#✅RenoDX: Clair Obscur - Expedition 33
1 messages · Page 7 of 1
Yeah it does, it's worth it because you have equal chance of losing 5k, or doing 10k more, if base damage is 10k obv
So in the long run it's always worth it
Honestly
It's really simple, super basic math
I prolly learned that at 14 years old or something
It's wortht it ofc. Seeing a 5 hit combo triggering the 200% damage bonus 5 times in a row is 🤌
No, because in raw numbers there's a smaller gap between 50-100% than there is between 100%-200%.
e.g. if your hits usually do 100 damage, when you get unlucky they'll do 50 damage. That's -50. Bit if you get lucky, they do 200 damage, that's +100 (and not +50)
yeah makes sense for sure
It will be same damage in the long terms of it had 50% chance to do no damage
Or if the 50% damage part had more than 66.66666% chance of happening
(not quite sure about the last statement, I didn't give it much thought, just winged it)
Might be 75%, too tired to think
Should be this
not more I can't read
but 2/3rds 1/3rds split should be it
Yaaaay, my tired brain is still braining
You can love the game but still hate the French 
I was lucky that the game released 24th, which I took off and 25th was holiday here. Got immediately hooked on the game so I literally just spent an unhealthy amount of time into it
26 and 27th were weekends so I just did fuck all and played the game
haha same
Completed the download
First achievement unlocked then ? 
4 hours into ACT2
Noice
Gl!
thats not how math works
if your hit was 100 damage normally, double is +100 dmg, and half is -50
100 > 50
avg dmg is (200 (Double) + 50 (half) ) / 2
125 dmg
Is it just me, or is Ultra+ adding few seconds to battle transition black screen?
yeah it does, first thing i noticed using it
longer load times as well by a bit
hmm I did not notice it tbh
so have you guys been playing with u+ mostly?
any good comparisons yet?
I'm staying away from it to not lose perf but I assume you can use it with sorta same performance but improvements, but idk if it's stable/good that way
u+ with high preset just makes sense imo
I've tried it and simple dropping DLSS down to Performance was enough to alleviate the hit, the game did look better for sure, but battles starting few seconds longer are off putting me a bit.
you mean in-game high preset or .ini high preset?
yea it's kinda required if you want to fix foliage and stuff
it has performance friendly mode for battles too
it lowers some of the options by 1 during battles
so do you tweak it in any way
or you just install it and then change settings in-game and play or?
I use 80% bloom/fog and I changed the in-game settings
what settings do you use in-game?
4080 - 3840x1600 - DLSS balanced - Preset K - High/Medium/High/Medium/Epic/Epic/Epic/Epic/High
it's locked 60 everywhere so far
weirdly enough I don't see much of a performance loss even tho mod and hotkeys are definitely working
but I also don't know the difference without comparing it 1-1
battles are definitely loading longer tho like someone mentioned
also it feels like some hair and miscelanious stuff like chains are more shaky with it but maybe I'm wrong
but otherwise seem to look nice
I don't think I'm gonna try that. My GPU too old for that
hair should look better not worse hmm
maybe it's just some hair
but yea I definitely see the performance hit now outdoors
although my settings are a mix of high and epic, mostly epic
epic shadows/foliage is really heavy with U+
yea I got shadows on high
It seams that custom DLSS resolution (99% in my case) did the trick. 7 hours without crash as so far 🙂
It’s using that much higher settings than the base game, tbh
The base game is using weirdly low values even on High/Epic for multiple settings, apparently
yes plus the foliage is broken
Medium/High with U+ basically looks and run better than Vanilla’s Epic lol
Dropping Shading and Global Illumination from Epic to High on Vanilla is the play for massive performance boost at almost no quality loss though.
SO if performance is a concern its best to compare to that at least.
It already is
Open your eyes 
from the very based Ultra Plus Mod Manager software available on nexus 
Or from their discord
That's the cool thing about U+ mods, don't need a nexus account
And you can still get them event more conveniently than using vortex (eww)
dw sewer56 is making an alternative
I don't like mod managers tho 
I only use a handful for specific games requiring them like hitman 3 for the community patch, fluffy for some uncharted 4 ones and U+'s manager for the mods' settings but everything else is manual
This is me to a T basically. This game wasn't even on my radar bc I struggle to think of a single turn based game I've enjoyed, so colour me surprised how much I'm enjoying the combat in this and not just living with it to enjoy other parts of the game. Somehow the way you can set up these loooong chains of character abilities stacking onto each other feels so satisfying when it all comes together to deal insane DMG, and the little QTE parts and dodge/party mean I can't actually put the controller down during fights which makes it more engaging too haha
Either way my enjoyment has been a complete shock, I'm defs not the usual target audience for smthn like this 🤷
It is lol?
more than 88% is unnoticeable..
i drop it 67%, then gave gpu buget to U+
U+ 1.2.0 fixes the issues with shadows/fog!
How much of a performance hit is U+? I feel the game just manages to maintain 60fps on all Epic settings with DLSS Preset K on Quality with an RTX 5080 at 3440x1440
unless you crank shit up
it doesnt seem that crazy
I had a locked 70 fps before u+
and it stayed locked 70 with u+
and thats with me enabling the sdf reflections or w/e its called
5090, all settings on cinamatic, dlss balanced
With U+, go down to High, it will perform and look better than Epic on vanilla settings
Some settings like Reflections I put on low. Which is similar to High in Vanilla game.
Clair Fix got nuked
Wonder why, surprising
entire github got nuked
maybe some angry game dev
didn't like someone else fixing their game
afaik lyall has lost access to his whole account on github, not just this repo
and hasnt heard anything from github support yet
oh, you literally mentioned that in your first msg line
apologies for my (lack of ) reading comprehension
replace might with agility and it me
maybe if somebody gets an A scaling weapon, it might be worth
I can respec and dump all points into agility
B scaling seems to be a significant chunk less attack power than might
and since I die in 1 hit anyway, the defensive stats do nothing
I'm on hard too
This also happens when someone spreads malware
I like not dying from 1 missed parry with some Vitality and Defense without relying on pictos substitutes too much.
Damage, on the other hand, is kinda easy to get going.
Eh, never used them, can't relate 🙂
I don't like edging so hard normaly.
Near the end my Lune got crazy and started giving everyone 9 AP every turn.
did lyall spread malware?
No, never once has his stuff ever been flagged
Optiscaler's Git was temporarily nuked recently due to Github freaking out over some PR merging or something with the merger's account nuked as well, support got back to him not too slowly but might be a problem on the Github side of thing
Or Musa 😅
It's Marat, it should be considered a compliment almost, when it comes from the gooner king
@warped ginkgo did you insult this game? 
finally got time to paly again, what U+ settings do yall recommend?
I just set the first thing to on
and leave the rest at default, game settings at cinamatic
this
; game/off/on; improves quality of SDFs in reflections especially through translucent objects for a high VRAM cost (>1GB) and a few FPS
BetterReflectionSDFs=on
Sounds like doing that would crush my 3080 Ti. XD
I wasn't the one originally asking. But if you're offering advice. ^^
Same as Marat's but set the game preset to medium is quite nice for 3080
See if with OOTB settings from U+, you can handle the High preset ingame first, and adjust from there
Multiple settings on Medium are already going to look better than Epic without the mod
And not necessarily run worse, or that worse
Motion Blur off, smh
Most games don't use per-object blur. So I just turn it off by default.
They... definitely do 😄
As a fellow motion blur hater I support you
Still don't really see the need for it. Moving objects naturally blur imo. It's more an excessive style that obfuscates things.
isn't motion blur and other ppe's are just preference
people would die on a hill of turning off motion blur/film grain/abberation while they can make the game look nice in some ways
Well, sure, just like you can disable shadows... because why not
not really the same thing but I don't really care
But it's often a core part of the aesthetic of the game, and it's really really the case for Clair Obscur
That might be a bit hyperbolic. XD
It looks so off without it
I like motion blur in clair too
I like film grain, ca is acceptable only if it's light and the game has otherwise perfect image quality, motion blur off unless it's a racing game or DOOM where I want to feel like a race car
I really gotta play some racing games sometimes
isn't motion blur mostly not very good in a lot of games?
if you can get good fps already for the picture to be smooth and such
It's great in the majority of games these days, tbh
Some better than others, like Doom TGA being excellent and UE5's too if set up properly
As for when it comes how much frames is needed before it's "enough", that'd be a lot, and you better have a hell of an astounding panel to come with it too
And by lots, probably 400/500+ at the least before you cannot distinguish a difference anymore
And we're not going to have that in any remotely recent games anyway, so it's a bit of a moot point as far as I am concerned, unless the sensitivity of your eyes would be low enough to not see a difference between with and without MB at 120~ frames already
Then it's not really something anyone can do anything about 😄
I'll try it out next time I play.
