#✅RenoDX: Clair Obscur - Expedition 33

1 messages · Page 9 of 1

abstract sand
#

Just bought the game, are there any compatibility issues or necessary settings for compatibility between using ClairObscurFix, Ultra Plus, and RenoDX all at the same time? Just wondering if all 3 can work together without any issues

plucky finch
#

Also, I highly recommend using this, otherwise U+ will trash the performance in the areas with a lot of foliage

abstract sand
#

I installed the mod and maxed all the settings in the config file, getting sub 60 fps on my 4090 in dlss peformance in 4k lol probably need to lower the mods settings slightly or maybe use that file

plucky finch
#

The game is super heavy on max settings even without u+

#

Just use high preset in game and default mod settings

haughty dirge
limber goblet
#

but only if your PC can handle it ofc

#

3840x1600 DLSS Balanced, Preset J
And I use these settings with U+:

#

The game does not drop below 60fps even at those foliage heavy locations, the GPU usage (RTX 4080) averages at around 60%

#

but with the foliage fix disabled, I can run the game with quality DLSS

plucky finch
#

I still get frame rate drops with high preset and 4k DLSS performance on 5070it (which is roughly as fast as 4080)

haughty dirge
# limber goblet I think it's worth it, because there are only two very foliage heavy locations, ...

yeah thats fair - i dont think those are the only areas where it has an impact but youre right that most of the game the impact is less heavy. i think it just comes down to how much it bothers you - for me it bothered me enough that i was willing to take any hit as long as i could manage to keep it at 60ish FPS. also worth noting (as you did/are using) that imho at least this is one of the games where DLSS preset J does look quite a bit better than K, and (if youre playing at TV distance like moi) even dropping to performance mode DLSS is fine when using the transformer model. so there is quite a bit of performance you can claw back on the GPU heavy side by taking the hit in the areas that bother you most and giving yourself more headroom on the stuff that bothers you less

limber goblet
limber goblet
#

hmm Is the framerate locked to 60? It should be stable

plucky finch
#

It is not

#

It usually is but some parts of the game still drop the frame rate

limber goblet
#

I want to test it

plucky finch
#

Yellow forest for excample

tidal yacht
pseudo mist
#

I used opti scaler irc

limber goblet
pure tapir
#

Just finished the game, played the whole thing with RenoDX from start to end. You guys have done outstanding work, it elevated the game's visuals to a whole different level. This is how the game should be experienced. Thank you blobheart

haughty dirge
limber goblet
#

Running the game at a higher resolution/DLSS preset is better than turning on RR imo

haughty dirge
#

but again - that having been said - if i was struggling for performance (well - struggling more than the level of struggle that is endemic to any UE5 game) in this, RR would be the first/next thing to go

#

TL;DR i agree with you but had to use 300 words of adding my own 2 cents to do it 🙃 🤣

cobalt crown
#

MFG 4x, HDR, DLSS Q, RR, Ultra +

#

Ultra +, came after I had finished the game but it has a big uplift to visuals

limber goblet
fiery orchid
slow forum
#

Hopefully Ritsu's is "FG ready" as is

plucky finch
#

Damn, quality update

surreal thorn
#

did they fix DLAA?

spare crag
#

Lune nerfed 🤯

#

I really feel like it should be spelt Luné

#

Well I just loaded in at camp and something weird is happening with my performance now

#

Turning the camera and it looks like it's dropping from 60 to 30 fps randomly

cobalt crown
#

Native FG in game now

#

Nice

limber goblet
#

The game runs fine without FG snig

spare crag
#

I think NVIDIA frame gen was enabled by default lol. Bad decision by the Devs.

#

Turned from Auto to off and game runs fine again

cobalt crown
#

On a 5090

#

I enjoy my AI hallucination 222FPS locked thank you very much

limber goblet
cobalt crown
#

Inb4 Muh latency snig

#

Play at 32x24 res then

#

Much lower latency snig

limber goblet
#

if you can't play at 1000 fps native on an 1000hz screen then you are not even playing

#

natural motion blur ftw

cobalt crown
#

Honestly I don't know, since the game didn't have reflex. PD's MFG + Reflex felt like the same amount of latency as vanilla

#

I was able to get all my dodges and parries in

limber goblet
cobalt crown
#

Right but the base game itself doesn't allow reflex within game setting menu

#

Now it does but before there wasn't an option

limber goblet
cobalt crown
limber goblet
merry seal
#

I just tried out the new update with FG, it seems to cause flickering in bright highlights/sky...

#

At least with Reno and Ultra+ enabled

buoyant falcon
cobalt crown
#

Nothing a bit of SF film grain can't fix snig

cobalt crown
buoyant falcon
#

its also SDR gif

#

so ugly

topaz yew
#

rip puredark mfg doesn't work on new game version, unironically works better than native since it doesn't flicker with latest transformer MFG and renodx

plucky finch
#

Wild that Nvidia and Epic still haven't fixed their shit

topaz yew
#

oh well i'm done with the game already and doubt puredark will revisit the mod now that it has native fg

cobalt crown
#

FG works fine with default UE HDR

#

SDRgradingcels just have to cope

#

Or you know

#

Can always use RTX HDR

slow forum
#

And if you're on Ampere, @heavy delta's works beautifully once again... suuuuuper smooooooth

#

I've yet to try how it handles HUD in fights (just briefly ran the game to try it but man it feels great ! Thank you so much once again for "saving us peasants' lives" 😉 )

raven wadi
#

No idea about the other launchers

slow forum
#

Anyone on Blackwell knows what the "Auto" setting for FG does ?

#

Is it like a dynamic multiplier to match FPS limit or something ?

#

Oh, maybe it disables it in cutscenes

merry grove
#

it could be just for deciding if it's 4000 series it would put x2 and if it's 5000 series it would set to 4x

slow forum
#

If they did that, it's really dumb

merry grove
#

just like many of the player base, people doesn't even know what they are doing most of the time

slow forum
#

Leveling down is never good tho 😉

#

But I mean, auto 4x if blackwell would mean tearing, artefacts and all if you don't have a high enough refresh rate monitor

#

As devs, I'm pretty sure they know better than to do such a thing

#

If they took a page from PureDark's book tho, the only one worth it imo (dynamically adjusting to match as close as possible target fps or in this case limit) then it would be clever

merry grove
#

frame limit options gets disabled when you turn on fg (If i remember correctly), so I don't think that's the case

slow forum
#

Good point

merry grove
slow forum
#

Sucks V-Sync still can't be set in game with NV's FG to this day

#

Forcing it driver side (or with SK) works just fine so why ffs

merry grove
#

¯_(ツ)_/¯

merry ermine
#

mod could probably be updated to use ini hdr

#

should use the same shaders

merry seal
buoyant falcon
#

more like a windows issue ?

#

SK vsync is just nvcp vsync

#

windows has no option for driver level vsync when you in game

slow forum
buoyant falcon
#

because in game vsync can be borked

#

in a lot of games

#

sk forced vsync is driver level

slow forum
#

Nah, just because they don't officially support (M)FG v-synced

buoyant falcon
#

there is

#

in nvcp

slow forum
#

And yeah ik SK's is driver level

buoyant falcon
#

the problem is

#

on windows

slow forum
#

But they don't support vsynced fg natively

buoyant falcon
#

there is no built in vsync in real time

#

by natively do you mean in game vsync

#

i think thats more of a limitation of current FG

slow forum
#

Yeah, that's the point, no problem with FSR FG + vsync natively

buoyant falcon
#

game might not know the actually FPS

slow forum
#

It does

buoyant falcon
#

game definitely knows the REAL fps

slow forum
#

it knows both

#

At least can know both

buoyant falcon
#

a system level real time vsync would solve this

#

like steamdeck

#

no idea why this is still not available "officially" since SK can do it

slow forum
#

It's because of Nvidia, they just don't support "native vsync"/"in-game vsync" (however one wants to call it) with FG, it's in their docs

#

driver level is a crutch anyway, happens to work fine but a good in-game vsync would likely be better, won't ever know I think

plucky finch
merry ermine
#

fixes framegen

plucky finch
#

ah

haughty dirge
#

the no v-sync when turning on DLSS-FG has never made sense to me because I use SK's frame limiter and forced v-sync in basically every game i play and... FG works great with both/either

#

so its clearly not a technical problem

#

for whatever reason they just... have never changed the default behaviour and don't let the user adjust it without external tools :/

ionic notch
#

If you can’t run Crysis at over 800 fps don’t @ me balt

#

Btw does this break U+ at all?

