#✅RenoDX: Clair Obscur - Expedition 33

1 messages · Page 5 of 1

elder void
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Told you since FFXVI hahaha. Still J have some weird issues where the image becomes to deteriorate if there no camera movement and is less sharp. Don't you think?

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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.

limber goblet
elder void
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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.

limber goblet
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And yea J have issues too but It’s not really that noticeable in Exp. 33

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Improved cinematics mod?

pseudo mist
elder void
elder void
limber goblet
limber goblet
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but I will

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my only issue with cinematics is DoF

elder void
# limber goblet yes

Can you select presets on top of RR? I thought it was it's whole level of doing things.

limber goblet
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and Preset J for SR

pseudo mist
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why is bros beard like that? (when iam controlling him its fine lol does anyone else have this issue?)

pseudo mist
summer folio
pseudo mist
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oh i ll try em out

elder void
fickle gorge
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where is the file? is it this?

summer folio
# elder void Hey! Do you mind sharing your RR .ini settings so I can compare them to those RT...

||[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
||

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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)
||

visual flower
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@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?

warped ginkgo
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load the late game areas, run around

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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

elder void
summer folio
limber goblet
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The game looks a lot better with RR, but the performance cost is huge 😩 20-30%

elder void
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Even in areas where there is definitely no apparent difference. Guess it's just the denoising cost.

summer folio
slow forum
limber goblet
slow forum
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Except it's on K (the SR one ofc)

elder void
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@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.

summer folio
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left is E right is D

slow forum
summer folio
slow forum
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No just RR E

summer folio
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yeah looks bad compared to D in that comparison i posted

warped ginkgo
slow forum
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No wonder the NV override still uses D & DLSS4 is still officially in beta 😅 (sorry for OT btw guys)

summer folio
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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

somber pebble
fiery orchid
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RR's E is Transformer

visual flower
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@warped ginkgo I can't find the renodx folder, any idea where I need to look? 👀

warped ginkgo
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in the win64 folder

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if it generated no lutbuilders

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that means all the lutbuilders are gud

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and its something else

visual flower
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there's no folder, so I assume it generated all then, right?

warped ginkgo
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you enabling dump lutshaders, and restarted the game right

visual flower
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yeah

warped ginkgo
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yea so al the lutbuilders are there

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btw since you got the UE mod installed

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can you check if the area is sdr with the UE mod?

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like you said there where SDR highlights in an area

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can you check that area with the UE mod

visual flower
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pretty sure I saw HDR hightlights when I had it installed just now

warped ginkgo
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both the UE mod and Ritsus mod support clair; its jjust goes about it a different way

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ok so whats missing are the sample shaders, which is what ritsu mods

visual flower
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oh sorry

warped ginkgo
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what you can do is send him your save file

visual flower
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I meant that the HDR was working basically, but the one hightlight I thought is missing was still missing

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so I assume it is not supposed to be hightlighted in the game

warped ginkgo
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except one highlight?

visual flower
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yeah

warped ginkgo
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ohh

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so thats just the game's texture

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not being bright

visual flower
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yeah seems like it

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okay great, tyty 🙏

warped ginkgo
visual flower
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😸

warped ginkgo
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enjoy the game

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but yea

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now that you know how to dump lut shaders

visual flower
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yea that's the HDR prof deformation lol

warped ginkgo
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if you ever find an area hdr doesnt work

visual flower
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yeah that's a good experience, I'll try it out now in the future if I notice something in games 🙏

warped ginkgo
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throw in the Unreal addon, and see if it generates anything

visual flower
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the funny part is that I was thinking that lut shader was missing from a boss fight

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so I had to redo it until I see it and not die 😸

warped ginkgo
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with ritsus mod if a lutbuilder is missing; its not a big deal

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but with the unreal mod if a lutbuilder is missing, the game will be in sdr

visual flower
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hm, interesting

somber pebble
# fiery orchid RR's E is Transformer

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?

fiery orchid
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can't remember which however

somber pebble
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but then it says Preset E on their git pfft

fiery orchid
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i personally would trust the docs/github more than a blogpost

slow forum
# somber pebble

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**)

somber pebble
slow forum
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Says a lot about the state of things there...

fickle oyster
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did anyone find a fix for RenoDX with DLAA or DLSS?

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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

dry sundial
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The game constantly crashing all the time is getting fucking annoying

pseudo mist
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Just in case this happens to anyone else , my game crashes quiet a lot with AFMF 2.1 hmm

dry sundial
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ive had 3 crashes in a row after one of the main boss fights during the cutscene

hasty loom
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It seems to be a config/variations thing because some people get no crashes, some constant

somber pebble
dry sundial
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5090

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im using reno, PD, and the RR ini

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isnt reno an addon?

hasty loom
somber pebble
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Using the beta reshade that was posted here

hasty loom
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I'm going to build the Reshade without the depth buffer and VR thing. We don't need it and just adds more complexity

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They're two addons enabled by default

hasty loom
somber pebble
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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

winged dune
hasty loom
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DLSSFG is super hacky with the swapchain stuff we're doing. Crashes are almost always resource related

dry sundial
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it seems to always happen after transition from a cutscene or before and fater a fight

hasty loom
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Are cutscenes prerendered?

somber pebble
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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

dry sundial
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right now it wont let me get pass the cutscenes after this boss fight

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crashed 4 times ina row

somber pebble
hasty loom
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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.