Didn't really have strong feeling about it. Just standard practice from years of it being shit.
It's especially downright mandatory as far as I am concerned during the cinematics
Many of them have such movie-like qualities, and disabling it is your instant reminder that, well, you are playing a game 😄
I like my game images sharp and clear. I don't need it to look like a movie with grain and stuff. XD
Ew, abnormally sharp images 
that's clearly what he meant of course...
Not sharp to the point of aliasing, but yeah. lol
A lot of games also just use grain to cover up colour banding.
So I remove the grain and use ReShade to fix the banding.
well, grain is usually the way to go to fix banding
games doing this makes sense
👆
I mean, it's a far less intensive way to deal with it. But you can actually fix it if you have like 2% GPU overhead with ReShade. (or as much as an end user can "fix" it that is)
Film grain or just adding some form of white-ish noise has been a common way to lower the impact of banding for a long time
The ReShade tax can be too much for some people on recent games tho hehe
I like film grain sometimes as it makes the apperance more film-like too
I understand. And you're not wrong.
A developer might be able to do it with less overhead. Doing it with ReShade is probably the most expensive way of dealing with it.
Only game I really liked it in was Mass Effect. Really added to the 80's sci-fi vibe.
I liked it in jedi survivor too, felt more like a mix of movie and a game
Haven't played that one yet. But I could see that. ^^
I always leave all post processing on by default
and then start turning it off
if the implementation is bad
or it looks a bit "??"
I don't like how many options some games pack into "post processing"
Like, just let me turn off DoF or w/e it is specifically I don't want. But nope, have to set PP to Low and hope it doesn't nuke other settings too.
yeah true that
especially with some very questionable stuff like lens distortion in mh wilds
DoF off looks uncanny at times
like you might have a scene where you see a lot
but the focus is on the character
DoF blurs the shit thats not the focus of the scene
but DoF off you just see everything in "full detail"
so the important speach on feet vs. armpits the character might be giving
will be like "washed away"
there are games with horrible DoF implementations dont get me wrong; but that goes for literally any tech
framegen is great, some games shit the bed
etc.
That's all fair and 100% true.
Personally I have no issue with it for cutscenes because it's all artistically controlled for that specific moment. But in gameplay I have no real use for it.
Many games have the depth set FAR too close to the camera and just makes things look like when I'm not wearing my glasses irl. XD
This is probably due to the more limited LoD that games tend to have on consoles so it makes more sense there. But on PC with my OLED monitor detail it just looks wrong.
Well, it is abnormal to have everything fully clear at any distance at any time, it's very uncanny
It's like when you are changing for a better prescription for your glasses and for a few hours or even days, it can feel like you see everything too clearly 😄
one example for motion blur I like to give
is something you can replicate irl
if a car zooms by you, you dfont see a car in full detail
(Even had the optician telling me if I wanted to keep my old glasses on me as I left the shop recently lol)
take your hand, put it infront of your face like jonhn cena with your fingers spread out
and wave it fast
the hand becomes blurry
and you cant make our individual fingers anymore
It's less than DoF is badly implemented (although it can be one of the harder post process to mix in the stack, sometimes), but often either overdone (rare these days, tbh) or just... way too tame
I just find that most have the "wall" of blur too close to the camera where it's blurring relevent data to gameplay. Wuthering Waves has this really bad.
I do have hope that, as fully PT games will appear in the future, we'll see especially great camera lens implementations, i.e. the key to a great DoF
Unless I am remembering wrong, WW has it far, no?
Right. But when something flies past your screen its not like you're seeing it in perfect detail either.
Like most gacha games tbh
Problem with all of this is it all depends where you're actually looking on screen.. motion blur, depth of field and all should ideally all be dependent on your eyes position vis-à-vis the screen.. Eye tracking + dynamic processing = real efficient use of such effects. Otherwise it's cinematics or imposing something that doesn't exist irl
Far? Not really. I find the game unplayable if I don't turn it off because it's so aggressive.
Okay I have to run it just to be sure now lol
DoF is extremely aggressive in this game
like in the overworld
pretty much everything exept your party/mount is blurred
I remember one horrible example of DoF
Star Ocean 6
when there was a cutscene and a char was talking
they'd have like a 10 pixel band around them
and it was extermely obnoxious
I wish I still had pics, but I lost them on pc reinstall
let me see if I can find an example on yt
Like... that's okay?
That's deeeefinitely not fitting my definition of a DoF being super strong a few meters in front of me, that's for sure
I agree. Feel like they probably tuned it. They're constantly changing stuff in this game and I haven't played it with DoF on since 1.0. XD
The hell with all these stippling artifacts on your screenshots 😄
You can see DoF a bit on the cherry trees (as you should)
But before, those NPCs details would have been crushed too.
It's on DLSS Balanced. Normally I play with DLDSR on. But I didn't use it for these screens.
Weird, I have it on Quality (from 4K though) and I don't see any of it
But yeah, the DoF is super light here, barely a difference
Much better 
bad pic, diff scene
are you using any mods for like ray reconstruction
I think UE RR breaks DoF
Not in those screens. In the latest screen, yes.
Last screen is DLDSR + DLSS Bal Preset K/w RenoDX & Black Floor fix. And a little of Old Nvidia sharpen.
I don't use any RTX in this game. GPU can't handle it.
Holy DoF 
It's legit for cinematics. Can't argue. XD
It's why it's usually a lot more subtle during gameplay, as you can hardly control/predict where the player will look (and for how long), and why it's usually applied quite far in the distance too
DOF in this game looks great overall I just wish it didn't interact badly with hair in a lot of shots, i think FF16 with DLAA has the best DOF I've seen in a game, super high quality and completely artifact free (at least in the major cutscenes)
If I could just turn it on for cinematics like FF14 that would be ideal for me.
Card-based hair will do that
assuming you just want to lose the overworld DOF, r.DOF.Recombine.Quality=0 will disable that and fix most of the hair artifacts, you lose subtle DOF in some shots though and IMO there is too much pop-in to disable the overworld dof even if you wanted to
The sooner we switch to strand-based everywhere for these things , the better
It's quite heavy tho
Squirrel with a gun is a funny one to try the perf hit just in its main menu: strand-based fur is tanking fps like crazy
what dlss preset are you using
I'm still on E [4k balanced]
K is rip
didnt try j though
using quality ray reconstruction preset e, if i wasn't using the fg mod though i'd probably use normal dlss balanced preset j
K does have a lot of ghosting especially in fog, J is better and u+ also improves the ghosting so the combo of u+ and J might be pretty nice in that aspect
yea K was crazy ghosting, thats why I ditched it
but yea I'm using U+ now so I'll try J
Is it PD's or Opti you're using ?
using PD, I only tried optiscaler FG once and it looked worse than LS imo but maybe i just configured it badly or something
So it's real dlssg 😊 how does it deal with hud ?
no issues with hud, only issues I've seen are some cutscene transitions show the wrong frame briefly though that's likely because PD FG uses reshade for depth when using ray reconstruction, it should be fine without
But does it interpolate it all or is it still base fps under hud alphas ?
looks like a native implementation, if you're asking if the areas around hud elements run at the base framerate then I haven't seen anything like that
Amazing then how good dlssg can be with these without hudless
God, aliasing from hair self-shadowing on characters' faces is driving me CRAZY
nvidia automagically deals with hud elements
when you use framegen
try
r.SSS.Quality=1
r.SSS.HalfRes=0
or use Ultra+
Cause Nukem's will glitch the hud unfortunately, only Opti with hudfix (finding hudless resource) can avoid it for fsr fg
It's a modest improvement...I can't remember ever finding hair and hair shadowing so immersion breaking
It was fine in Dragon Age Veilguard tbh
If there’s one thing I can give to that game, it was that their hair rendering was pristine lol
Likely better tuned to scale
ergh. 1440p balanced with high shadows
Squirrel is an indie but not that optimized
(Spoiler warning tbh)
that just looks broken, don't remember seeing anything that bad in a 60h playthrough. do epic shadows look better?