#

The new patch?*

young summit
#

does the new patch affect renodx?

brittle cove
#

if you use framegen then yes, bright light flickers.

#

upping the ui brightness does seem to help a bit

merry grove
#

or you can switch back to cnn fg dll

jagged portal
grim hinge
#

very nice

#

now I might actually play the game

ionic notch
grim hinge
#

terrible games have won goty before

#

gow2018

#

praying for donkey to win

#

need an extreme controversy to tank this game

#

praying they get spiderman lotus'd

limber goblet
cobalt crown
limber goblet
grim hinge
#

fundamentally shite art

#

in hitman I didn't lower bloom by much, instead i adjusted how it was blended

cobalt crown
#

pepe_omegakek this dude

grim hinge
#

also the gameplay

#

I hate turn based

#

ui is doing too much also

cobalt crown
#

This dudefrenzy

ionic notch
#

Thank god it didn’t win goty

limber goblet
ionic notch
#

For a Nintendo game it’s good snig

ionic notch
cobalt crown
#

Bing bing wahoo isn't story

grim hinge
#

bg3 is too much for me

ionic notch
grim hinge
#

I can appreciate what's there but its exhausting to play

ionic notch
#

Nintendo voice acting is

cobalt crown
#

Ladies and gentlemen

#

Musa

#

Can code

limber goblet
#

But in all seriousness, if Exp33 wins goty then it wins because of the story/music/writing, the dreamy artstyle is not goty worthy tbh

cobalt crown
#

But BG3 is too much

grim hinge
#

i can't code

cobalt crown
#

AI vibing?

grim hinge
#

no game devs are just clueless about post processing so everything I'm doing is low hanging fruit

#

I like AC Shadows more than Expedition 33

cobalt crown
ionic notch
#

That quote is going down in history

limber goblet
#

AC shadows is comfort food

ionic notch
#

AC shadows would be a game I play when I’m listening to some YouTube video or I’m on a call with my friends

grim hinge
#

game devs would rather make a metal surface 5% shinier than learn how to not nuke their image quality with shit tonemapping

#

so I got easy work cut out for me

ionic notch
#

We seriously need to ask these kind of questions to game devs

grim hinge
#

have to ask the one guy in the office assigned to get hdr output working

ionic notch
#

What I seriously don’t get is when they don’t give you an option to change peak brightness so it’s tonemapped to 10,000 nits.

#

Like yeah thanks man

#

All of us with our 10,000 nit TV’s

ionic notch
#

Is this incompitable with U+?

grim hinge
#

might have to move the gamma slider to trigger a lut rebuild

ionic notch
#

not even when I press applty

#

apply*

ionic notch
#

Nada

#

It is stuck at 226 nits for me for some reason

#

and even weirder

#

when I go into the menu it goes pass that

#

but I am literally looking at the sun

#

so my max should be higher than the dark menu

#

Let me try the older build

#

I also restarted the game

#

Wait

#

@grim hinge in the previous build I noticed it came with a dxgi.dll

#

do I need to put that in regardless for renodx to work in this game?

#

okay nevermind

#

older build works fine

#

strange

grim hinge
#

idk

gaunt hearth
ionic notch
#

Ah I see

gaunt hearth
#

so you probably can't use the new reno mod with the old dxgi

ionic notch
#

But yeah new build didn’t work at all

ionic notch
#

Ill test it out tomorrow see if i fucked something up

#

Don’t think I did if previous build was working

gaunt hearth
#

I can only test it in the afternoon (around 6 hours from now). TBH haven't launched the game since I beat it 6 days after release O.O

ionic notch
#

Right now it’s Death Stranding 2

#

I know it just came out

#

But I been super busy I’m only on the second chapter

cobalt crown
hidden wren
#

I am new to HDR mods, any help is appreciated

fiery orchid
hidden wren
#

however, my game is windows version

#

and when i try to load the exe, it asks for admin

#

so what I did was, I grabbed Dxgi from my recent GOW install,

#

and dropped it in there

#

will that be sufficient enough?

#

or I'd need to drop more files

fiery orchid
#

if the gow file is 6.5.1 it should work

hidden wren
#

it is, yes

#

let me boot up

hidden wren
#

it asks me to enter expedition menu?

fiery orchid
#

the party meanu yeah

#

only if/when you move the sliders

hidden wren
#

I see

buoyant falcon
#

oneshotslop

cobalt crown
#

That's after act 2

#

Because they removed the 9999 cap

#

The game is balanced before that

#

Act 3 is Stendhal simulator though

gaunt hearth
#

just use the burn build if you don't want to oneshot stuff O.O

#

(you're gonna oneshot shit anyway because the system is busted)

#

once you start stacking buffs after buffs you're pretty much doing tons of damage with every character

buoyant falcon
#

its just bad gameplay design

#

french dont know how to do a proper turn based system

#

fyi, the hardest boss in smtvv only has like 100k hp

#

the max damage you can do is like 10k

#

with shit tons of buffs

cobalt crown
#

Turn base as a whole is bad

Umm yes pls, I want my team and the enemy to just stand there looking at one another

RL doesn't have turns... dafuq is this snig

#

Atleast XCOM internalises a turn as 6 seconds (both you and the enemy) just slowed down from your perspective

buoyant falcon
#

xcom 2 combat is pretty good imo

ionic notch
#

😭

#

Okay I’ll try out the new build doing that

wraith ore
regal pivot
#

with the normal swapchain upgrade my game is also clamped to sdr

#

and with UE HDR, the battle UI goes to 10k nits

#

the floating menus

#

that happens even without reno

regal pivot
jagged portal
regal pivot
slow forum
#

Anyone having issues with Ritsu's + ClairObscurFix ?

#

Can't load save

#

Freezes then silent crash (even SK doesn't sound it off)

#

Loads fine without ClairObscurFix tho

wooden gazelle
#

ty for reworking the mod to have a ue5 hdr ini path!

brittle cove
#

how do i go about using the ue5 hdr ini btw?