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I don't need it for real FG, not sure why PD needs it

dry sundial
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i deleted everything in my reshade folder now it crashes at startup

hasty loom
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Without PD

dry sundial
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i got it wrokign just needed to delet and readd the reshade from the PD mod

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reload the *

hasty loom
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// 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.

dry sundial
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How do I do tht?

hasty loom
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Try the generic UE mod. It doesn't have that option set to false

timber umbra
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Ofc it's worth it if you're already at 60, to have 120 fps, 60 fps isn't smooth

pseudo mist
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iam playing on 40-60 fps n feels rlly smooth i dunno xD

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this is the only game in which it feels tht way

timber umbra
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I cry in clair obscur when my fps drop below 80

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Which it do without framegen

pseudo mist
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U using opti?

timber umbra
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Nah, puredark

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With renoDX, the game looks amazing, all epic, 120 fps

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I tried Opti it was looking bad

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But puredark with dlss 4 framegen is amazing

pseudo mist
fickle oyster
fickle oyster
hasty loom
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Yes

fickle oyster
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sad but thanks!

timber umbra
# fickle oyster PD is paid addon?

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

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It really enhanced my experience

fickle oyster
hasty loom
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Nope

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unrealengine

fickle oyster
fickle oyster
# hasty loom unrealengine

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

hasty loom
timber umbra
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@fickle oyster Just in case, DLAA is broken in this game, it's not working as intended, closest you can do is custom, 99%

pseudo mist
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@summer folio my engine.ini file gets deleted do i have to make it read only?

pseudo mist
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hm i see

fickle oyster
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it just 1-2 fps lower than DLAA but with better visual quality

pseudo mist
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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

somber pebble
pseudo mist
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My monitor is 1440p and i cant scale upto 4k either lol in this game (with my gpu)

timber umbra
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@pseudo mist borderless just use your actual windows resolution

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So somehow your windows is in 8k

pseudo mist
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hmm

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My max might be that due to a setting i turned on in amd drivers to upscale some games hm

timber umbra
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Prolly that yes

jagged portal
visual flower
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what's the change about? 👀

jagged portal
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Minor internal flag, might stabilize things

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Or not 🤷‍♀️

merry ermine
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  • bug fixes and stability improvements
haughty dirge
hasty loom
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stable AF

haughty dirge
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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 😂

haughty dirge
jagged portal
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mb, here's something more indie

slow forum
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Best sharpening algo in a RenoDX mod... is this real ?!

visual flower
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just to make sure, it's "lilium_rcas_hdr", not the "lilium_cas_hdr"? or a completely different thing?

hasty loom
visual flower
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hm, I thought CAS looks a bit better because it doesn't oversharpen edges, at least in MHwilds but maybe I'm wrong

jagged portal
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SF6 mod has 1+8-sample post-tonemap CAS

merry ermine
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are you overriding the game's sharpening or is lyall's mod (or engine.ini I guess) expected?

sonic scarab
# jagged portal V2.2.0 - Add RCAS

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?

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Or could you just remove sharpening line in lyalls fix so it doesn't do anything? 🤔

jagged portal
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It'll work with the mod but doesn't override anything

sonic scarab
cobalt crown
hasty loom
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CAS + LUTBuilder could be super optimized... hmm

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Since the lutbuilder already outputs in PQ so you don't even need that math

hasty loom
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I can try with Oblivion. UE has a sharpening system that is already 1+4

jagged portal
sonic scarab
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So how do you disable lyall's sharpening?

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just leave it at 0 and then use RenoDX one?

cobalt crown
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Lyall is disabling the forced material sharpening that ships with the game

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Which you'll want set to 0 in the .ini for Lyall fix

sonic scarab
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okay so leave it at 0 thanks for the tip. 🙂

sonic scarab
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hmm does fire look okay?

visual flower
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does the RCAS slider even work atm?

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doesn't seem like it changes anything for me

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I have lyall's sharpness set to 0 too

sonic scarab
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it does. I was using it in cutscene.

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Noticed the rocks get a lot more detailed and sharpened.

neon spire
neon spire
slow forum
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Yeah but when static mostly iirc

visual flower
sonic scarab
slow forum
neon spire
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it was like that in Monster Hunter

sonic scarab
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At 0 Sharpening:

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at 100 sharpening

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look at the rocks around campfire.

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RCAS 0

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RCAS 100

summer folio
# sonic scarab What Preset RR you using in nvidia inspector?

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

sonic scarab
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I just realized I didn't have RR installed in right location lol

sonic scarab
summer folio
elder void
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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?

neon spire
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I usually start from 50

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My guess would be that the shader draws before the ui.

merry ermine
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with cas, anything higher than like 15 feels crunchy to me lol

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idk about all the newer modes though

elder void
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Using this CAS settings myself now.

pseudo mist
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Rcas around 80 is fine right?