At 4K without FG? With a 6090, maybe
That's... weirdly low
GPU?
Yeah that's weird, even if the 5950X is not a gaming beast
With U+, all on Low, DLSS 4 Ultra Perf from 4K, on a 5070 Ti/9800X3D
So, possible I guess 😄
And it's probably the heaviest area of the game on the GPU side for now
Same previously lowest possible settings (still using U+) VS All on High except GI and Textures on Epic, with DLSS 4 on Balanced, i.e. how I play
The image quality for Ultra Perf is still really great given how it's internally rendering at 720p
looks better than switch 2 cyberpunk
🤨
What does this do??
makes your rtss ui not blind you
Likely not make the OSD look cooked when using HDR
Does it just put it back to SDR colours?
i like J with RR on E 👍 for this game. i feel like i constantly gotta remind myself that we only got CNN model E like, right at the end of its lifecycle, when nvidia put all of its learnings into a "optimal everything" preset. before that whether to use C, D, F could change significantly between games. i have to actively remind myself that this is the part of the process we're currently in with the transformer model - its still WIP - so K is not necessarily better than J just bc its newer. im defs finding myself using K more often than J, but depending on the game's style/effects, how competently they implemented DLSS, which artefacts are bothering you more, etc. there are definitely cases where J is clearly superior to K - which imho is the case in COE33 - tho i have not gone back and tried K now that the game has a good version of U+ (over on the U+ discord a few peeps have noted that K's ghosting is significantly reduced with everything Lazorr fixed in U+)
i really would highly recommend the last option - U+ - i fked around with so many combos of SSS settings but long story short there was like, a linear relationship between eliminating face artefacts and annihilating the detail of characters' faces, ie I could easily achieve basically zero artefacts if i was willing to live with character faces that looked like plastic dolls. U+ isn't perfect in resolving face artefacts, but it improves it a lot while not destroying the image quality (improving it id say)
tbh that game probs sold me on the fact that i want strand-based hair in every game i now play. was so stoked to see that ass creed shadows had it. even with a hefty perf penalty i reckon (which i did not expect) that i would be willing to reduce other settings by quite a bit to keep strand hair. it left such a massive impression on me in veilguard that i probs regard the game higher than i would have otherwise solely bc of that graphical feature 🤣
@latent pumice agreed with @summer folio - that defs doesn't look right. would highly recommend trying the Ultra Plus mod for this game
👆
lmao sorry mate i have a bad habit of catching up on threads im interesting in while being in a very diff time zone to most peeps and usually end up with a whole block of replies - not sure which statement you're agreeing with but im sure all my points were brilliant so ill just assume its the lot xD
The one just above 😛
the first SSS setting sets it to max quality, the second one makes it run at native res, it's the SSS.scale that was being tossed around which makes faces look more doll-like, the default is 1 and everyone was recommending 6+ so basically 6x stronger subsurface scattering
obviously U+ is the all around best option though, sets those 2 variables by default plus the other skin improvements
ty for taking the time to clarify - legit really appreciate it - a really nice benefit of joining this server and a few others like U+, SK, etc has been that even tho I have zero plans to turn into a coder myself, I get to learn so much about what things actually do; how they actually work; why that does or doesnt cause issues in games
just in general a community here that's pretty gracious with their time and expertise so not even just directed at you - but in this particular instance defs including you haha
I can't get the "press F12 to load latest settings" working with U+. It's irritating me more than it should
In fact I'm not even sure changing settings via the mod manager is working even if I restart the game. I'll try with the ini itself
Playing with a frame graph on 
you can try K too, it looks normal with U+
I can't really notice the ghosting issue anymore
Preset K causes all kind of ghosting/motion artifacts in Wuwa
I haven't really noticed any. At least not compared to Preset C which is what I was using with DLSS 3.
Preset E works fine imo, but if you can't use Quality DLSS then J/K is better probably. I did not test J yet, but the animation smearing on K was very distracting, maybe it's more noticeable with RT enabled
I might give it a try. Its easy enough to play with.
I like the clarity of J and K though over the old model.
My eyes also might not be sensitive enough to notice the slight ghosting of the modern models.
I hope Epic eventually finds a way to get their motion blur shader working alongside DLSS in beautiful symbiosis. Coming to E33 from TLOU II, which has exceptional motion blur, is quite a stark comparison
I do have U+ with default settings. - I upped the resolution to 4K (not feasible on my 4060) and the extreme aliasing was mitigated, but that's just how 1440p and DLSS4 looks in this game.
You using DLSS/DLAA?
Yes, 3.10.2 Preset J
And it still looks aliased? Interesting.
Mine only does that if I'm running at 1440p /w DLSS Balanced.
imo I think transformer model falls apart below 4K and it's def not exclusive to just E33 - Seems like a general problem with most UE5 games.
prob just UE for sure; playing GoW and at 1440p I can take it down to performance w/dlss4 and it looks just fine
certain games hold up better than others on UE though
I think Fallen Order looks fine at 1440p
wukong doesn't look all that great, but it's also a ue5 title now after starting on 4
I game at 5120x1440 and in general transformer has been transformative especially for FPS.
Does anyone know how rebuild the game shaders? I deleted them but when I launch the game it doesnt trigger a rebuild.
You mean like deleting the shader cache?
Could try reverifying the files and next launch it should trigger it is what I’m used to
I just reinstalled the whole game and it still doesnt trigger.
I'm so puzzled.
Try deleting the shader cache again or making sure it’s empty
Tried that as well, completely deleted %localdata% for sandfall, did clean nvidia driver install, etc.
Tried everything, its so weird man. Nothing is triggering shaders to recompile on start.
gamepass or steam?
Steam.
Trying to use RenoDX by injecting it with SpecialK and it's messed up.
What did I do wrong?
SpecialK comes out messed up looking if you do that. No?
Should I just leave these stock?
I learned two french words while at work on saturday.
Putain = Damn
Merde = Shit
I always knew one of those two words was shit lol
I basically just started act 3 and need to finish this game but uh kinda taking a break lol.
Odd though ppl having crash issues. I use SK / RenoDX / Ultra+ combined with no crashes.
True. I do local reshade just how Marat stated to do with reshade regular addons turned off. using the reshade here for it too. Don't run RenoDX thru sk right now since it seems to block it from doing anything lol.
When I tried using RenoDX thru SK in Obivion and This game it blocks it from working. Sliders didn't do anything.
You don't need to launch UMM to make it work 🙂
You use that to change settings on the fly if you want.
Once its setup just run game like you would. 🙂
Its basically pak file and uses UE4SS method of injection with unique tweaks that can't be done in simple engine.ini file.
Is U+ upscaled cutscenes mod pretty much the same thing as the Nexus mod? Any reason to use one over the other?
I need an enemy scaling mod. The game is not balanced well.
In act 1, I grinded the arena for 30 minutes. It over levelled the party so much that the rest of the game until after Monoco Station became a 1-turn 1-shot joke. After monoco station, there is an optional area, went there, faced some challenge and then party came out like 40 levels ahead. The rest of the game till end game including tower and Simon became a 1-turn 1-shot joke. Started NG+, same thing.
So I started a new play through beelining story missions. Same thing. In act 2, there is no challenge despite being under levelled.
there are some issues in terms of where to go/what level you gotta be and overall difficulty variance in the game for sure, but you can also nerf yourself if you want to see more animations and such
that's what I ended up doing in act2
I dont like to play that way; artificially nerfing yourself to create a challenge. A lot of games would introduce disablers as part of NG+ to enforce those limits automatically. I find that to be a better way.