#

do i edit the one ini in %LOCALAPPDATA%\Sandfall\Saved etc

rose latch
slow forum
#

Thanks, will try right away 🙂

slow forum
merry ermine
grim hinge
#

Need to learn galaxy brain c++ stuff though

#

When ShortFuse starts talking about mutexes my eyes glaze over

merry ermine
hybrid wind
#

Mutexes over reading hundreds of packed shader code anyday pepeSusListen

merry ermine
#

that's what I'm saying lol

#

I get regular ass programming pretty easily, shader code kicks my ass

#

I let them figure shit out and I copy paste

#

Musa cookin up some of the best looking HDR in video games like "I suck at this"

merry ermine
#

dumb question, I checked the code instead

#

very nice

wraith ore
#

Should I be using the UE HDR option if I'm using MFG? I assume so, but now the in+battle UI isn't tone mapped and is way over saturated. Not sure if that's because of the tone mapper I choose, currently using the "UE filmic" setting, not sure what the equivalent to the previous Reno version is.

grim hinge
#

The ui shaders must be drawing onto the game render after tonemapping which gets decoded as pq in the composite shader

wraith ore
#

hmmm, I wonder if this is an issue caused by Ultra+ in combo with the new RenoDX

wooden gazelle
#

i'm experiencing the over saturated battle ui as well! i'm also experiencing a bunch of vertex explosions, likely unrelated to the mod, is anyone else seeing this? i'm going to try reinstalling the game

ornate pilot
#

over saturated battle UI is vanilla issue if using UE engine.ini HDR

haughty dirge
#

aaaand as always the solution was already provided by someone else and i should read the thread before posting 😬 👆

modest wave
wooden gazelle
wooden gazelle
#

ddu seems to have fixed the vertex explosions and crashes, i'm using clair obscur fix with center hud disabled, ritsus mod with ue5 hdr, both injected via sk

#

i just wiped yesterday so who knows lol

regal pivot
#

I think you maybe forgot to upgrade the lutbuilder generated lut resource

#

don't see it in your code

#
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
  .old_format = reshade::api::format::r10g10b10a2_unorm,
  .new_format = reshade::api::format::r16g16b16a16_float,
  .dimensions = {.width = 32, .height = 32, .depth = 32},
  .resource_tag = 1.f,
});
queen latch
#

hi, are there recommended settigns or should I stick with default (apart from peak brightness ofc)

jagged portal
#

And I'm pq encoding it

river dagger
#

Looking for help after game updated from 1.3 to 1.4. Since game v1.4, the game starts to launch, but then gets stuck at all black screen, never see any of the splashes. I have to kill using task manager. If I remove renodx-clairobscur_expedition33.addon64 the game launches fine. This is latest addon64 from https://www.nexusmods.com/clairobscurexpedition33/mods/6?tab=files v2.2.1

Previously with game v1.3 no problems, worked great.

I completely uninstalled the game, then reinstall, then copied save game over (i'm still in Act 1), no other mods. My ReShade.log available at https://pastebin.com/zKMi52Xx

jagged portal
regal pivot
#

Engine.ini works beside the 10k nits, oversaturated battle UI

jagged portal
#

Lemme test the battles

regal pivot
#

does the normal swapchain upgrade work for you? cuz it doesn't for me and this guy #1365094340355035167 message

river dagger
tulip thicket
jagged portal
crimson hamlet
#

wheren can i find the latest version

#

?

jagged portal
#

@regal pivot Please check it out

#

Regarding the swapchain upgrade, try deleting your renodx settings. I couldn't replicate it

#

Though I think swapchain upgrade looks different than engine.ini, I'll double check it later.

regal pivot
#

and battle UI with engine ini is solid now too, nice

#

sorry for bothering you so much

#

mod seems perfect now

river dagger
jagged portal
quartz python
#

v3.1.0 doesnt work for me. It's not loading, pressing home and nothing appear. I have game on steam

quartz python
#

installed new reshade and works, but still flickering on FG

quartz python
#

works with UE HDR

crimson hamlet
#

what preset yall use?

queen latch
#

Hi all, for some reason when the game is supposed to fade to black it doesn't, often showing preloaded areas or characters t-posing before cutscenes, could this be related to Reno?

spare crag
#

I have a different issue with game fades, as the game fades the colours get all weird and inverted

plucky finch
spare crag
#

No I was playing pre latest patch, always had the issue

#

Playing with Lyall and RenoDX only

#

So don't think so

frozen urchin
#

Hi, can someone please make an instruction on how to properly install the updated version of RenoDX? I installed Reshade with Add-On Support and now i am losing frames in combat with DLAA and FG on X3. Thank you!

jagged portal
#

How many frames?

queen latch
haughty dirge
jagged portal
#

Hmmmm

haughty dirge
#

ive obvi come across "the engine.ini" method for adding HDR to UE but

#

my more specific question was if there are specific values i need to use beyond enabling HDR? or are the values for the variables listed on the PCGW page literally the ones that should always be used

#

💯 my bad for a bad/insufficient question

haughty dirge
# jagged portal Hmmmm

apologies mate - im mad tired and that was a horribly insufficiently phrased question - to try to do better this time beyond what i already added in reply to koklusz, is the engine.ini method "only" for MFG compatibility? do i need to even worry about it if im happy with no FG or 2x?

jagged portal
plucky finch
haughty dirge
jagged portal
#

No, I just added them

haughty dirge
jagged portal
#

You're good, your question is valid

haughty dirge
#

ok 😅 haha

jagged portal
#

I should've clarified it

haughty dirge
#

i was like did i forget how to press ctrl+v

#

all good - tysm 👍 rly appreciate it

jagged portal
#

Do lemme know if the addon is clearer now

#

tbc you don't have to manually adjust engine.ini

haughty dirge
#

do i need a diff reshade version than 6.5.1?

haughty dirge
#

fwiw i didnt have any issues using the 2.x version of the add-on, but i had to nuke the install in between for an unrelated reason so dont recall if i had 6.4.1 or one of shortfuse's special reshade dlls installed, or if the mod used to come with one?

jagged portal
#

Upgrade your reshade

#

Latest version requires reshade 6.5.x

haughty dirge
#

it should be 6.5.1 bc i started with a fresh game install rn so just copied the files over but ill double check

#

alright

#

try number 3 🙃

#

ty for bearing w me

west smelt
#

Ritsu, I'm usingthe latest version (both Reshade and Reno). The battle UI is deep fried. Have reset everything the settings just now but still the same.
Anything specific I need to do to make it medium rare?

jagged portal
#

I already fixed this, your whole UI looks wrong

#

You using mods or manually editing enginee.ini?

haughty dirge
# jagged portal Latest version requires reshade 6.5.x

yep i goofed - not sure how i managed to get a 6.4.x dll in there originally but add-on working now - just restarting the game as per the big red letters - i dont know if this is just a "me" thing or not but i feel like specifically adding that no manual editing of engine.ini is required would be helpful (tho i am also very mindful that my thought jumping to engine.ini was solely due to the discussion on this server - the way youve named the upgrade methods is great in that it makes no mention of any of that background stuff). about to load into game now, and between me having (i thought) done a fresh install of this game but the add-on having most of my old settings still - kinda doing my head in - just a quick double check that none of these settings look blatantly wrong? none for tone mapper strikes me as weird but happy to find out its fine if you say so 😛

west smelt
#

I'm using mods. But no manual engine.ini edits. My engine.ini only has this:

[ConsoleVariables]
r.HDR.EnableHDROutput=1

#

I'm using Special K + Ultra+ + Reno. And some QOL mods.

#

I can try without mods.

jagged portal
#

Restart the game and see if it's fixed

#

If not, then one of the mods is messing something up

west smelt
#

I tried without U+ and it was the same.