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(using through reno)

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100 looks just a tad bit too sharp? I dunno

limber goblet
#

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sterile monolith
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made me really happy for lyall to be getting shoutouts

limber goblet
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the UE5 framerate lock camera stutter is very common nowadays

limber goblet
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EPIC GI seems to be bugged hmm

haughty dirge
summer folio
# limber goblet EPIC GI seems to be bugged hmm

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

haughty dirge
haughty dirge
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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

haughty dirge
sterile monolith
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thats why PC shall reign supreme forever

summer folio
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So 128 vs 16 for one preset higher

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I don't even see a meaningful performance gain past 32

haughty dirge
elder void
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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?

grizzled jackal
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I don’t think the reshade DLL changes with the updates unless mentioned?

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So just addon should be alright

hasty loom
elder void
grizzled jackal
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I mean the PD dxgi will just overwrite renodx‘s

hasty loom
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That might be a PD dgxi thing

grizzled jackal
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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

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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

limber goblet
grizzled jackal
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Not a fan stare

hasty loom
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Default is 1

surreal thorn
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New patch btw

limber goblet
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oh nice they fixed most of the widescreen issues

hasty loom
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(eg: to make 2 into 1 and vice versa)

elder void
hasty loom
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i've never heard of that. i've seen SK mess with Reshade.ini and make a Reshade2.ini instead

slow forum
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Makes no sense to me how it's even possible

hasty loom
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SK messes with Reshade.ini path

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and unifies settings and addon location, manages runtime effects, etc

ornate pilot
surreal thorn
limber goblet
hasty loom
limber goblet
elder void
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Reno working perfectly after the patch on my end.

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Still. Since this mod's dxgi.dll has older modified date, I guess that just the addon needs to be updated. Maybe?

hasty loom
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No idea what's in the custom dxgi.dll

elder void
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Just used the addon and it got updated. Enjoying RCAS now.

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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.

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But I think ReShade resetting was an error on my end. Haha.

surreal thorn
eternal python
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Im playing on steam so yeah. Already downloaded

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Seems minor fixes for now

timber umbra
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Big fixes, actually, actually impacting builds

merry ermine
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a patch that changes stuff people actually complain about, that's crazy

thin pike
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As a 32:9 user, it's always weird to see it get official fixes so quickly.

fiery orchid
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seeing Lyall's patch being shared around everywhere probably rang a few bells in the studio

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and since they are way smaller than 500+ people AAA teams, UW updates are quicker to rollout

pseudo mist
limber goblet
sand willow
surreal thorn
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idk

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oh a update dropped on ms store

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went from 1.2.0.0 to 1.2.3.0

sterile monolith
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Lyalls will need an update for xbox

surreal thorn
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do you even need it anymore
edit: seems like you do

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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)

fiery orchid
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is the ASI next to the game exe?

surreal thorn
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im asking how to with sk & reno in the mix, not done anything yet

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cause there's a dsound.dll and .asi and conf

fiery orchid
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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)

surreal thorn
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ok thanks

winged dune
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I just dropped .asi and .ini in SK Clair Obscur profile folder and loaded it as a plugin through SK GUI.

sterile monolith
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sk can load asi's too, but the dsound would still work just fine

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renos dxgi is reshade... you need reshade, but maybe you have it setup that sk is providing that too shrugR

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when you hover over dll's they tell you what they are

ornate pilot
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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.

neon spire
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so you tried in SDR and it looks like the left, then reno is correct

grim hinge
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engine.ini hdr skips some of the color grading

ornate pilot
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Yeah, but the right image looks really nice lol, like the location name (crimson forest)

ornate pilot
grim hinge
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theres a button

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called bypass sdr grading

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clicking that might give you something like the right

cobalt crown
jagged portal
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It is afaik

limber goblet
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I like how the game plays with DoF too

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and there are people who disable it completelydoomer_wojak

winged dune
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You pull swords and it keeps losing color, when you pull all 3 it goes back or to the final color variation, or something.

elder void
limber goblet
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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)

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the performance and sharpness is similar to CNN SR Preset E with Quality DLSS

sterile monolith
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is RR worth the perf hit

trim anchor
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its a lot cheaper on 40/50 series

zenith prism
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is there a guide anywhere for adding RR

limber goblet
sterile monolith
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Game needs fg

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But it's also timing based game

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So shrugR

trim anchor
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rip

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the game is demanding

sterile monolith
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I would expect rr to cost 20% more

trim anchor
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what is your frame rate target

sterile monolith
trim anchor
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I mean what are you hitting

sterile monolith
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Depends, the map is like high 90s to 100

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Other times it's got lots of room

trim anchor
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damn

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what was the 4090 hitting

sterile monolith
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How should I know