The U+ mod is much higher quality and it’s 4K. It’s not even comparable imo, the other nexus mod is full of upscaling/oversharpening artifacts
I agree with you but that's probably what we can do ourselves to enjoy the game while there's no mod/patch etc.
it seems like it would require a very complex solution without changing the rules of the exploration too much
like an automatic scaling of sorts
I made the same mistake, I over leveled my party in the early game solo arena 😅
I just finished the underwater level and everything looked really nice. But now in the overworld everything looks really overexposed and overly contrasted. Is there a good middle ground for settings to use? Or I'm curious what settings you guys use
I think some places just look a bit like that
can you show screenshots under spoiler?
@visual flower sure here you go
I'm still tweaking the settings. Sometimes I like more saturation and contrast, but idk.
this does look way oversaturated
what's your settings?
I think it definitely looks like some sliders are way higher than normal
@visual flower In the dark areas of the underwater it looked good, although maybe a bit too contrasty. But in other areas it just looks bad.
yea I think those are bound to make your picture look extremely overexposed and saturated
these are Mpaul's settings, you can give them a try
just keep in mind that the picture will look hella washed to you after your usual settings until you get used to it
since you probably got used to your settings
but it also depends on your monitor
so maybe there's some merit
yeah I noticed this especially in the game brightness setting. with my aoc q27g3xmn (1100 peak brightness according to win hdr calibration) in most games I usually can crank up the game brightness to max and it looks best. this is the first game I struggle to find good settings for.
thanks for the settings though I will try them out later
also, does it matter if I grab the pinned file or use the one from https://github.com/clshortfuse/renodx/releases
no clue but I'd go with pinned
you can still use your 1100 peak brightness btw, just make sure to not raise game and UI brightness to 500 as it would also probably affect how the game looks, leaving it at around 200 should be ok but you can tweak however you like really
I tested it a bit and indeed it takes some getting used to (looks washed), but the highlights arent blown out like they used to and tweaking using above settings as baseline helped
💀 That saturation and contrast level 💀
This is what I use with U+'s skin enhancement feature
you are crushing blacks into oblivion with those settings
30 shadows / 60 contrast 💀
and the 500 paper white and UI brightness settings are way too high 😄
I was about to say 😄
Wut
Yea, a lot of the areas in the game are very dark. Rising contrast too high is not really recommended
U+ is far superior - its 4K whereas the other one is 1080p - the image quality/processing/compression is just better as well - its a much more naturally clean image
How were the 4k vids acquired anyways?
AI upscaled or ripped from console version?
upscaled
Figured. Just wasn't sure. ^^
any way to lower dof only in world map
2 steps in front of me and it's all a blur already
making me dizzy
yea a few friends complained about the world map DOF
where everything except the party is blurred
its a bit on the strong side 
r.dof.recombine.quality=0 will do that
Disables rather than lowering though
I'm getting used to new settings and the game looks better for sure. Although I do feel that some recommended settings here aren't bright and don't pop. maybe it's because of different monitors? I don't have OLED
Also trying the U+ mod. Looks good. Anyone know why I can't get the U+ notifications to display as overlay in-game, they only start appearing after I left the game? win focus isn't on.
explain
1100 peak -> this is just the number I got after win11 hdr calibration. what's wrong with it?
the 500 paper is something I learned to change after yesterday lol
if your paper white is too high, your highlights will get clipped
and increasing it also brightens the shadows
ok so that last part I guess is why I cranked contrast up to get more shadow feel
dont recommend go over 300
and 300 is only recommended if you are in a very bright room
Is this global disable? Or just world map?
Yeah I prefer to have dof only on cutscenes and not on world map.
Question is this for OLED type tv / monitor? I have a AOC Miniled monitor.
Disables one aspect of the dof which is responsible for world map blur and most of the dof hair artifacts, if you don't want the world dof I'd say the only negative aspect is some shots with only subtle background dof will lose it but most of it will be kept intact
I mentioned this to Lazorr, he said he might add this in dof settings of Ultra+
B/c it does in fact fix a lot of hair issues in dof.
Yes I use an OLED display
did U+ ever update the issue with loading times?
the + 2 sec battle loading time?
no, it's not really an issue
@summer folio Btw new Ultra+ setting for DOF. He added that line you mentioned. That takes care of dof in overworld map and helps hair in cutscenes. 🙂
No
If it's not renodx or lillium it almost certainly is not worth using
I was also thinking of those but couldn't remember the name
idk how much of it is useful ina reno mod with build in saturation shaders
but yea it exists
there is a shader that lets you use sdr effects in an hdr game
it has some downsides like clamping gamut
it:
encodes color
runs effect
decodes color
Are there any guides or recommended settings for RenoDX in this game? I’m referring to sliders like contrast and saturation, or is it just a matter of personal preference? I only want HDR to work without altering anything else to preserve the developers' artistic vision. This is my first time using this mod.
keep it at default
and just change peak/game nits/ui nits to personal preferance/dispay capabilities
Thanks, I will do that
pumbo
Yeah default probably best. For every scene that benefits from some tweaks, there’s another scene that will hate you for it. Mess with settings if you’re down to constantly mess with settings 🫠
You might want to try setting blowout to 1 if you like some white inside your fire
I agree with the other suggestions, this game changes how scenes look very heavily, even between platforms sometimes
Increasing highlights to 53-55, and blowout to at least 1 is recommended even if you keep everything else at the default values
@halcyon geyser I've left everything at default except my display's peak nits (as everyone else has mentioned) and blowout to 10 (I wouldn't go crazy with it and the "right" value probs is both display and personal pref dependent, but blowout 10 gave me enough of that white hot flame look at the core of fire for example that it looked most "right" to me - im sure many - Richard is a good example are v happy with a lower value than 10 but I probs wouldn't leave blowout at 0 - at least on my screen it left what should be the hottest part of flames so colourful and saturated that you really didn't get that hot and bright centre you'd see IRL)
does anyone have a save at the end of act 2 or beginning of 3.....
I dont want to talk about it
@storm pagoda I got to ||after you find the fat guy's best friend friend, the gestral||
in act 2
idk if thats far enough for you
but I can send you my save
I appreciate it, i got hooked up with a save and a save editor! Thank you though
is pretty close, ain't gonna be exact to what I've done but hey I'll take it!
is what i get for turning off steam cloud so I could debug peoples issues
the steam cloud is one of the only reasons
I buy games
what's a good DLSS preset for hair in the game? im using preset k transformer model, and the hair quality is very distracting
K is straight up rip
in this game
I've used E for like all of it
gotta try J though
For vanilla game, J is superior to K. If using Ultra Plus mod (which I'd highly recommend), and using it to add ray reconstruction, K actually ends up looking great - the mod significantly addresses most of the things that make K look bad in this
If i lower it to E using nv profile inspector? Will that mean im not using the transformer model anymore?
Not that i mind not using the transformer model if it gives me better image quality
I just have nvpi to use the latest dll and have the preset k selected
e is the default the game ships with
and yea its not transformer
So i just revert back the nvpi settings for the game? And it should use what ever shipped with the game?
its worth a try
or try J
I've been happy with E; its not perfect but
its not a smear-fest
The game with Ultra+ and preset J or K looks good imo
No smearing issues
But if you are struggling with performance and/or you don't want to use U+ then preset E + RenoDX RCAS is a good alternative
K/transformer runs better though despite the hair, no?
after playing around with U+ for a while
and switching back
idk
there is something good about U+ but I feel like it kills too much
and I can't even explain what exactly
but the vanilla game looks better besides a couple of places imo
maybe if you play on 5090 and can have great fps while cranking the settings it could be better, but vanilla epic looks so good
It literally improves on everything compared to the Vanilla settings though 🤔
Even U+ High (and some settings even on Medium) is already better than Vanilla Epic
I guess vanilla epic is more blurry
and that gives the game a more oil painting look? idk I think everything looks a lot better with U+ even on high settings
than preset E? No
preset E is like 10-15% faster
the usual CNN vs Transformer model performance difference
Than j
But I guess I meant of equivalent appearance not preset
I dont see how U+ can fix that; but its worth a shot
the current issue from "forcing" transformer is volumetrics and stuff
I think games with native DLSS4 like doom cope ages
do something special
a lot of the ghosting is caused/exacerbated by lumen's temporal component, ultra+ uses completely different settings to lessen it, also generally J has fewer problems with volumetrics but more problems with foliage than K
ClairObscurFix causes screen flashing issues at times
not sure how to fix it
switching back to version 0.9 fixes it
I've noticed it, too. But it only happens when I alt-tab.
a fair number of the LOW settings when using U+ are above vanilla epic. some stuff in this game is so borked that the epic values are wayyyy worse looking than the minimum values the epic dev docs suggest for the lowest possible setting 🤦♂️
I’ve seen lots of talk about preset K having issues with volumetrics. How do those actually show in practice? Like what’s wrong with volumetrics if preset K is used?