#

Okay. Let me try. Will come back.

haughty dirge
jagged portal
haughty dirge
#

ignore what i said about mentioning the no manual edit

jagged portal
#

It's reworked compared to 2.x version, so their settings aren't fully compatible

haughty dirge
#

if not for reading the stuff on this server, having that in the add-on description would just confuse me further

#

ok lemme reset to default and restart

#

guess your changelog saying "reworked" might have tipped a smarter person off

#

^^

jagged portal
#

Haha you're good

west smelt
haughty dirge
# jagged portal Haha you're good

ty for bearing w me bc that was A LOT of self inflicted mistakes (clearly a lot of left over old dxgi.dll/reshade configs/etc in the game folder even though i "thought" it was a fresh install

#

long story short, booted up, did literally what your explanatory text said which was... move one slider haha

#

rebooted, set peak nits, etc

#

game looks fantastic 👍

haughty dirge
haughty dirge
# jagged portal Haha you're good

and just to re-reiterate, im still very sold on my 180 re your descriptive text - i think the current labelling and instructions are perfect for how (i imagine?) most users will come across the mod. if not for partly reading/skimming the discussion in this thread the engine.ini stuff wouldnt even have registered for me

west smelt
#

Yea, I had similar mods. Disabled them and it works fine. Dont need most of these mods now anyway.

haughty dirge
#

i think what youve got now in the latest version you told me to try is the way to go

haughty dirge
# jagged portal Will keep it as it is 🙏

also - as an aside - and i know not everyone subscribes to my approach of using SK as my main launcher and basically using it by default 😅 but whatever you've done here and in your avowed mod as well for FG compatibility is fucking amazing for those of us that do use SK - makes no difference/the option doesnt even exist without FG, but when using FG, SK exposes a "pace native frames" option that i think is basically just what Kal is calling what Nvidia calls "flip metering" and its italianchefkiss for FG frame times 🔥

#

i know im probs in a tiny niche of a niche of users this matters to but

#

its awesome so - thanks for that too ^^

jagged portal
#

I do it because I use SK myself 😆

west smelt
#

You're not alone! Been using SK since I can't remember when.
Also, give PlayNite a try. It consolidates all your libraries. And it has a SK plugin. I basically search games using PlayNite, install it, launch it and it launches with SK + ReShade + Reno (if available) and sets AutoVRR (Reflex override + other stuff), latest DLSS, etc without me doing anything.

#

Only thing I have to do is download and put Reno in a central directory.

haughty dirge
west smelt
#

I find it better to use the Portable version. So it retains everything between PC moves and refreshes.

haughty dirge
#

i remember how initially hopeful i was for GOG's whole "launcher for everything" overhaul and... that was so pointless ive just been using SKIF's list haha

west smelt
#

lol. Yea.
Playnite even integrates with GamePass. So all new games automatically show up in my library if I want to install. It also has a isthereanydeal plugin. lol.

#

Beauty of opensource I suppose.

haughty dirge
#

for all of microsofts ills - and theres a lot - i have no illusions about the fact that its gonna be my primary gaming OS for a long time still. so the part of me that likes the xbox console UI is actually kinda hopeful that they manage to pull off this whole "your PC will get an xbox gaming mode that covers all storefronts thing" because it would be so great if done well but...

#

lets say i have very little faith in the windows' teams ability to execute on it well and i have zero faith they'd actually let the xbox team take the lead

haughty dirge
jagged portal
haughty dirge
haughty dirge
#

knowing me its v likely to be a my end problem but 🤷‍♂️ just an fyi

haughty dirge
#

ty again for all your help tonight

wooden gazelle
prisma lava
#

i thought it was just me... getting crashes when starting the game and moving around for few seconds.

#

though I am still on older version, not the one from today

topaz yew
#

no crashes for me on latest reno, with unreal hdr it now works great with frame gen and almost better than with puredark fg mod. Biggest difference with native is it turns off fg during cutscenes and would need an updated clair obscur fix mod from lyall which solved that issue in many other games.

haughty dirge
#

@wooden gazelle @prisma lava thanks gents - at least I feel less crazy because I literally deleted the remaining game directory after uninstall this time, reinstalled, double checked that it's NOTHING but a vanilla installl, and still getting the same crashes

#

Now I'm wondering whether it might be related to the specific spot I'm in because my continue save file and last three "previous saves" are all from the same area at the end of the narrative

#

If I get a chance I'll try starting a new game today and see if the issue persists 👍

ornate pilot
#

For the crash in this games, you guys need to check if your GPU is overclock/undervolt first.

Because for me that is the real cause for crash, this game doesn't really like OC/UV GPU.

haughty dirge
#

I'll be able to check in a few hours and report back 👍

haughty dirge
wooden gazelle
#

try a restart of your computer, that has worked for me multiple times, if that doesn't work try a clean install of the latest driver, that has also worked...

no none of it makes sense

frosty slate
#

how can i do this ? DLSS FG WILL ONLY WORK WHEN USING UNREAL ENGINE SWAPCHAIN UPGRADE

frosty slate
#

And do i have to put this in engine ini

#

[SystemSettings]
r.AllowHDR=1
r.HDR.EnableHDROutput=1
r.HDR.Display.OutputDevice=5
r.HDR.Display.ColorGamut=2

#

?

wooden gazelle
#

Don't modify the engine.ini yourself, there is a slider inside RenoDX that will do the upgrade for you

frosty slate
wooden gazelle
#

Not sure, I don't use any other engine ini changes

digital venture
#

do you think it's ok here ? I don't know if i need to lower saturation more since unreal hdr update in reno

digital venture
#

well it looks great, thanks for the work on reno for this game, it deserve it, time for a new run

limber goblet
#

after a lot of testing we found that the default settings, with blowout at 1, are actually the best looking

#

increasing highlights a little doesn't hurt, but Iowering shadows/increasing contrast crushes blacks

haughty dirge
haughty dirge
# wooden gazelle i'm experiencing the over saturated battle ui as well! i'm also experiencing a b...

sorry to jump on this so late, was just going back thru this thread because i feel like im going crazy - like i had everything working perfectly after the new patch, ended up reinstalling game and drivers as you suggested, but i booted it up today and.... vertex explosions all over the place (if thats what the geometry near the camera and the far distance being a black flickery mess means). just wondering how/if you solved that?

haughty dirge
# haughty dirge Now I'm wondering whether it might be related to the specific spot I'm in becaus...

so while im still having other issues with the game post the newest patch, in maybe the weirdest crash solution ive come across in a while, not even a complete reinstall of the game fixed the crashing for me - it seemed to be tied to the (steam synced) save file(s) in some way, and the three "alternative" ones it lets you pick instead of continue where all from the same area of the game for me. so the way i fixed the crashing was, start a new game in a new save slot, skip the intro cutscenes -> play for like 2 mins just to see yep no crashing, quit back to main menu, load my original save game that was previously crashing within 30 secs of loading in and... it now works fine 🙃

#

this game really is something special in terms of (1) easily my GOTY and (2) has me ripping my hair out even though im pretty used to the state of the PC gaming these days

#

if anyone has any idea on geometry/textures/sorry i dont know the correct technical term flickering in and out of existence (turning into black or white as the camera moves) rapidly, im all ears. fwiw i can eliminate the problem by disabling either reno or ultra plus, but its driving me nuts because unless i dreamt it, i was using that exact combo yesterday without this issue once id gotten the crashing sorted

#

time to pass out - ty all

lone drum
#

monkey game

#

keeps crashing on first cutscene when u make a new game

#

without renodx too

wooden gazelle
limber goblet
limber goblet
haughty dirge
#

i always nvcleainstall drivers but didnt pre-DDU this time

#

im pretty tempted to go back to prior driver for the moment tbh, none of the fixes are essential and im having issues in COE33 in particular ive never had before

limber goblet
#

the Nvidia GPU driver are very unreliable nowadays

haughty dirge
haughty dirge
#

by the time i managed to get a normal price 5090 i didnt actually run into any of the major driver issues peeps were having

#

i swear to fucking god, i basically did a refresh install of windows, clean install of the game, DDUed, nope

#

today i just did what you suggested which is... the safest assumption these days is apparently that the company who singularly defines the future of graphics technology and is enabling things none of us thought possible 5 years ago, cant write a driver that wont fuck up your shit

#

didnt even ddu today - just did a lazy rollback from 580 to 577 and everything works again 😭 🙃