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The game just came out like a week ago, I haven't used the 4090 for months

trim anchor
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time flies

tight finch
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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

grizzled jackal
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Ive never had a blackscreen when entering a fight like that

somber pebble
safe jackal
#

wow, native Dual Sense support on PC with the latest gamepass version

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I wonder if it shows got sony gamepad button icons (I modded them in)

eternal python
slow forum
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Rumble all around for Epic & Steam. Feature parity on Win store is great

eternal python
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Yeah rumble I take for granted. I meant more haptic triggers or vibrations that are exclusive to the dualsense

haughty dirge
haughty dirge
# hasty loom SK messes with `Reshade.ini` path

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

haughty dirge
slow forum
haughty dirge
#

its so cool (and genuinely helpful eg in driving games) when implemented well ☺️

slow forum
#

Impulse Triggers

haughty dirge
#

^ thank you haha!

haughty dirge
#

i knew i was getting it wrong/theyd picked some specific term id forgotten

grim hinge
slow forum
grim hinge
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like you can feel the texture of the terrain you're driving on

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and if its asphalt under one side and dirt under the other you can feel that

slow forum
#

Although they would argue Rumble is emulated with onboard Haptics 🤓

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Technically true but dick move Rockstar

haughty dirge
slow forum
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That's Adaptive Triggers tho

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Has the recent FH5 update brought full Dualsense support or is the RacingDSX mod still necessary ?

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I'd hope it did since they ported it to PS5

haughty dirge
#

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

slow forum
#

Do you have the win store or steam version ?

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(It's the other way around for me: no Xbox controller so i'm curious to experiment SK's Impulse-to-Adaptive Triggers feature 😉)

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(But all games from the Impulse Triggers support list that I have are non win store versions & none have it ...)

timber umbra
slow forum
timber umbra
slow forum
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Oh, pity but at least the experience would be consistent across platforms

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Unlike Hogwarts the big letdown.. only Haptics on PC 😦 no ATs no gyro flight, no touchpad LED)

timber umbra
#

Sadge, I guess you could use dualsenseY or similar to emulate adaptvie trigger

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But that's not the same that's for sure

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even with cable tho?

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that's surprising, it usually work with cables

slow forum
#

Cable requirement is only for Audio stuff

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So Haptics & speaker effects

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ATs work wirelessly if implemented.. mods could but no one has made one for Hogwarts (yet 🤞)

haughty dirge
# slow forum Do you have the win store or steam version ?

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

elder void
hasty loom
#

Resets file. Surprised file is reset. 😎

elder void
pseudo mist
#

this game doesnt have nvidia reflex right?

limber goblet
pseudo mist
#

can u enable through engine.ini

limber goblet
#

you can enable it through SK or RTSS

pseudo mist
#

hm i see

limber goblet
#

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

pseudo mist
#

alright

visual flower
#

hey, MPaul, did you make any changes to your preset so far, or just sticking with the one you shared last? :o

tiny scaffold
plucky finch
tiny scaffold
#

Always used the “normal” framelimiter. Will try this

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IT doesn’t automatically cap your framerate where real Reflex does. So you still have to hard cap your framerate when using RTSS Reflex

haughty dirge
#

SK is probs your best bet for retrofit Reflex

limber goblet
visual flower
#

thankies

#

I'm experimenting a bit more now so was looking for something

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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

limber goblet
#

highlights need to be increased imo, but yea i'm not sure about shadows either

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contrast controls both

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I happy with this saturation "preset" tho

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the mansion is crushed even in SDR at the default settings

visual flower
#

yeah some areas are just overly dark

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I think it's mostly lumen issue or something because if you move camera they might light up normally

eternal python
#

Makes the sky pop a bit more

haughty dirge
#

yeah i know what you guys mean

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cant quite tell if its suboptimally implemented eye adaptation

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or lumen's "light gather speed" setting or wtv that's called

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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

limber goblet
#

I think it looks better now

visual flower
#

I raised shadows to 52 from your preset I think it looked better, but it's minor changes by any means probably

limber goblet
#

50 shadows and 51 contrast should be identical to 52 shadows 53 contrast

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but you have to adjust the highlights too, if you change contrast

visual flower
#

hmm

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I'll try it next time

limber goblet
#

we are almost using default settings now xD

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with rised highlights

eternal python
limber goblet
#

The saturation preset I use is almost identical to the SDR saturation

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but with higher blowout than default

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54 saturation 62 blowout = SDR saturation

And I use 58 saturation and 62 blowout

eternal python
limber goblet
#

highlights are “whiter”

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it looks more correct to my eyes

eternal python
#

Gotcha

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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

timber umbra
#

What do blowout actually do?

limber goblet
#

rise it to at least 1

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0 looks wrong imo

eternal python
#

I think

timber umbra
#

I've set mine to 1, because of one comment and that's it

eternal python
#

I have it at default. Not sure if it's 0

limber goblet
#

0 is the default

eternal python
#

Then yea

limber goblet
#

but its very weird looking

eternal python
limber goblet
#

not exactly

#

there are no bright highlights in SDR

timber umbra
#

Thank you btw

eternal python
#

Mmmm yea makes sense. Maybe I'll try 1 blowout

limber goblet
#

saturation 51 / blowout 1 matches SDR saturation

limber goblet
#

fire looks weird and strange, yellow without bright highlights, with 0

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it looks correct with blowout at 1

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or more

eternal python
#

Mmmm it's really subtle the change but yea

sterile monolith
# plucky finch

no, the check box is not needed, (and harmful if you use sk)

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for reflex latency markers

plucky finch
#

I don't akari_shrug

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but good to know

sterile monolith
#

they are only useful if you are using some other program to tell you latency

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i use rtss to inject reflex a lot more now that im using renodx if sk doesnt play nice

silent sigil
#

I've just started the game , does anyone else getting a very dim destaturated imagien with renodx ?

