadows changes for me, while they can look nice there is something that feels a bit lost in the process but I can't really put that into words, but also keep in mind I only tried it barely, so I might be wrong and it could be better in most cases
will have to try it later when finishing the game I think
if I have desire to play more and more (which I think I'll do)
i think i can picture what you mean, it definitely affects lighting and shadows quite a bit (purposefully i suppose because those are areas many would consider substandard/close to broken in the vanilla version of the game). which is why that easily falls into the "fixing visual problems" bucket for me. but i guess everyone experiences it differently and if you prefer the way it looks in vanilla then... that's what you prefer
I found vanilla unplayable due to being filled with artifacts and low quality ha, but I can agree the last sky change probably wasn't great
you could lower your quality if you want the lighting to be a little more vanilla but my low setting is 4x higher than vanillas high lol
they used a downsample factor of 128..... for high
no games go above 32
@limber goblet btw any idea why your preset could make the colors look more blue in some cases?
or how I can fix it xd
more blue? Not sure, lower the saturation by 1-2
what kind of settings yall using
just pushed a version with a revert for sky and an option to turn off the skin and light stuff
for reno
also absolutely love including RCAS, its really the only sharpening I'll ever use, hope we see it in other renos
Yeah I have no complains other than the hair with DoF and some LoD of minor terrain debris
Would be awesome in the Cyberpunk one
U+ RC5 is looking really good so far
the performance is about the same with the adjusted settings
I mean compared to vanilla
how'd you end up tuning your settings
oh and also the added benefit of DLSS4 working well with U+ is a big bonus
Would you consider adding a flag for rr presets ?
I can't do that
I don't use nvpi revamped
Oh 😭
LightingDownsampleFactorOverride=x32 High View Distance and:
Hopefully looks better than in 77... It's crap with the sky
so far most folks seem to report positive results
you mean RR preset?
yeah
They don't look up tho, it's ever present
unfortunately RR tanks performance too much
I been looking up
on my poor 4080 haha
Rest is fine but sky is totally fucked up
Guess you're lucky then
I think its just a cyberpunk related issue
Typical 😅
I use E in every game with RR
even cyberpunk cause its better than having boiling everywhere
Oh but that's with U+ that you get boiling ?
and vanilla
Vanilla is way more stable
not for me
Oh, well 77 be like ig
I wish Kal would give a shit about RR and added dedicated preset override in SK
But he hates RR 
profile inspector works well
Annoying to use tbh
And main project builds don't have the right presets list for RR like revamped has
I have no problem with it but yea I use revamped too
Lacks dark theme and user friendly search instead of having to scroll through the immense profile list imo
this is not something I've ever considered for a set and forget program
But that's the thing, it's never really set and forget when driver/NVapp updates reset some overrides
DLSS Tweaks or SK are way more convenient for me in this regard
At least in that regard I spend way too much time fucking about with SK and getting things to not break especially when using reno
And I never install nv app, just breaks stuff
Recent builds got better when it comes to adding RenoDX but yeah, SK is still tricky to deal with for that combo from time to time
Didn't Kal make reno a banned word
Wdym
yes
I'll write RenoVK then
Instead of building together... So weird of his
as a mod developer with a lot of users asking for help.... I completely understand lol
It's his pride getting in the way as usual tho
He hates it when someone criticizes SK not being up to snuff
no comment, but I will say its quite difficult supporting a lot of users doing lots of different things and using many tools together
And proving him wrong is the ultimate sin 😅
Well Kal even left the server 😅
Agreed but still, he tackled more difficult messes in the past
At least he's not at Unwinder levels of pride
I've never had issues with driver updates overriding presets in NVInspector
Yeah my bad, I think it's the NVapp doing that
I have the NVapp and it's not changing anything either. Maybe cause I have it set to latest preset and I always use K
Yeah it keeps its own overrides
But not yours thru nvpi
Although I remember global profile dlss preset override used to get reset after driver updates but I don't use that anymore
That's what I use
Now it sticks ? 😊
Does it get reset? Well then it must be the NVapp but I always check preset when starting a game and it's always K
So something it's making it be K
Haven't checked
That's the new default
I just kinda set it up once and forgot about it
For 310.2.1 I mean
Ohhhh gotcha, then makes sense xD
So just updating to that already enables K, right?