#

so tyvm for the suggestion, and hopefully ive fiiiiiinally learned my lesson that regardless of what the issue is the solution isnt just "nuke the shader cache" but "if nuking the shader cache doesnt fix it roll back to the older driver because they like to make them worse"

limber goblet
#

you have to spend half of your free time debugging shit

haughty dirge
#

like yah i get it i could just play the vanilla games and still have all the UE5 issues but at least things wouldnt break... as often

#

but if im not gonna bother getting good HDR and actually getting the visual fidelity we want outta UE

#

why bother with PC at all

#

just seems like its suuuch effort atm

prisma lava
fiery orchid
#

it's already pinned as the "latest build" in the first pinned/topmost message

prisma lava
#

i see ok

#

Good to see the game is not crashing anymore with it

limber goblet
#

@haughty dirge is it jsut me or the new version of the mod 3.x+ desaturated highlights so much that the 34 text during the intro is white instead of yellow

haughty dirge
#

but ive got some gaming time today and will check it out - which part are you talking about? the number on the monolith or when the game's title comes up against a black background iirc?

alpine bolt
#

Just dropped in to say thanks. Makes the game 100x better.

limber goblet
#

when Gustave is throwing rocks

#

I can’t fix the 3.x version’s saturation issues. Everything is very very desaturated. Increasing both the highlight and normal saturation to ~70 helps but the game looks very wrong all the time.

#

The he contrast is weird too

#

faces turn white

#

The old version is not perfect either, it needs a hue correction slider, but other than that it looks great even at the default settings. Decreasing the highlight saturation slider to 45-48 is recommended now that I tested the beginning of the game again.

haughty dirge
#

ahhhhhhhhhhh

#

^ worst jump scare imaginable

prisma lava
#

Game looks gorgeous!

#

sorry SDR shot ^

proven bridge
#

sorry if i messed up with the screenshots, I'm fairly new at all this hdr stuff. Anyways, are some of the hud elements in these screenshots supposed to look like this with this mod on? I feel like the game looks fine? But the hud just feels a little off... text being a bit duller and the blur effects behind the buff/debuff effects and the battle recaps looking way too defined compared to sdr. Happens with the subtitles too but I turn the subtitle blur off anyways, I just wanted to see if it looked like this as well. I should have taken a few more sdr ones

jagged portal
#

Unreal swapchain?

proven bridge
#

yeah I have it enabled if that's what you're asking, I was having this weird issue in cutscene transitions without it. Though I haven't tested if this happens without it

proven bridge
#

Oh right, I wasn't sure before but with unreal hdr option off the game is definitely super dull overall in addition to that cutscene problem. Sorry if I am a bit lost tho... you were referring to the hdr upgrade method, right?

jagged portal
#

Yeah, HDR upgrade method should be set to Unreal

#

Currently SDR swapchain is incompatible with DLSS4 FG

#

ShortFuse is working on fixing that, so I think I'll wait for that instead of spending time hunting issues

proven bridge
#

Ah okay makes sense, I'm just really confused about those hud issues. Not sure what's going wrong there but I guess it's not a big deal since the rest of the game looks good, I think.

jagged portal
#

You can use SDR swapchain, but you'll have to downgrade dlss_fg to 3.8.1

hasty loom
#

Stellar Blade runs like trash with FG, regardless of RenoDX so it's annoying to debug.

#

Swapchain proxy may not be worth it, even if I solve the flicker issue. Just better fps if we don't use a proxy. But that would mean scaling and encoding to PQ all the UI shaders. Again, depends on how messed up UI => Swapchain writes are

#

Doesn't make sense for a universal mod, but for just one game, it might.

jagged portal
#

Unreal doesn't have a final shader in SDR so we'll have to hunt the UI shaders.

#

Isn't there a way to get DLSS resources?

hasty loom
#

Well, the resource cloning

#

Though unreal usually has 16bit textures passed to streamline for FG. Stellar Blade is custom and passes it a 8bit bgra8 texture

jagged portal
#

We just need the UI texture

hasty loom
#

That's why trace unmodified shaders exists, where you just play for a while and it'll log what shaders wrote to the swapchain.

#

But you risk not finding them all

#

The rgb10a2 we upgrade to avoid black screen is the game swapchain. But to the Devkit, because streamline rewrites stuff, we see that texture as just another texture

jagged portal
#

I hope it's eventually figured out

#

DLSS4 is becoming more and more common, so it won't be a game here or there

#

And I think some games have different cbuffer values when Engine.ini HDR is on

haughty dirge
#

DLSS4 as default is already building momentum

#

imho its more like an exponential curve in take-up vs a linear one

haughty dirge
#

hang on lemme drop some screenshots

#

here are the JXR HDR screenshots - according to SKIV, max luminance is close to my display's 2500 peak nits, and the "show SDR as grayscale" option confirms the text on the monolith is - for all intents and purposes - the brightest and most HDR-ey (im sure thats the technical term xD) element on screen

#

for comparison, i tried to take some screenshots from roughly the same spots without RenoDX/in SDR

#

now my eyes arent the best for this stuff, which is why i so appreciate the work peeps like KoKlusz do in the HDR analysis channel, and the recommended settings we get either on Discord or even in RenoDX add-on buttons sometimes

#

but to me at least imho the RenoDX/HDR version looks like what I would expect a more or less accurate look to be based on the SDR image

#

brighter highlights, sure, which is esp the monolith text in this case, but saturation/colour/amount of yellow/whatever you wanna call it looks correct to me?

limber goblet
haughty dirge
#

iirc its literally default with my peak nits and blowout bumped to 10

#

(which i just realised it isnt in the screenshot, iirc ritsu told me to nuke the config between one of the version changes and i mustve forgotten to change it)

#

i wonder if thats enough to cause what youre seeing

limber goblet
#

I will retest it tonight

haughty dirge
trim anchor
#

imma start the game tonight

#

hopefully it won't explode from having 3 mods installed

#

wow this is tiny

somber pebble
limber goblet
#

okay I found the "issue"

#

SDR path does not work correctly

#

you have to use UE HDR

#

with 3.1/3.2

#

@jagged portal Hey! I think SDR path is broken in the 3.1/3.2 versions of the mod. Everything is super desaturated.

#

SDR path vs UE HDR

#

using the same Reno preset

prisma lava
#

so UE HDR is just fine on new version?

limber goblet
#

it is

#

the game actually looks a lot better with the 3.2 version than with the older 2.x version

#

the colors are accurate

limber goblet
jagged portal
hasty loom
#

doesn't the game have luts?

jagged portal
#

It does

hasty loom
#

despite the highlight blowout, contrast is very different #1365094340355035167 message

#

UE HDR has lifted blacks

#

noticeable here

jagged portal
#

Musa has rewritten UE's ACES, I'm using that

#

Which should fix all UE's HDR issues

hasty loom
#

that only works if every section of game uses the default UE SDR tonemapper values

#

which is might, but it's flaky

jagged portal
#

It uses the cbuffers

grim hinge
#

I can post pics of how UE filmic blended with ACES looks after I get over the jet lag

hasty loom
#

might as well just throw out the SDR tonemapper

#

if you're banking on the SDR tonemapper being ACES SDR, then just use ACES SDR

#

the only difference is UE's ACES SDR goes to 0 nits

grim hinge
#

It’s using ue filmic blended with midgray corrected aces

hasty loom
#

i am aware

limber goblet
hasty loom
limber goblet
#

yes, but it looks kinda wrong

hasty loom
#

relative to?

limber goblet
#

SDR

hasty loom
#

itself?

limber goblet
#

the picture on the left is not SDR

#

it's HDR using SDR Path

hasty loom
#

what's off look like?