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i have aoc q27g3xmn monitor

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this is with default settings from mod

elder void
# sterile monolith

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.

sterile monolith
safe jackal
#

your ss seems fine

silent sigil
# safe jackal same shot from my setup

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

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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

sand merlin
#

What monitor do you have

safe jackal
#

I get it, getting HDR right takes a lot of tweaking on the game, windows and the screen itself

silent sigil
safe jackal
#

idk if there's any resouce on this discord server with a checklist of things to do on windows and the monitor

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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)

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when setting things up I had issues even with the HDMI cable, which wasn't 2.1 compliant, something I needed for 4k120hzHDR

silent sigil
#

Maybe that's just how this game is supposed to look Okayge

silent sigil
neon spire
#

hdmi 2.1 works much better for me than dp 1.4 not sure why

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worth a try

safe jackal
hasty loom
#

assuming you have an LG

safe jackal
#

hdmi 2.1 has like 50% more bandwidth

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ycbcr police caught me using RGB on my lg oled pepeHands

surreal thorn
hasty loom
#

supposedly the fastest is HDR10 in 10bit which is the "wire" signal, but i've never tested it

warped ginkgo
#

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)

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wait thats restoration

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there was something else

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why blowout 0 and 1 look completely different

eternal python
warped ginkgo
#

the white in the fire

hasty loom
#

blowout 0 and blowout 1 should only apply to highly saturated, almost cartoonish, highlights

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it should do nothing related to per channel correction

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assuming it's like the other UE mods

warped ginkgo
#

that only runs if blowout and a few other params are not 0

hasty loom
#

that's scene grading strength

warped ginkgo
eternal python
#

Oh i checked in the monitor now and yeah. It was not as visible in the phone

warped ginkgo
#

also I assume mpaul is talking about 1 tick on the mod

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not 1.f (slider 50?)

eternal python
#

Yeah

hasty loom
#

i do mean 0.01

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or rather 0.02 (which is 1 on the slider)

warped ginkgo
#

ye

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basically off vs. on

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this was what I was thinking of

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iirc thats the saturation part of renodrt/post tonemapping

sonic scarab
sonic scarab
silent sigil
#

I progressed into the next forest one and everything is more vibrant and bright there

sonic scarab
#

I think that is only spot so far I've seen have that issue.

ebon python
#

Wait, so I should be using ycbcr on my LG C2 and not RGB?

hasty loom
#

LG will convert RGB to YCbCr internally with a LUT

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LG TVs specifically

ebon python
#

So not just this scenario

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All of PC game usage?

hasty loom
#

TVs are YCbCr and if you send RGB they'll convert it to YCbCr themselves

ebon python
#

Fair enough. Idk how I missed this lol

hasty loom
#

#🖥️tvs-and-monitors message

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came up twice in the other topic

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that's generally around the second discussion

ebon python
#

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

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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?

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Because of the conversion that the TV is doing

hasty loom
ebon python
#

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

hasty loom
#

yeah, on the TV as well

ebon python
#

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

limber goblet
#

RGB should be better on paper but it's not 😅

sterile monolith
#

any possibilities for the FMV's to get an HDR upgrade too

sterile monolith
warped ginkgo
#

on the fmvs

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but ritsu isnt a fan, and I'm not either

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we have the option of using either bt2446, inverse reinhard, or pumbo's advanced autohdr

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but again autohdr is autohdr; post process memes

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its just going to make the sdr image brighter

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imo its not worth it; shortfuse likes it

haughty dirge
# limber goblet rise it to at least 1

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

sterile monolith
#

just something to take the edge off of swapping from renodx realtime and fmv

warped ginkgo
#

get that nice flashbang

sterile monolith
#

idk, never had a problem with any of the videos in the shortfuse mods

warped ginkgo
#

depends on the game; but overall its not worth

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like when you use autohdr, like lets say only rtx hdr

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everything blends correctly

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because fmv or game scene doesnt matter

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its all getting processed the same

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but like some games go in and out of fmv and real time

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and idk, its just not something I'm into

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its a video file, watch it at game nits

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esp when the video file has visible artifacts and grain despairge

neon spire
#

the banding is so bad don't forget about that

wraith atlas
warped ginkgo
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and then compression artifacts

warped ginkgo
hybrid wind
sterile monolith
#

You can get it on their discord already

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Im really happy with it

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Extended shadow distance, better texture loading, the skin and hair improvements

hybrid wind
#

The screenshots seemed to hint at more or less no perf cost in this case at least?

sterile monolith
#

There's some but not terrible

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I'm not using rr either, that would suck more up

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Running around the prologue I don't think I dipped below 90

hybrid wind
#

Don't you have a 5090 anyway 😄

sterile monolith
#

Lumen ghosting is improved too

sterile monolith
#

But at least now it looks a lot more like the cost would make you think it should

hybrid wind
#

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)

sterile monolith
#

I hope for native fg someday

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That would really ease up the requirements

hybrid wind
#

Clearly

limber goblet
#

@haughty dirge Is the current U+ version stable?

slow forum
somber pebble
somber pebble
# sterile monolith Yes but even with dlss performance I don't have locked 4k120, the games pretty h...