It causes object smearing/ghosting
So these Ultra+ mods are a legit thing? I know there was someone posting some kind of "ultra" settings for various games and it was mostly doing nothing (and they tried to paywall it behind their PayPal, too).
yeah they are legit
yea the Ultra+ modders actually test the stuff they change and make sure it looks better than vanilla, unlike the usual engine.ini meme mods that just copy paste from somewhere else
Do you use renodx with ultra+?
Yeah, I do now.
This was the reason I went back to 0.9 and didn't bother going to the "newest". Was getting a number of weird 32:9 issues on it. But 0.9 does everything right.
it's a sudden change in FOV i think in 0.0.10, not sure what causes it
Yes, that's what seemed to be happening to me unexpectedly, almost a rapid camera slam of some type.
What was the anime about the guys in prison with the part about being an ass man
prison highschool or something
Located on the outskirts of Tokyo, Hachimitsu Private Academy is a prestigious all-girls boarding school, famous for its high-quality education and disciplined students. However, this is all about to change due to the revision of the school's most iconic policy, as boys are now able to enroll as well. At the start of the first semester under thi...
Ya
anybody awake
I need help in ch2
I'm lost, and dont want to run around for an hour
Your next stop is Old Lumiere
Its the opposite of ice area
yea
I talked to the npc
and he told me where to go
LOL
btw here are my findings
yeah, there is NPC at the exit to point you lol
Display: 4k, 32 inch
Mods: Renodx-UnrealEngine and Ultra+
Settings: All cinamatic graphics, as high as they go, DLSS Balanced
U+ Settings: All default, except BetterReflectionSDFs=on
It seems DLSS Preset J is much better than E and K -- I don't know if it's because of U+. When I tried K some time ago, it smeared like crazy.
I think E is better for hair coverage. At least with DLSS balanced compare to J/K with DLSS performanced.
I don't test DLSS balanced with J/K because I cannot maintain 60FPS
hair is one of the thigns I tested
main reason I stopped using K
J with U+ seems better
I'm doing the second gestral jump quest
got greedy and fell twice
the game built in fucking
getting over it by bennet whatever
what am I doing with my life
nice a red thong
sadly for the wrong party member
I worked hard for that thong
so guess he'll be wearing it from now on
lol
I was so mad 😸
Went back to Sacred River, remembering that it looked very cool and mystical
Ultra+ (high settings) removed too much of the fog and the place felt like a regular blue-looking area
I went back to Vanilla Epic
Finally got around to trying this mod. Works great by the way, thanks
Seems to work fine with RR alone and it, but I had some issues getting DLSS frame gen/motion smoothing to work with both. I saw the thread on GitHub about DLSS frame gen in Oblivion
I feel you on that, it definitely improves some aspects but just kills some of the mood in different places
I wish there were more comparisons and settings suggestions instead of everyone just saying it's good lol
does the mod have crashing issues when using with the gamepass version?
He's a public hater / secret lover
smh my head
contrarian
Hello,why after instaling mod,i can only have like 500-550 peak maximum brightness?
Even when its set to 1500,the cap is like around 550
Is U+ the "definitive" E33 experience? I'm assuming it's the mod on Nexus Mods uploaded by Lazorr (not sure whether linking is allowed)? I'm running Lyall's fix, Perfect Clarity, and RenoDX - any known conflicts?
U+ changes the default graphical settings, boosting many of the High/Epic levels to incorporate "Cinematic" levels of detail, as well as being very customizable. If you have a decent GPU then it's certainly worth checking out.
Perfect Clarity's Engine.ini can be removed as U+ already has those changes, based on the options you toggle in the .ini
its mid
I want to finish it
so I play it little by little
he heard about Simon
you can link them
idk what perfect clairt is
but
I'm very happy with U+ and RenoDRT
Yeah, I had a similar experience tbh, the only real adjustment over vanilla epic that I’d want is a little less bloom so things in the distance are more visible as opposed to being blown out by bloom. The fog could be turned down a little too tbh
Ultra+ (ini file: defaults, in-game: Epic) / Unmodded (in-game: Epic)
Scene is Sacred Rivers entrance, not really spoiler but tagging just in case
4k, DLSS Balanced, Preset K
btw I was messing around with J, and noticed issues with hair
but it wasnt anywhere as bad as K
idk if I want to use E or J -- both have their ups and downs
Ultra+/vanilla
omg that suit is so cool
for the transforming dude
where do you get it, if you can share no spoilers
I know a gestral in the Act 1 area
had a few things to sell
where you bought gustav's suit
he had more stuff for sale
I'll check where it is and see if it's not spoiler
it's on endgame optional area that you can't reach yet
on one of those floating islands, not really spoiler to say this because you saw several of them
Ultra+ / vanilla
clouds pass by and cast a shadow on things
lets go, cloud shadows for +400 watts of power
(jk I love U+)
(and would give up all the FPS to make games look nicer)
what u+ settings are you using
I only changed one
...
U+ Settings: All default, except BetterReflectionSDFs=on
just dropped the mod as is to confirm if I wasn't seeing things
this scene
does it only affect reflections?
@visual flower there is an option in the U+ mod config that changes how much or how little fog you want - all the way from vanilla game to none - or are you referring to something different that's unrelated to that setting? just curious/would like to keep an eye out for it, im not that far into the game yet (at least dont recognise the place name you mentioned) and so far have not noticed anything I would consider a stylistic change to the game's visuals - purely bug fixes/removal of artefacts, etc so defs wanna be aware/keep an eye out if there are areas where it actually changes the visual style 🙏
Lazorr did change a whole bunch of parameters that affect things like the hair fizzle, volumetric fog artefacts, etc. so Preset K does look a lot better with U+ than the vanilla game. That having been said, I'm with you - I preferred J to K in the vanilla game and I still prefer J with all the U+ fixes 👍
@viral cave just wanted to add/clarify that even if you have a low end GPU I would still recommend U+ 💯 - the mod on its lowest settings will have similar performance to vanilla game on lowest settings but still have noticeable visual improvements in many areas 🙂
iirc it'll affect anything that uses the SDF data which is more than jsut the reflections in games that use software lumen (like this one) - im sick as hell atm tho and feeling pretty groggy so apologies if im misremembering 😬 🙏
not sure if you are on the U+ Discord or not - if you are (or if you aren't and you're OK for me to share your screen grabs there?) it would be worth showing Lazorr as I would assume removing shadows from clouds or whatever is happening in that area of the shot is not intentional behaviour
the 2 world map scenes I shared were pretty bad samples because they look kinda the same. The scene I'm mostly complaining about is the night forest one
the Ultra+ side looks more neutral and lacking depth.
The trees occlusion seems better on the vanilla
the grass on the ground that's close to the character also looks better occluded
Ultra+ epic / Unmodded epic
this example shows some trade offs happening
this is a terrible sdr snipe but wanted to show how Ultra+ on the left has flatter presentation of the rocks at the back, while the vanilla has more depth thanks to occlusion
But over here, these assets have better occlusion on Ultra+ on the left.
I'll try playing with the Ultra+ settings to get the rocks at the back to look better while retaining this improvement
Huh, looks like U+ may be inadvertently clipping some foliage. Have you tried adding on the Default Scalability mod available on the U+ page to see if that problem remains?
right, I didn't notice the missing folliage
i'll try the scalability mod
i'm not sure if it's a "problem", because it feels that this is a side effect of "more accurate GI" or something like that
Are you still in that area in your game? Mind zipping your save and posting it here?