#

er

#

Vanilla ToneMap in SDR

#

(because of the 2.2 stuff)

limber goblet
#

sec

#

this is SDR, reno disabled

hasty loom
#

you need Vanilla ToneMap option

limber goblet
grim hinge
#

filmic / filmic aces blend

hasty loom
#

Off the top of my head it's blending sRGB tonemap onto a 2.2 tonemap. And if they're going to blend ACES, just use ACES SDR and upgrade tonemap

grim hinge
#

midtones and shadows are basically entirely from filmic

#

i could prob just ditch aces and do untonemapped mid gray corrected for blending instead

hasty loom
grim hinge
#

i can do lut scaling and it looks the same

#

actually i have lut scaling disabled with vanilla anyway

#

i can do the main menu but the flashing lights make screenshots annoying to line up

hasty loom
#

i'll try to push the graph thing tonight

#

FG is finished

#

So can go back to whatever I was doing before

grim hinge
#

but from what I've played so far, its identical in midtones and shadows

merry ermine
#

does the framegen fix require an updated mod or is it updated reshade?

#

or both

limber goblet
#

ACES+Filmic blend / Vanilla

hasty loom
grim hinge
limber goblet
#

@haughty dirge This preset looks "perfect" imo, the extra highlight saturation is needed

grim hinge
#

If you set the black clip override to off, 2.2 gamma correction to per channel, tonemap scaling to per channel, and lut scaling off it should match SDR

#

That’s what I did in those pics

#

But I default to 2.2 gamma correction by luminance, tonemap scaling by luminance, and lut scaling on

limber goblet
#

I mean that we can't adjust them

#

except scaling

#

but the game looks good with the 3.2 version of the mod imo

trim anchor
#

so

#

I'm guessing the desaturation wasn't a bug?

limber goblet
trim anchor
#

ah damn

#

so what are you using to enable unreal hdr

#

ue4ss?

limber goblet
#

engine.ini

#

lol

trim anchor
#

alright I'll try it later today I guess

limber goblet
#

[SystemSettings]
r.AllowHDR=1
r.HDR.EnableHDROutput=1
r.HDR.Display.OutputDevice=3
r.HDR.Display.ColorGamut=2
r.HDR.UI.CompositeMode=1

trim anchor
#

that is a lot

#

is r.HDR.EnableHDROutput not enough?

limber goblet
#

maybe

#

this is pretty standard tho #1365094340355035167 message

trim anchor
#

alright

#

gives me an excuse to see if I can hold 116fps with frame gen

limber goblet
#

haha

#

yea I tested it too

trim anchor
#

do you get a decent boost with frame gen?

limber goblet
#

I was limiting my FPS to 60

#

the GPU usage was around 70% avg

#

it holds ~115 fps now and the GPU usage is the same

trim anchor
#

nice

#

rn I'm using ultra+ max settings, dlss balanced and a 60fps cap

#

4k output

trim anchor
#

renodx does?

merry ermine
#

yeah

trim anchor
#

wow

merry ermine
#

you just set the method to unreal hdr and restart

limber goblet
limber goblet
merry ermine
#

weird

trim anchor
#

I'll check if it works for me in about 5 minutes

limber goblet
#

[ConsoleVariables]
r.HDR.EnableHDROutput=1
this is pasted into the engine.ini

#

but it doesn't work

merry ermine
limber goblet
#

😄

trim anchor
#

Jon do you have anything else installed

#

or just renodx

merry ermine
#

lyall fix and renodx

#

I also use SK

limber goblet
#

I use ClairFix + ReShade + Reno + U+ + SK

#

so yea

#

lol

trim anchor
#

ok

merry ermine
#

oh and U+

trim anchor
#

never mind

merry ermine
#

forgor

trim anchor
limber goblet
#

no real issues

trim anchor
#

I did not want to add sk into the mix

limber goblet
#

I don't inject anything with SK so everything works

merry ermine
#

SK works fine if reshade is dxgi.dll

trim anchor
#

ever since kal stopped working on renodx compatibility

limber goblet
trim anchor
#

I'm good

#

rtss gives stable frame times so I don't have much of a reason to use sk

limber goblet
#

peace native frames is a good feature in SK

#

for FG

trim anchor
#

yea, but I barely ever use frame gen

#

the one time i used pace native frames the game just blew up

#

(wuwa not exp 33)

merry ermine
limber goblet
jagged portal
#

Once we get the FG fix then we can finally remove this HDR ini stuff

merry ermine
limber goblet
merry ermine
#

or here

limber goblet
#

I use optiscaler in wuchang

merry ermine
#

like nvidia overlay, rtss, etc

limber goblet
#

nah no

#

I hate overlays

#

I mean I use RTSS from time to time or intel presentmon

#

but I don't use overlays with SK

summer folio
merry ermine
#

Do we know what those conditions are?

trim anchor
#

I'm back

summer folio
trim anchor
#

although the frame pacing with reflex's limiter is poor

#

but 116fps does genuinely seem doable

#

would just need sk's pace native frames

hasty loom
#

since reshade won't draw on dlss frames anymore, so any frame limitter would be native

slow forum
#

Any ? Can't limit post FG if using that upcoming Reshade ?

#

That would suck imo for when in menus without FG running, makes inputs way less responsive

jagged portal
#

New reshade hooks before FG, so it limits the native frames

haughty dirge
# limber goblet you have to use UE HDR

ah - yes thats the only path ive tried/have been using, so at least that clears that up. now ill try to restrain myself and read the msgs from overnight instead of responding to everything that has already been discussed two comments lower lmao

haughty dirge
haughty dirge
# trim anchor that is a lot

@limber goblet fyi gents, ritsu's newest mods will do this by itself - you dont need to edit your engine.ini at all. just boot the game, toggle the SDR or HDR path option to HDR, restart the game, done 🙂

haughty dirge
# limber goblet I use ClairFix + ReShade + Reno + U+ + SK

samesies - i dunno if this is a WorksOnMyMachine thing or not, but its been a long while since ive had any issues (unless FG related - but those are also gone in newest mods); and this is the stack of stuff i run for pretty much ever SP game (cc @trim anchor - if you havent tried it in a while, using all of these together "just works" these days)

trim anchor
#

the renodx cvars work on both of my machines though

haughty dirge
#

i wonder if his ini was read only for some reason?

#

maybe bc of other custom cvars in it? though i doubt that's the sort of thing he would get tripped up by

#

does seem rather weird/random

slow forum
limber goblet
prisma lava
limber goblet
#

but if it doesnt then yes

#

switch to UE HDR and restart the game to test it

prisma lava
trim anchor
limber goblet
plucky finch
merry ermine
#

Unreal limiter also has goofy low input lag. Better than uncapped most of the time.

grizzled jackal
#

In engine limiters are usually the best way input lag wise

#

Frametimes / pacing is another story I guess

merry ermine
#

Yeah it’s ass in that regard. Works well if your vsynced at 60 though.

spare crag
#

I think it's a general UE thing. In clair obscur I found turning on UE limiter helped with some stutters when travelling fast through the overworld. Currently doubled up with UE limiter + NVIDIA limiter and VRR.