Unless the game specifically calls a preset, yeah
Nice
Like GoT calls C still
C? Damn
It's great for this game tbf
Game of thrones you mean?
Oh lol
Dunno. Maybe works good there, but E at least would probably be better no?
If not K
^
Lol, that's weird
The original Nvpi supports changing those things too
Mislabeled
And not sure it uses the right thing internally (I couldn't make it work selecting E for RR)
Had to use the revamped fork to make it work and went back as I was digusted by the result in cyberpunk's sky 
what's recommended for 1000? I assume 203?
yes
thanks
ray reconstruction on u+?
nope, normal denoiser
what is 10% looks like
this is 20%
i would go 10% probably
😩
0-20-40...
is this ultra +
yes
100% is like mega bloom
looks fine to me
it can look weird here and there
ill play this game later
I would not go below 60% personally
now waiting for doom tda
😄
I was using 60 bloom and 60 scattering
This yellow forest area is really taxing with Ultra+
i was getting 37-47 fps near the area boss
it's 60 without Ultra+
I wonder which option causes the massive framerate drop
it's a combination of foliage+shadows
that causes the massive fps drop with U+
medium shadows + high foliage "fixes" it
seems more like a bug than anything, will fix it
its possible that it is a result of fixing their foliage rendering
if that's the case then might just be what it is
but will see
yea this area is pretty heavy on fps
I think it's probably due to GI/shadows
a ton of foliage
it's the foliage
I don't know if it's using nanite but if it is yeah, makes sense
Nanite and foliage are not the best of friends
For giggles I turned on DLAA at 1440p res. With 4080Super i17 13700K, and Ultra+ almost maxed except for Reflections in U+ config.
(but I actually think they are not using nanite)
If it does it's not applied to everything. I've seen quite a bit of popin in my game
nanite if done wrong doesn't really fix poppin that much.
Ultra+ does kinda fix that though.
actually. I might be confusing terms.
Its Lumen that is in use?
@eternal python ^
Lumen it's definitely in use
It's the lighting system
nanite is rendering all the foliage
Yeahhh, then it makes sense the fps dying when there's a lot of foliage
and the fix i implemented to get rid of pop in and the low quality radius around the player decreases the fps a bit more, is what it is
They really need to fix nanite behavior with foliage at epic
Well they really need to fix the engine itself, but foliage would be a good start lol
Gotta hand it, the U+ mod makes the characters' skin, in particular Maelle, excellent most of the time
Does someone have a link to the mod?
Thanks!
Subsurface scattering wasn't enabled?
Are they some comparison shots from vanilla vs Ultra+?
But SSS is a very fickle thing that can dramatically change with just a few changes
Not sure what technique UE5 is relying on, likely a diffusion dipole, but introducing/enabling transmission is bound to have a profound visual effect
enabling light transmission and changing all of the subsurface skin profile settings accordingly
They have shading parameters such as Scale or Radius, I imagine?
various types of RGB settings, blend settings, physical properties
I do have one more change I want to make I think
to reduce some of the issues on skin edge where strong sunlight hits
What's Ultra plus discord pls?
Not sure if UE5's SSS would be affected by it, but one of the common bane in rendering is having your SSS scale/radius set to look good for an average thickness let's say, and the moment it gets closer to thin edges, it breaks down and you start seeing darkening, typically green/blue-ish when it comes to human skin
Can I get Ultra server please? cant find it
tyvm
gonna release on nexus tonight
Whats U+?
Ultra+ the one that has fixed many games.
Hogwarts legacy / Cyberpunk / Stalker 2 recently.
Oh its like reno?
uh no kinda more like a working ini edit but more extensive.
Hm i see
an example of what it does. each game is different.
Ohh i see
it improves performance and even can improve things too in how well its done.
Ah i see