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

pseudo mist
limber goblet
#

790 is the max peak brightness of my TV and 173 pw is the recommended value for 790-800

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but my “gaming room” is pitch balck 😄

elder void
pseudo mist
limber goblet
#

U+ is adjusting the skin color, nooo why

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"Tune skin transmission in red channel, particularly fall off, to be more natural"

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it just messes with saturation calibration

pseudo mist
#

oh?

limber goblet
#

highlights on skin are kinda redish now

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I have to decrese the highlight saturation but that messes up the light source saturation

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The workaround is maybe rising blowout and normal saturation

slow forum
#

@storm pagoda , U+ shouldn't touch this. It's RenoDX's job

somber pebble
#

Oh, was about to install U+ : o

limber goblet
slow forum
#

Ik, I reacted to your post 😉

limber goblet
visual flower
limber goblet
#

lighting

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and the system requirements are nowhere near as high as with the snakeoil engine.ini settings

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ok not everything was snakeoil, but like half of the ini edits haha

gaunt hearth
#

How much is the performance hit though?

limber goblet
#

I will measure it just a sec

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btw you can change the bloom intensity too which is huge haha 60% looks good

visual flower
#

do you need to tweak it in any way or it's just install and play?

limber goblet
limber goblet
#

LightingDownsampleFactor default is x24 I think, increase it to x32 for more performance

visual flower
#

where do you change that? 👀

limber goblet
#

in the ini

slow forum
#

As usual with U+

limber goblet
#

UltraPlusConfig.ini

visual flower
#

oh

limber goblet
#

60% bloom and fog helps a lot imo

winter merlin
#

There's u+ for expeditrion 33? where? it's not on nexus

limber goblet
winter merlin
#

thanks

limber goblet
#

100% bloom/fog scattering vs 60%

somber pebble
#

first is 100% right?

limber goblet
#

yes

somber pebble
#

looks way more vaseline smeary

#

yheah

limber goblet
#

80% is good too

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It does not change the artistic vision too much, but it's a lot less "blurry"

slow forum
#

So it's basically like before/after morning coffee vision kinda thing kek

limber goblet
#

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

slow forum
#

Not only different but looking very off

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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

limber goblet
#

yes it's kinda weird, it's not really this "bad" in-game tho

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but I have to test it in differnt lighting conditions

slow forum
#

Most telling is background character

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She looks in the correct shadows vanilla, but with U+ it's like there's a magic extra light source

limber goblet
#

I can reduce exposure/rise shadows to fix it

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but that causes other issues

slow forum
#

Shouldn't have to tho, it will impact all the rest of the game's scenes

limber goblet
#

yup

hasty loom
visual flower
limber goblet
#

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%

visual flower
#

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 😆

limber goblet
#

so which one looks better ? 😄

#

the ultimate battle of blowout

#

the second image feel a lot more "grounded" to me

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the crystal on the first one looks too "cartoony" imo

eternal python
#

Nooo why the skin issues with ultra+ :((

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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

limber goblet
#

vanilla looks fine imo as long as the resolution is high enough to hide the flaws

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But I will probably use U+ on my NG+ run

stiff forge
#

What is u+ for?

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Performance?

limber goblet
#

like shadows/hair/lighting etc

stiff forge
#

Yeah but does it decrease performance?

limber goblet
#

it does

stiff forge
#

Oh alr

limber goblet
#

not as muc has the engine.ini "fixes" but it does

stiff forge
#

The engine.ini decreases performance???

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Im using it

limber goblet
#

well ofc if you enable ray recosntruction and other stuff then it does by a lot actually

#

20-30%

stiff forge
#

That explains why cutscenes are sometimes below 30 fps

limber goblet
#

haha

stiff forge
#

So between the both, should I use u+?

limber goblet
#

U+ has issues, but it looks good during normal gameplay imo

#

issues like this: #1365094340355035167 message

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between the engine.ini edits and U+, I think U+ is a lot better

#

it's also configurable

stiff forge
#

I think imma just keep it like this

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It looks good

#

Ty for explaining doe

#

I always see people talk about u+

#

Now ik what it is

limber goblet
#

yea it's a great mod

visual flower
#

it's just more cohesive

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but otherwise there's barely any difference

limber goblet
#

interesting because the only difference is the saturation

haughty dirge
# limber goblet <@311443427109765120> Is the current U+ version stable?

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)

visual flower
#

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

limber goblet
visual flower
#

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

limber goblet
haughty dirge
# visual flower what does it improve upon?

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

visual flower
#

I'm also slightly colorblind so that could be it lol

limber goblet
visual flower
#

do I need to activate it somehow?

limber goblet
#

if you change the settings in the config and you press F12 in game then you should see the settings change

haughty dirge
# gaunt hearth How much is the performance hit though?