Using UE limiter also helps tons with Jedi Survivor, but that game you need to add it in the ini. I also doubled up with Vsync instead because game is too stuttery for VRR.

trim anchor
#

I tried doubling up in this

#

it still stuttered

buoyant falcon
#

theres no way to get rid of traversal stutter

#

the ue limiter fixes camera/animations stutters

grim hinge
#

people were doing that in silent hill 2

buoyant falcon
#

in game fps limiter + vsync gets rid of camera/animations stutters

#

though silent hill 2 has traversal stutters which cant be fixed

#

silent hill 2 only provides limiter up to 60 fps though

#

iirc @regal pivot tested how that works in silent hill 2

trim anchor
#

if I pan the camera around

#

with ue limiter it stutters a lot

#

with rtss it does not

buoyant falcon
#

one of them only wont work

regal pivot
#

If you use the unlock fps mod it strips out the entire UE fps limiter

#

I tried a UE4SS script to always force some value for it, but during cutscenes it gets set to 30 every single frame

spare crag
grizzled jackal
#

Did they fuck something up in Clair Obscur in a later patch? I had like basically no stutter in that game only very rarely when I 100%‘d it in the First 2 weeks after release

#

And I only capped with RTSS + Gsync and Vsync in NVCP

spare crag
#

It's not from the latest patch.
Traversal stutter for me was only when moving fast across the overworld. Occasional skipped frame.

grizzled jackal
#

I also mainly had it while flying max speed in the overworld but didn’t really bother me

trim anchor
wide mortar
#

hey not sure how active this channel is, i just downloaded reshade + renodx for this game and im having some problems

#

im running default settings but my shadows look very grainy

#

and my cutscenes are doing this

jagged portal
#

That's a weird bug, no idea

wide mortar
limber goblet
wide mortar
#

obviously not perfect representation since phone pic, but seems to look okay. cutscenes arent all artifacty now either

wide mortar
#

hm one thing i am noticing

im getting like a solid 2-3 second stutter before entering combat

#

like entire game freezes for 2-3 sec and then combat starts

hybrid wind
#

If I remember correctly, it comes from it

#

I got used to it lol

wide mortar
hybrid wind
trim anchor
merry ermine
#

I had no clue that’s what was causing it

#

Damn, might get rid of ultra+ when I boot it up again

trim anchor
#

yea its tempting now

hybrid wind
#

Nah bruh, keep it

merry ermine
#

You underestimate the fragility of my attention span.

haughty dirge
#

defs keep it

#

the entering combat stutter comes mostly from the "reduce settings during combat" option which you defs want, unless you want your combat FPS to take a much greater hit than rest of game

#

with that option off ive not noticed a noticeable stutter entering combat - seems v much related to U+ changing a whole bunch of settings before the combat loads

#

2-3 secs sounds a bit more extreme than what im getting but imho would still be worth it 🤷‍♂️

trim anchor
#

screw it I have some headroom

limber goblet
#

before entering combat

#

it's a non issue imo

merry ermine
#

makes me want to avoid combat lol

#

I am devastatingly sensitive to mental stalls in games. I barely like turn based games in general because of the numerous pockets of waiting.

limber goblet
#

oh lol

limber goblet
#

or chess

merry ermine
#

as long as there's enough to think about I'm fine

#

what I don't like is knowing what I'm going to do and waiting for an action to play out

#

what kills me in turn based games is all those little pockets of time adding up when engaging with the riff raff

#

I've always assumed it was an ADHD thing lol

trim anchor
#

usually you'd expect it to smoothly transition into combat

#

but it takes too long and looks unintended

#

takes you out of the experience a bit

limber goblet
#

if the black screen is longer than 1-2 seconds then yea

trim anchor
#

its long enough to where it feels like something is wrong

wide mortar
#

it just feels less immersive for sure

#

doing the first strike thing on an enemy and then the game just freezing

#

feels weird

wide mortar
trim anchor
wide mortar
#

ok so my dumbass is not actually using ultra+

#

i got it confused with unreal HDR

#

(i dont mod or do hdr stuff)

#

i guess that is not the cause (for me)

#

any other ideas?

wide mortar
#

oh another thing

#

im not sure if this is a renodx issue or just a clair issue

#

sometimes the lighting changes REALLY abruptly

#

like these two images were taken about 2 feet apart

haughty dirge
limber goblet
wide mortar
haughty dirge
# wide mortar Got any other ideas on what would cause it, I'm actually not using ultra+. Also ...

sorry, dont really have any other ideas. tbh i barely played the game without U+. once id played like 30 mins and realised i was actually gonna keep playing this game, i just waited it out till we had a good version of U+ bc the vanilla graphics were really pulling me out of the experience. in U+'s case the extra little wait entering and exiting battles makes sense to me bc a whole bunch of gfx quality cvars are being changed for things that youre unlikely to notice during battle but gives you back a fair amount of performance. struggling to think of what would be causing that freeze/delay in the vanilla game, but also mindful that i basically only played the tutorial fight in vanilla lmao so no real idea what vanilla behaves like

wide mortar
#

Fair enough, what's the performance impact like of u+?

haughty dirge
#

the game does have a stylistic flourish where when you enter combat - whether thats bc an enemy bumps into you or you attack them first - it kinda goes into slow mo that starts very subtle but ramps up incredibly quickly to like 0.1x speed over the course of like a second

#

it can be a bit jarring but i dont recall it ending in like, an actual freeze frame

wide mortar
#

Yeah i played several hours in vanilla and it definitely didn't do what my game is doing

haughty dirge
#

just as a starting point, its worth noting that the lowest U+ settings/its most performance oriented settings are still higher than the game's ultra settings in most areas

wide mortar
#

I'm getting like 210 fps average atm on my current setup in 4k (with 2x fg)

haughty dirge
#

with brooooadly comparable to vanilla performance - just bc the devs made some real insane choices for their default settings

#

if youve got the headroom after that, dial up whatever area of image quality matters to you most

#

but yah i feel like i always have to start with that caveat bc (and tbh the name "Ultra Plus" doesnt help xD) peeps assume they need to max out its settings to make the mod worth it, which will make the game unplayable on basically every PC in existence

#

the goal is usually to provide a comparable to vanilla performance experience with improved visuals, and then give peeps who have perf headroom the ability to push a bunch of stuff up higher

#

iirc the U+ page for COE on Nexus actually does have a pretty good/specific guide about the performance impact of its various settings and how they compare to vanilla

limber goblet
#

the beginning of the video is how entering combat "should" look like

#

that freeze there is normal

#

or I guess it depends on your hardware

#

it can be shorter/longer

wide mortar
#

OK so the part where it "freezes" and the screen kinda warps

#

Mine just actually freezes

#

Audio cuts out and everything

#

I have 5090 + 9800x3d

limber goblet
#

strange

wide mortar
#

It's not game breaking or experience ruining or anything just feels strange

haughty dirge
haughty dirge
#

but if ive learned anything this year

#

every single issue with any game that wasnt like, an obviously broken or outdated mod

#

has been fully resolvable by either rolling back or clean installing NV drivers

limber goblet
#

some people enable rebar in the global profile too

haughty dirge
#

i dunno wtf they are doing over there, its like they just handed driver development over from a competent team of programmers to a bunch of literal monkeys overnight

limber goblet
#

which can cause all kinds of issues

haughty dirge
#

yeah i like to do that - the impact while never transformative has almost always been either positive or neutral in the games i play (which is a tiny sample size for sure)

#

im not doing that any more just bc...