There is no foliage in the area I'm currently at.
it's the first dungeon, second flag
high and epic settings are using scientific notation on minimum screen size. I didn't even know that's a thing
\AppData\Local\Packages\KeplerInteractive.Expedition33_ymj30pw7xe604\SystemAppData\wgs
that's the folder you need right?
(I'm on gamepass)
Ahh, I don't think our saves are cross compatible. Thanks for checking tho
default epic foliage:
grass.DensityScale=1.0```
U+ epic foliage:
```foliage.DensityScale=0.9
grass.DensityScale=0.9```
Why are the U+ values lowered?
In all its totality, these are the epic scalability settings that U+ changes.
r.Lumen.ScreenProbeGather.DownsampleFactor=16
r.LumenScene.Radiosity.ProbeSpacing=8
r.LumenScene.Radiosity.HemisphereProbeResolution=4
r.Lumen.TraceMeshSDFs.Allow=1
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution=32
r.Lumen.ScreenProbeGather.IrradianceFormat=0
r.Lumen.ScreenProbeGather.StochasticInterpolation=1
r.Lumen.ScreenProbeGather.FullResolutionJitterWidth=1
r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.FullResDepth=1
r.Lumen.TranslucencyVolume.TraceFromVolume=1
r.Lumen.TranslucencyVolume.TracingOctahedronResolution=4
# Shadows
r.Shadow.Virtual.ResolutionLodBiasDirectionalMoving=0
r.Shadow.Virtual.ResolutionLodBiasLocal=0
r.VolumetricFog.UpsampleJitterMultiplier=0.5
r.VolumetricFog.GridSizeZ=96
r.VolumetricFog.UpsampleJitterMultiplier=0.5
r.VolumetricFog.HistoryMissSupersampleCount=8
r.Shadow.Virtual.SMRT.TexelDitherScaleDirectional=2
r.Shadow.Virtual.SMRT.TexelDitherScaleLocal=6
# Reflections
r.Lumen.Reflections.MaxRoughnessToTraceClamp=0.4
r.Lumen.Reflections.MaxRoughnessToTraceForFoliage=0.36
r.Lumen.Reflections.TraceMeshSDFs=1
r.Lumen.TranslucencyReflections.FrontLayer.Enable=1
r.Lumen.Reflections.RoughnessFadeLength=0.25
# Shading
r.HairStrands.RenderStrands=1
r.HairStrands.MinLOD=0
# View Distance
r.SkeletalMeshLODBias=-1
r.ViewDistanceScale=2.0
# Foliage
foliage.DensityScale=0.9
grass.DensityScale=0.9
# Textures
r.VT.PoolSizeScale=2.0
r.VT.MaxAnisotropy=8
r.MaxAnisotropy=16
checked a few more scenes (using default scalability) but they had no perceivable differences with Vanilla
i'll try asking on their discord later
Mine
At 1440p I get decent fps with my 4080 until I go into a forsest b/c this game uses nanite for foilage and will drop 50 fps alone. With U+ foilage fix active that is another 10 to 15 fps drop.
So in certain areas that I been to its like 25 fps lol
If you want to share your settings from Umm app this is the way to do it.
im locked to 60 everywhere with a 4080, U+ high/epic, 3840x1600 dlss quality
even in that most demanding forest area
I am 4k performance on a 4080 usually 70+ fps doesn't drop bellow 60
huh. screenshot settings? using FG mod?
And have you guys been to red forest or such?
b/c a place with foilage can kill fps.
Does seem kind of weak, I don't play on Ultras but I've managed nearly flawless 60 at 3840x1080 with a 3070 so, something's going on.
no FG, and yea I can take screenshots, there was one area in the game where the fps tanked near the boss I think it was that forest area
I even sent my save to Lazorr to investigate
it's the foliage fix that's causing the fps drop
it should run well enough without the fix
I use the fix tho
well yeah but even without foilage fix it still drops heavily.
I noticed I am down in 30s or 40s
red forest? I will test in in a sec
one of those locations.
I am in NG+ and not reached that far yet.
Its one of those forests areas.
I'm still in normal NG I can go there
Could've been clairfix 0.10 too though.
but every where else I am basically locked at almost 60 fps lol.
Was why I was asking for your Settings of Ultra+ Mine were almost maxed out.
lol
default settings ini
yeah I figured thats why I asked for settings b/c my settings are heavy. Especially reflections one.
o.O
oh yeah that definitely explains it 🙂
it looks a lot better than vanilla and thats enough imo
I basically tweaked every setting above default.
pretty good fps for what I was using. Until I hit a forest area lol. Apparently Lazorr said that Reflections do affect foilage as well.
yea I was using higher setting then I hit the forest are with the boss
fps dropped to sub 30
same 25 I think.
turning down shadows to medium and foilage to high
gave back like 35 fps
or more
Reflections going from ultra to high was big bump too in fps.
yea I don't use epic reflections either, it's kinda pointless too imo
high looks good enough, it fixes the weird vanilla reflection issues
no need to use RR anymore
Is ingame Settings all epic?
Hmm I might drop RR now.
ofc not
o.O
oh lol you are using RR?
I have all that at Epic and almost every setting at maxed in Ultra+ and still maintained almost 60 fps
why?
even a 5090 struggles with everything at epic at times lol
I don't mind fps dropping lower than 60.
ok at 4k
I would lock it to 40 tbh and max everything out if I were you
So no VRR Flicker
hmm. Might be good idea.
I can't max out Reflections though.
I did notice that LodBias setting on stuff high made hair really uh weird. Especially white hair.
that's fine
white hair looks bad no matter what unfortunately
I mean not bad just not as good as darker hair
lol I am starting to realize that. After noticing issue I can't unsee them.
I think the bloom / glare off hair is making those things really noticeable.
I use On + Better hair.
so not entirely off.
I did do that though for NG+
I used On for my first playthru.
I use normal on, I don't want to loose foreground DoF
ah ye
I'm thinking about turning it to On+Better hair for my new game + walkthrough
Epic will eventually figure out how to make DOF work with temporal AA in beautiful symbiosis. They've only had fifteen years to figure it out.
Currently trying to work through a solution to the RenoDX crashes in the renodx-support forum but figured I'd post a note here as well in case anyone else had experienced this and found a solution. Running a 4090 and an Intel 13700k and the crashes I get are the fatal errors a lot of people have noted on the RenoDX Nexus Mods page. Anybody else dealing with this? Marat mentioned that he ultimatlely decided to use another solution for HDR but I'd like to stick with RenoDX if possible because I've been so happy with the results (outside of the crashing obviously)
marat is using the generic unreal renodx mod
the sliders won't apply in real time
so you have to go into the settings menu for them to apply
press start twice
techinacly once
also both unreal engine and ritsus mod are the same thing more or less
the only reason I use the UE mod is because its what I have in my folder + want to find any potential missed lutbuilders
since lutbuilders benefit both mods
the one suggestion I have is
get rid of all reshade fx and addons; get the installer in #🧩renodx-dev
@viral cave
when you open the game, make sure you see this
if that doesnt help fix your crashes, you can always try the Unreal Engine mod -- https://clshortfuse.github.io/renodx/renodx-unrealengine.addon64
but if that doesn't help you; the unreal engine mod will probably crash too so idk
Alright I'll give this a shot. Thanks!
Last time I'm going to bug you @warped ginkgo I promise! Installed U+, based on what you said in a previous post you turned on BetterReflectionsSDFs and generally just left all the other settings on 'game' (my settings in game are all set to Epic). Also using J setting for super resolution. Am I missing anything? Do I need to go through each setting in the Ultra+ Mod Manager and set them to their max settings or just keep them on 'game' and I'm good to go?
I didnt touch any of the othe rini settings
only set the reflections thing to true
idk anything about the mod manager
I just extract the zip from nexus
Okay gotcha. Thank you man
There is a way to fix the absolutely awful pixelated shadows on the faces of the characters?
Are you using any mods? What's your resolution and DLSS setting?
Vanilla game is just like that, try U+ it can mitigate that issue.