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

visual flower
#

oh nvm I tried the wrong version lol

#

gotta try it again

storm pagoda
limber goblet
visual flower
#

damn that's quite a chonky cost tbh

storm pagoda
visual flower
#

considering some locations already tank fps

limber goblet
#

thanks haha

#

then if we match the settings then it should perform near identical to vanilla I think

#

back to testing

storm pagoda
#

maybe slightly lower given some of the quality improvements on the extensions side

visual flower
#

would be cool to have like a video comparison

storm pagoda
#

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

visual flower
#

of starting locations and battles between vanilla and u+

storm pagoda
#

Well, and other light sources

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I didn't just change red for no reason ha, I changed it cause light transmission through materials is enabled

limber goblet
storm pagoda
#

Will still make it optional

limber goblet
#

I will try to test more locations, but I'm still in Act1 😄

storm pagoda
#

And revert one of the sky changes, probably push to nexus today

limber goblet
#

Thanks!

storm pagoda
#

I'm just glad reno and it are compatible this time around without extra work

visual flower
#

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

haughty dirge
# limber goblet it costs about 18% in GPU usage on a 4080 at the default settings compared to va...

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

limber goblet
#

yes I forgot that the in-game epic settings are no longer the vanilla epic settings with U+ haha

haughty dirge
# visual flower so far I feel like while it could look better in certain conditions it kinda goe...

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

visual flower
#

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)

haughty dirge
# visual flower I'm thinking it's mostly lighting/shadows changes for me, while they can look ni...

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

storm pagoda
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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

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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

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they used a downsample factor of 128..... for high

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no games go above 32

visual flower
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@limber goblet btw any idea why your preset could make the colors look more blue in some cases?

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or how I can fix it xd

limber goblet
storm pagoda
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what kind of settings yall using

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just pushed a version with a revert for sky and an option to turn off the skin and light stuff

storm pagoda
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also absolutely love including RCAS, its really the only sharpening I'll ever use, hope we see it in other renos

eternal python
slow forum
limber goblet
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the performance is about the same with the adjusted settings

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I mean compared to vanilla

storm pagoda
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how'd you end up tuning your settings

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oh and also the added benefit of DLSS4 working well with U+ is a big bonus

slow forum
storm pagoda
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I can't do that

slow forum
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I don't use nvpi revamped

slow forum
storm pagoda
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has to be done through NVPI

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and highly recommend preset E

limber goblet
slow forum
storm pagoda
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so far most folks seem to report positive results

limber goblet
storm pagoda
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yeah

slow forum
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They don't look up tho, it's ever present

limber goblet
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unfortunately RR tanks performance too much

storm pagoda
limber goblet
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on my poor 4080 haha

slow forum
slow forum
storm pagoda
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I think its just a cyberpunk related issue

slow forum
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Typical 😅

storm pagoda
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I use E in every game with RR

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even cyberpunk cause its better than having boiling everywhere

slow forum
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Oh but that's with U+ that you get boiling ?

storm pagoda
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and vanilla

slow forum
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Vanilla is way more stable

storm pagoda
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not for me

slow forum
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Oh, well 77 be like ig

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I wish Kal would give a shit about RR and added dedicated preset override in SK

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But he hates RR kek

limber goblet
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profile inspector works well

slow forum
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Annoying to use tbh

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And main project builds don't have the right presets list for RR like revamped has

limber goblet
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I have no problem with it but yea I use revamped too

slow forum
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Lacks dark theme and user friendly search instead of having to scroll through the immense profile list imo

storm pagoda
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this is not something I've ever considered for a set and forget program

slow forum
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But that's the thing, it's never really set and forget when driver/NVapp updates reset some overrides

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DLSS Tweaks or SK are way more convenient for me in this regard

storm pagoda
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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

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And I never install nv app, just breaks stuff

slow forum
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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

storm pagoda
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Didn't Kal make reno a banned word

slow forum
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Wdym

fiery orchid
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you can't write "renodx" in specialk discord

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except for mods/patrons

slow forum
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For real ?

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😅

fiery orchid
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yes

slow forum
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I'll write RenoVK then

fiery orchid
slow forum
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Instead of building together... So weird of his

storm pagoda
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as a mod developer with a lot of users asking for help.... I completely understand lol

slow forum
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It's his pride getting in the way as usual tho

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He hates it when someone criticizes SK not being up to snuff

storm pagoda
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no comment, but I will say its quite difficult supporting a lot of users doing lots of different things and using many tools together

slow forum
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And proving him wrong is the ultimate sin 😅

limber goblet
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Well Kal even left the server 😅

slow forum
slow forum
eternal python
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I've never had issues with driver updates overriding presets in NVInspector

slow forum
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Yeah my bad, I think it's the NVapp doing that

eternal python
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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

slow forum
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Yeah it keeps its own overrides

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But not yours thru nvpi

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Although I remember global profile dlss preset override used to get reset after driver updates but I don't use that anymore

slow forum
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Now it sticks ? 😊

eternal python
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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

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So something it's making it be K

eternal python
slow forum
eternal python
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I just kinda set it up once and forgot about it

slow forum
eternal python
eternal python
slow forum
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Unless the game specifically calls a preset, yeah

eternal python
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Nice

slow forum
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Like GoT calls C still

eternal python
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C? Damn

slow forum
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It's great for this game tbf

eternal python
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Game of thrones you mean?

slow forum
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Sharpest and nothing is fast paced enough to make it go brrr

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No, Ghost of Tsushima

eternal python
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Oh lol

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Dunno. Maybe works good there, but E at least would probably be better no?