#

everything is so fucky with the current gen drivers i just dont wanna introduce any chance of more fuckiness

limber goblet
#

using DDU is no longer optional

#

the 580.88 driver is stable so far

#

win 24H2 ca nalso cause all kind of issues too haha

somber pebble
#

Been on holiday for a few weeks and feel like I'm completely out of the loop. Is this FG fix I've read here (I know it's now in UE 5.5 branch right? Which would be included in Chronos and Silent Hill F?) supposed to added to reshade? or to reno?

wide mortar
#

looks like i might have to stop using either renodx or clairobscurfix

#

game is getting buggier the further i get

#

started with minor artifacting

#

now massive artifacting

#

shadows flickering

#

crashes on zone change

#

like what am i looking at

#

cant even go into next zone

#

insta crashes my game xD

wide mortar
#

ok i cant even get in game now

trim anchor
#

577 is apparently fine

wide mortar
#

o rip

#

ill wait until fixed then

trim anchor
#

can't rollback or smth?

wide mortar
#

well i can but

#

i plan on playing borderlands 4 and dying light the beast in the next bit

#

so i would like to be able to use the day 1 drivers for those

#

since perf is already looking rough based on sys reqs

#

i guess after i finish those games i can roll back and play

#

im in no rush

limber goblet
#

try the v0.9 version of the mod

wide mortar
strong shale
#

for some reason the frametimes become very unstable whenever im in a dark area. this is causing some very distracting oled vrr flicker and is forcing me to play with gsync disabled. its happening even without reshade enabled. anybody else having this issue or know a fix?

haughty dirge
# wide mortar

ive had this exact issue - the visual artefacts and the fatal error - its some corrupt cache thing in recent nvidia drivers. if youre determined to stay on the latest version you'll need to DDU to fresh install it. imho the easier/quicker method is to just use nvcleaninstall to roll back to 577.x 👍

haughty dirge
# wide mortar ill try this when i get home from work, thanks

defs try this first bc changing a mod is quicker than downgrading a driver - and i think theres quite a few peeps like MPaul (myself included) who've found v0.9 to be the best/most stable/most "compatible" version of clairobscur fix. that having been said - the screenshot you showed - i had that identical graphical issue and the same fatal error crashes and rolling back to 577.x fixed it immediately

#

so imho its worth trying the older version of clairobscurfix, but i wouldnt waste hours trying to troubleshoot mods like i did bc it was none of their fault in the end - just NV drivers NV drivering 🤷‍♂️ 🙃

wide mortar
#

im noticing that i think its actually briefly crashing my entire display driver

#

The description for Event ID 153 from source nvlddmkm cannot be found. Either the component that raises this event is not installed on your local computer or the installation is corrupted. You can install or repair the component on the local computer.

If the event originated on another computer, the display information had to be saved with the event.

The following information was included with the event:

\Device\00000146
Error occurred on GPUID: 100

The message resource is present but the message was not found in the message table

#

i cba to DDU atm and im not having issues in any other game

#

i need to do a full windows reinstall in the near future anyways, ill do it then

haughty dirge
haughty dirge
wide mortar
haughty dirge
#

so i didnt have the luxury of cbf - luckily the nvcleaninstall downgrade was good enough bc if i had to DDU i probs wouldve just gone... meh, im fine not to game for a while xD

wide mortar
#

i actually just did an entire playthrough of remnant 2 lol

#

like finished yesterday, UE5 game

#

0 problems at all

haughty dirge
# wide mortar like finished yesterday, UE5 game

yeah interesting - i guess it really isnt fair/accurate for me to say "any" UE5 game bc who knows what specified property causes this issue - maybe its just a couple of titles and theyre the ones i happened to be playing at the time 🤷‍♂️

limber goblet
#

weird

#

but I had to use DDU too

#

the 580.88 driver seems to work fine now

dusk pulsar
#

Hey folks - hope this is the right place for this. I was looking for help in the RenoDX discord, but this looks like it might be more targeted...

I'm a new user to RenoDX, trying to get the HDR mod for Expedition 33 to work.

When I run it, the colors get very white and washed out across the board. Not like a matter of personal taste, more like something has objectively gone wrong.

I did some digging, and found that when running the game with RenoDX (and only then), an Engine.ini file is automatically created, with a single entry:

[ConsoleVariables]
r.HDR.EnableHDROutput=1

If I delete the config, the game actually looks great, and I can even adjust the sliders for the mod in-game and see changes in visuals. But then upon closing the game the file seems to be re-created, and the next time I launch the problem is back.

Is this user-error on my part somehow? I don't see many other folks reporting this issue. There's a recent comment on Mod Nexus of someone saying something kind of similar, but their problem doesn't seem entirely the same. (comment timestamp 09 Sep 2025, 1:13PM https://www.nexusmods.com/clairobscurexpedition33/mods/6?tab=posts

Nexus Mods :: Clair Obscur: Expedition 33

Rewrite of the grading pipeline to add HDR and controls for tonemapping, paper white, UI brightness, and color grading.

dusk pulsar
#

Well nevermind! For those who come after, the trick was disabling driver-level RTX HDR flags in Nvidia Profile Inspector.

#

I thought they would be superceded by active RenoDX, but apparently not.

zealous juniper
#

I used the RenoDRT tone mapper last time I played, but it doesn’t seem to be in the newest version. Which one should I use now? Sorry, I’m not super knowledgeable about HDR stuff lmao

limber goblet
#

Aces + UE Filmic Blend = Old RenoDRT

zealous juniper
hybrid wind
#

There’s also no reason not to use this new method, either

trim anchor
#

wait

#

what about the one bug

#

or the performance hit

limber goblet
#

✅RenoDX: Clair Obscur - Expedition 33

trim sandal
#

having a hell of a time getting this working, lots of flickering in the skies or intense cutscene stuttering

#

any ideas?

trim anchor
#

downgrade your driver

median crane
#

any difference between the snapshot in github and the nexus version?

trim anchor
#

yes

sonic scarab
trim anchor
#

snapshot has the latest mainline renodx changes merged

dreamy depot
#

None of the sliders work in the mod for me. Only UI brightness makes a difference, not exposure, highlight or game brightness.
Why isn't it working?

jagged portal
#

Send a full screenshot of that tab

carmine onyx
dreamy depot
# carmine onyx are you ingame or are you in the main menu ?

I'm at the beginning of the game. Some one explained I need to open the party menu to see the changes, but I don't have access to it yet. But settings seems to be working if I reload a save but adjusting sliders won't update in realtime and I got it explained that the changes to UE5 causes them to not work in realtime.

dreamy depot
#

It seems the cutscenes with RenoDX uses the UI brightness rather than the game setting. Thus looking very dim in comparison. Is it possible to fix this?

dreamy depot
#

I believe ingame, realtime cutscenes. I just arrived at the islan and the expedition being attacked and at first I thought it was FMW but I do play at 120fps and it's clear it's 120fps, so no FMW.

carmine onyx
#

Oh Well idk

#

Help ritsu

south urchin
frosty slate
#

Should i change flare and blowout from zero ?

limber goblet
#

you should also increase highlight saturation by 5-10

carmine onyx
#

does the mod have an hdr look preset ?

jagged portal
#

No

lucid drum
#

@limber goblet hey dude.
Modding claire for the first time.

So i got a 5090 and want to get the best clarity. Running on a LG OLED. Is renoDX all I need? Or do you recommend any other mod on nexus.

I want to use DLAA, do I need a swap chain?

lucid drum
lucid drum
#

@limber goblet @dusk pulsar Hey guys, about to get RENOXD. What is this "swap chain?" Im gonna be using DLSS quality, do I need this swap chain? where do I get it? author isnt specific.

lucid drum
#

@dreamy depot dude

#

im having same issues

#

RenoXD isnt doing fuck all

#

this mod is fucking ass lol?

#

using Ultra+

trim anchor
#

works on my machine

thin pike
#

Waiting for the 350nits monitor or improper installation

lucid drum
#

Its not that hard lol

#

Reshade menu opens, its not hooking to game

#

Unless this mod is incompatible with Ultra+

#

If it is, then idk what to say. Mod aint working lol

#

Reshade does tho! So must be reno

#

Only thing that changes brightness is the UI setting on overlay...which makes no sense.

#

Wait....

#

@thin pike im gonna laugh if I fucked this up. Is it steam exe or sandfall?

snow sleet
#

sandfall win64 shipping

lucid drum
#

I fucked that up