Sorry for the late answer, i'm using Reno, lyall fix and optimized tweaks and playing at 4k with dlss 4 prof. J performance, it could be one of those things? The game looks really good but those shadows... It's only those on characters
on the second screenshot. There's no need for those 2 to be running? As they're always on by default IIRC
Some shaders might rely on them, but no, you don't need them going with just Reno.
strange issue, can you share a screenshot?
I beat the game with Reno and Lyall and characters always looked fine. Idk what "optimized tweaks" is, the recommended engine mod that people is using widely is Ultra+
It looks like this, at the start of the game is really bad, in other scenes its less visible, i've also removed that optimized tweaks, it was a mod on nexus but didn't to anything like those others ini files...
Probably either broken DLAA instead of Quality DLSS, or lack of Lyall fix with sharpening at 0.
dlaa is busted
at 4k
if you want to use dlaa
use dlss quality, and override res to like 99%
or 98%
get rid of any of the snake oil engine.inis - they often mostly do nothing but there's always a chance it could be screwing something up - nuke/delete the game's shader cache, depending on what you want/need install Ultra Plus (more or less the only worthwhile ones of the visual optimisation type mods), Lyall's ClairObscurFix v0.9 (if you need ultra wide fixes, cutscene FPS unlock, getting rid of forced sharpening - fwiw the 0.10 version is borked for many but 0.9 seems to be fine), and RenoDX (if you want proper HDR), and lastly like marat mentioned either don't use DLAA in this game bc its fked (just use DLSS Quality unless your native res is so low that even that doesn't work?). otherwise if you're really set on having DLSS above Quality level, you'll have to override the DLSS scaling factor as per marat's suggestion
after all of that, any bothersome visual artefacts that remain, are unlikely to be resolvable by the user
I had the same problem with Preset J 4kPerf/1440pBalanced. Reverting to Preset E and keeping Ray Reconstruction disabled somewhat mitigated the issue
Loaded a new game and my game doesn't look that bad but managed to notice where those artifacts come from
Self-casted shadows (gustave's hair on his face) look fine.
Soft shadows on characters from world objects (GI) also looks good as long as they remain static. When they move, there's some sort of ray casting-related dithering going on.
I managed to make the game as bad as in your sample when I set DLSS to Ultra Perf (33%), any other setting the defussion artifacts are still there but they are not as distracting.
And yeah, like the others have said, just ditch those other Engine.ini tweak mods. They cause more problems than they solve.
use Ultra+ for that fix. I think it has one for this game for DLAA.
Btw ClairFix got update yesterday. 0.11
Version 0.0.11
Added setting to control timer resolution changes.
Added setting to control fix for DLAA bug.
Fixed FOV snapping when letterboxing is disabled.
V2.2.1
- Add missing shader (Courtesy of Adrian)
any idea on where that shader was missing in terms of act/area?
some attacks with chromatic aberration during a boss battle in late act 2 were clamped before
got some unreal engine crashes after trying this, went back to 0.9 seems more stable
Which dlss preset is best again for vanilla + renodx?
E? Or j? I know k has some smearing issues
It's really down to personal preference. Preset J causes some post-processing related artifacts & has a performance penalty, but will generally look sharper, especially below 4k, whereas Preset E is more reliable, albeit duller looking. I use Preset E because I generally think that DLSS 4 currently has too many issues with Unreal Engine 5 games.
I'm at 1440p ultrawide, I'll see how j and e look
I had been using k but I just got to a point where it's distracting
Playtest a cutscene with both of them.
There's also been some anecdotal claims that the Ultra Plus mod improves the issues that Preset K has with volumetrics.
I didn't like how ultra plus looks to be honest, sadly
It's a bit hard for me to compare playing cutscenes, going to see if anyone recorded videos
ive settled on J and happy with it - whether the J or K artefacts bother me more or less is very game dependent on what the game's visuals heavily rely on; usually K tends to be the better compromise but in COE33 I'm defs preferring J
I don't think (with my v limited technical understanding at least) that any improvements are specific to preset K, even just using TAA whatever U+ does helps with fizzle, stability of volumetrics, etc. as a side effect that seems to make K more of a legit option bc it no longer struggles w/ the volumetrics artefacts as much
that having been said, U+ or no U+, I think J looks pretty good in this game
So i managed to somewhat improve this problem with the shadows, thank you for all the answers. It's a bit better with dlss preset e balanced instead of j, this was with performance at 4k, i don't know why my game looks so bad compared to others. I also removed all the ini tweaks mods except for the ssr lines i found here on this discord, now atleast is bareable albeit still bad
anything you guys recommend to alleviate pop-in? It's quite distracting at times
Try these in engine.ini:
r.DFDistanceScale=2
r.ViewDistanceScale=2
foliage.LODDistanceScale=2
didn't do anything for me :(
bumped all the distance scales to 5 and added:
r.SkeletalMeshLODBias=-2
r.StaticMeshLODDistanceScale=0.25
visible improvement on my end now, just in case anyone else has the same issue
Any downsides?
some performance for sure, i assume it will also depend on the area. I had some headroom since I'm playing with FG but we'll see how it goes
I just hate pop-in in general, way too distracting
hi guys i just started playing Clair yesterday, i downloaded renodx for it and the game looks much better, what settings are you guys using on renodx hdr and is there any mods to get better performance? i am playing at 4k using a 4080 and have to put the game on dlss balanced to get 60fps
There's Puredark or Huutaiii for FG
Probably can squeeze something out of Ultra+
I locked the game to 60 and used MFG 4X
I finished the game using UE forced HDR
Memery true, but I only did it because Reno wasn't compatible with PureDarks FG
At the time
I also had some combat freezes using Reno but I'm guessing those have now been fixed
Oh!
https://www.nexusmods.com/clairobscurexpedition33/mods/144?tab=description this mod is OK but in general most of the performance tweaks don't work that well IMO besides Ultra+, but Ultra+ messes a bit with the look of the game in my opinion so i just used nothing but renodx
optimax gave me a slight performance boost but i'm on a 5080 at UW 1440p so YMMV
I'll do that, just renodx
have fun!
have a 4080 as well running dlss balanced at 4k as well with U+
some really heavy cutscenes the fps drops
What's u+?
U+ is the real deal if you want to fix the visual artifacts
and/or if you want a better looking game
ultra+ fixes all lod issues for me as well
had my first ever display driver crash on any game (had to reset the computer, no display signal but audio kept playing) after updating renodx and clairobscurfix yesterday. anyone else experience this?
I get crashes after long play sessions
I did recently install a better map mod. Will try without it.
RenoDX / SK / U+ / clairobscurfix 0.9 here, no other mods, and not a single crash in ~50-60 hours
I'm going to roll back to .9 just in case, I used that for 25 hours without issues
Not sure what .11 does tbh
no reason to upgrade yea
It might have been a coincidence, but I don't think I've ever had a driver crash that couldn't be recovered without a system power cycle
just echoing this - by far the most effective of the LOD fixes, just bc some of the LOD issues are due to elements that aren't affected by the common LOD cvars peeps are sharing - U+ is a bit more comprehensive in that regard
i cant recall seeing anyone have a single issue with .9, which i'm continuing to run, whereas issues with .10 and now .11 seem quite common
With Reshade 6.5 release, do we still need to use the unofficial reshade for COE33 renodx addon?
Or the changes to unofficial reshade patched into 6.5?
Getting some black artifacts using ritsu's v2.2.1 renodx mod at end of act 2 area || monolith peak||. Turned off renodx and it looks normal. Anyone else run into the same issue?
Hi, thanks for creating a great mod! I haven't been able to follow the discussion closely lately so this might already have been asked, tried searching and didn't find anything, so here goes:
When entering a battle while using RenoDX, there is a small "battle swirl" effect missing. A very small thing, and not really important, but I wonder if it's possible to fix it, for completeness sake. See this video for an example: https://youtu.be/Jw5SkDHdQrw
There seems to be a small "swirl" effect missing when entering a battle with RenoDX activated
#1365094340355035167 message
are you using 2.2.1, if not try that, if still broke, turn on dump luts and share the files
pin this please
well 2.2.0 is also pinned so that makes it confusing
Using 2.2.1, yeah. I'll dump luts as soon as I'm able, thank you.