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If not K

slow forum
eternal python
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Lol, that's weird

sterile monolith
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The original Nvpi supports changing those things too

slow forum
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Mislabeled

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And not sure it uses the right thing internally (I couldn't make it work selecting E for RR)

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Had to use the revamped fork to make it work and went back as I was digusted by the result in cyberpunk's sky kek

slow forum
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(Just asked in Opti's discord, it's a RenoDX + Opti quirk)

visual flower
limber goblet
visual flower
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thanks

neon spire
limber goblet
limber goblet
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100% vs 80% fog scattering

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80% is a big improvement imo

buoyant falcon
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what is 10% looks like

limber goblet
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this is 20%

buoyant falcon
limber goblet
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well there is no 10% option

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😄

buoyant falcon
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😩

limber goblet
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0-20-40...

buoyant falcon
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is this ultra +

limber goblet
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yes

buoyant falcon
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100% is like mega bloom

limber goblet
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this is 0% aka off

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it only controls the scattering it does not disable fog

buoyant falcon
limber goblet
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it can look weird here and there

buoyant falcon
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ill play this game later

limber goblet
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I would not go below 60% personally

buoyant falcon
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now waiting for doom tda

limber goblet
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😄

grizzled jackal
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i like that 80 setting

storm pagoda
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I was using 60 bloom and 60 scattering

limber goblet
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This yellow forest area is really taxing with Ultra+

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i was getting 37-47 fps near the area boss

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it's 60 without Ultra+

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I wonder which option causes the massive framerate drop

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it's a combination of foliage+shadows

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that causes the massive fps drop with U+

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medium shadows + high foliage "fixes" it

storm pagoda
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seems more like a bug than anything, will fix it

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its possible that it is a result of fixing their foliage rendering

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if that's the case then might just be what it is

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but will see

visual flower
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yea this area is pretty heavy on fps

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I think it's probably due to GI/shadows

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a ton of foliage

limber goblet
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it's the foliage

eternal python
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I don't know if it's using nanite but if it is yeah, makes sense

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Nanite and foliage are not the best of friends

sonic scarab
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For giggles I turned on DLAA at 1440p res. With 4080Super i17 13700K, and Ultra+ almost maxed except for Reflections in U+ config.

eternal python
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(but I actually think they are not using nanite)

sonic scarab
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Game uses nanite. So does Oblivion remastered

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I think.

eternal python
sonic scarab
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nanite if done wrong doesn't really fix poppin that much.

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Ultra+ does kinda fix that though.

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actually. I might be confusing terms.

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Its Lumen that is in use?

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@eternal python ^

eternal python
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It's the lighting system

storm pagoda
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nanite is rendering all the foliage

eternal python
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Yeahhh, then it makes sense the fps dying when there's a lot of foliage

storm pagoda
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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

sonic scarab
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oh o.O

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nanite then damn.

eternal python
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They really need to fix nanite behavior with foliage at epic

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Well they really need to fix the engine itself, but foliage would be a good start lol

hybrid wind
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Gotta hand it, the U+ mod makes the characters' skin, in particular Maelle, excellent most of the time

eternal python
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Does someone have a link to the mod?

fiery orchid
eternal python
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Thanks!

trim anchor
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Subsurface scattering wasn't enabled?

hybrid wind
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It was

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Skins already looked good with it

eternal python
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Are they some comparison shots from vanilla vs Ultra+?

hybrid wind
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But SSS is a very fickle thing that can dramatically change with just a few changes

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Not sure what technique UE5 is relying on, likely a diffusion dipole, but introducing/enabling transmission is bound to have a profound visual effect

storm pagoda
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enabling light transmission and changing all of the subsurface skin profile settings accordingly

hybrid wind
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They have shading parameters such as Scale or Radius, I imagine?

storm pagoda
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various types of RGB settings, blend settings, physical properties

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I do have one more change I want to make I think

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to reduce some of the issues on skin edge where strong sunlight hits

timber umbra
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What's Ultra plus discord pls?

hybrid wind
timber umbra
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Can I get Ultra server please? cant find it

trim anchor
timber umbra
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tyvm

storm pagoda
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gonna release on nexus tonight

pseudo mist
sonic scarab
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Ultra+ the one that has fixed many games.

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Hogwarts legacy / Cyberpunk / Stalker 2 recently.

pseudo mist
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Oh its like reno?

sonic scarab
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uh no kinda more like a working ini edit but more extensive.

pseudo mist
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Hm i see

sonic scarab
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an example of what it does. each game is different.

pseudo mist
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Ohh i see

sonic scarab
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it improves performance and even can improve things too in how well its done.

pseudo mist
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Ah i see