That is interesting.
LOL i never noticed that because ive been playing day 1 with reno
i thought that blackscreen transition was intentional
xd
missing a copy probably. it's like a screenbuffer effect
I installed the Unreal mod and turned on dump luts, but no lutbuilders got written to the game directory. Had a look in the reshade.log, and I'm seeing the following warning written every time I start a battle, which sounds like what you are referring to @hasty loom :
19:32:59:040 [ 1716] | DEBUG | [RenoDX] mods::swapchain::OnInitResource(Marking resource for cloning: 0x000001824545d350)
19:33:05:052 [ 1716] | DEBUG | [RenoDX] mods::swapchain::OnInitResource(counting target, format: b8g8r8a8_typeless, usage: 1cc4, index: -1, counted: 7) [0/7]
19:33:05:059 [ 1716] | DEBUG | [RenoDX] mods::swapchain::OnInitResource(Marking resource for cloning: 0x000001824546f230)
19:33:05:066 [ 5220] | WARN | [RenoDX] mods::swapchain::OnCopyBufferToTexture(Unexpected source clone: 0x000001824546f230)
19:33:06:068 [ 1716] | DEBUG | [RenoDX] mods::swapchain::OnInitResource(counting target, format: r10g10b10a2_unorm, usage: 1cc4, index: -1, counted: 76) [2/7]
derp
if (source_clone.handle == 0u) {
std::stringstream s;
s << "mods::swapchain::OnCopyBufferToTexture(Unexpected source clone: ";
s << PRINT_PTR(dest.handle);
s << ")";
reshade::log::message(reshade::log::level::warning, s.str().c_str());
return true;
}
it's printing the destination
but something is trying to copy to a cloned resource (destination). just the log isn't helpful saying what the source is.
@warped ginkgo yet another candidate for auto upgrades in OnCopyBufferToTexture
I have to read up on these auto upgrades
btw I added the "bare minimum" upgrades to Unreal Engine
if you look at ritsu's mod; he has like 10x more aspect ratios for UW, super UW, etc
oof, actually not sure i can fix this
since, you know, it's a buffer
needs a custom shader to handle buffer => texture
sounds like a CPU effect 
the only issue I have with clair + game was
no reshade fx
if you have reshade fx
when they compile, even if they're not active
they rip the game
you have to have the effects folder point to an empty directory
ersh and others had the same issue
really weird ue5 shit
and I can replicate that behavior in a ton of ue5 games
here is a log from hours of bug-free gameplay
i need to let it draw to the original destination, then do a custom shader to blit to the rgba16f texture.
vulkan has a one-liner to blit texture => texture if they're not the same format. DX does not
real pain since i have to track the state blah blah blah
you have this bug, for sure: #1365094340355035167 message
I just watched
I didnt even know that effect was a thing
LMAO
you don't have the warning though, so maybe it's because you don't have the same resource clone
wait am I blind
it looks about the same
just reno takes a second to load
ohh I see
the flowers draw on a black screen with reno
vs drawing on a
opaque thing
let me record
🫠
spoiler tag ebcause I'm in ACT 2, torwards the end
yep 15:35:45:608 [55344] | WARN | [RenoDX] mods::swapchain::OnCopyBufferToTexture(Unexpected source clone: 0x00000241c39584b0)
using what?
default unreal mod
which is just
bgr8 unorn/typeless + rgb10unorm output size
and the 3 custom upgrades in addon.cpp
16:9, 4k, dlss balanced
i'd imagine ue hdr ini would have the same issue
or just clamped to sdr
it's an sdr texture effect
Hi guys, how do u fix cutscene stutters,
https://www.nexusmods.com/clairobscurexpedition33/mods/36?tab=files
Will this mod resolve it? Will the predownloaded video still be with hdr effect?
I dont know if the original had an 'hdr effect' but I don't remember any highlights popping and I had that mod
did the original have hdr in those cutscenes?
these are video files, use the U+ version if you want better quality FMVs, it shouldn't stutter tho
FMV playback stutters are solely dependent on background world FPS, this is one of the lamest FMV playback implementation ever tbh
30 fps FMVs need stable 30fps or above perf, 60 fps FMVs need stable 60fps or above real perf... sux but that's how it is
I don't think that the GPU/CPU usage was high during FMV cutscenes
video playback in unreal is ass and has always been ass
and in general it usually looks wrong in games unless you're at 60hz vsync
depends on the settings you use, but no, it should be the same or faster on vanilla like settings
while looking better
medium/high = epic vanilla
you can tune it to be just as fast as the vanilla game, but U+ is not a performance optimization mod
It fixes many of the issues with the vanilla game, I highly recommend it
to be honest, I find it hard to use, I'm always afraid I'll get less than vanilla, that's why I uninstalled it... I tell myself I'm playing vanilla between high/medium, with ultra+ I have to put it on low, which isn't great. 
you can use the vanilla scaling addon if you don't want to change the scaling tho
Absolute default Ultra+ is a ~15-17% FPS penalty for my mobile 4070, down to 8-10% with the vanilla scalability values intact.
If you can get passed the naming - which is a long standing problem with settings in PC games haha - U+ will get you better quality at same performance or same quality at better performance. Some of the low settings in U+ are higher than vanilla epic, but not across the board
I would rly think of it as, you can dial things up beyond vanilla epic if you have the horsepower, or you can just benefit from the game running and looking better - just get past the preset names haha, the Nexus Mods page has a really good summary of how U+ settings map to the vanilla ones
Hello ! Someone with a LG C1-4 with a good RenoDX Preset ?
Any problems visually? Or are you just looking for a custom preset to make it look more 'hdr'?
I have a cx and i used these settings i found on the nexus page, i think it looks better than the standard settings:
ColorGradeContrast=50
ColorGradeExposure=1.1
ColorGradeFlare=0
ColorGradeHighlights=55
ColorGradeHighlightSaturation=55
ColorGradeSaturation=55
ColorGradeShadows=50
FxPostProcessGrain=1
FxSharpness=0
ToneMapGameNits=270
ToneMapPeakNits=1200
ToneMapType=1
ToneMapUINits=220```
are you sure thats fine? because the peak nits are almost 400 over what the display can do
Yes ofc you have to adapt that setting for the nits of your display
I mean your lg cx
or did you change it from what you pasted here?
I changed it, it's 800 for my cx, this was pasted from the nexus page
Thanks, i will try this !
Does the yellow harvest area just look....not great to anyone else? Like washed out and overly bright? Likely unrelated to RenoDX but wow, this area is brutal visually
55 contrast/sautration is always a safe bet with renodx mods on oleds
ToneMapGameNits=270 is crazy high though
203 is already bright
at the end of the day play how you want
but I never go over 203, if anything I drop game nits down
Anyone using RenoDX together with Ultra Plus with the Skin and Light enhancements turned on? I don't want to turn that option off bc it does make a decent facial quality difference but it also causes U+ to interact with RenoDX more
Like without that option, RenoDX on defaults, 800 max nits, 10 blowout looks great to me
With it on, it still looks great to me, but something that I can't put my finger on is different
Just wondering if anyone else is running the same combo on OLED and has any suggestions? 🙏
Ty in advance
(as always I tried to search but Discord search hates me...)
(or I'm very incompetent at using it :/)
You could try disabling transmission on directional lights, but that might defeat the purpose of the mod.
yeah thats kinda my issue, i have a feeling that'll undo the reason i like leaving that option enabled to begin with
and like i said, its not like renoDX's defaults look awful with this U+ enabled or anything
but it defs looks different, so im hoping/am curious if another renoDX user has modified some of their settings & how to account for the difference
either way - ty mate 🙂
I have it enabled and it looks fine imo
As long as you don’t touch the saturation slider haha
but I get what you mean
it looks different but not worse imo
skin can still look weird on the character select screen but it looks good in-game and during cutscenes imo
yeah thats pretty much what i meant - tho you put it better haha - as long as im using reno defaults (which ive not had any reason to tinker with beyond blowout tbh) it doesnt rly look bad or like you said not even worse, just different
so was curious if someone had made some minor tweaks just... bc i can never leave good enough alone lmao (great enough, even)



