#RenoDX: Wuthering Waves
1 messages · Page 8 of 1
104-109fps without SK
so its a bad game
my GPU usage is actually higher without SK running
arent you CPU limited?
yeah
the CPU performance is probably worse with SK that's true
so SK is causing more cpu overhead
so we have
two reports that says it affects
and two reports that says it doesn't
lets uh
split it in the middle
I guess I have no issues on a 9800X3D
yeah i'm on 9800x3d as well so could be cpu diff
the guy who reported to me
were on a 7800X3D
@subtle warren
and he says his perf degredation is even worse
lol
I only got like
a 5-6% reduction
my tv room pc has a 7800x3d i could probably check that later
they do the bare minimum yea
he also said SK was causing stutters for him but I couldn't verify that
any stutters is coming from this game
being ue4slop
its fine with both SK and without SK for me , just a flat measurable perf reduction
the worse CPU performance with SK is real, it affects all games I think
ya this game had some serious spikes last time i played it
well CPU limited games
very UE
SK just does so many things
although shortfuse got it somewhat covered with the fpslimiter plugin now
the RT is also pretty unoptimized
this ass game actually doesn't support PS4 controllers if you're using wirelessly
zzz comes to mind with worse cpu performance using sk
so you need to actually use DS4 windows
or have SK already and use SK xbox emulation
RTSS's reflex limiter is good too
I use SK for the window management thing
I probably can't remove SK from ZZZ in my iGPU setup though
ZZZ is so ass at supporting resolutions
doesn't support 1440x900 borderless for some reason
need to use SK to force it
why do you have a 900p screen
900p borderless windows so I can use lossless scaling to upscale it to 1800p and do frame gen
14.5" 2.8K 120hz oled but amd 780m igpu
a true Frankenstein setup I like it haha
ya thats cuz intel gpus are just bad
my motherboard doesnt even support igpu
Arc 140T is the best perf for like low mid end iGPUs right now
at high end we have like strix halo with its copius amounts of CUs but i can't find numbers for that
these chinese games just tend to underperform with amd gpus
intel's got the distinct advantage now since they support proper XeSS while all current amd iGPU options are like still
RDNA 3/3.5
and FSR 3/2 looks really, really bad
actually matters more in this low res
XeSS DP4a model has way less artifact in wuwa for me
are you playing on a laptop
laptop iGPU when i can't stream from my 4070 ti super rig
Reno with SK vs without
Oh right, u saw it already lol
They were in jxr
I converted them lol
But the thing I wanted him to check was the frame rates
reshade can take hdr pngs
On the corner
no need to take jxr
Ah How?
just click the setting tab
default hotkey is Print Screen
you can change that if you dont have that key like me
Yea but without sk is much much less
Ah okk
are those stutters really frequent
I think wuwa is aight
you are the one who uses 3 million reshade shaders right?
that can cause slowdowns with SK
my apologies then lol
I have 0 shaders working
he's the other guy
not this guy
this is the guy running 6K with dldsr

😂
SpecialK is used as a means to inject ReShade into WuWa
Never used that so can't say personally.
Ok ty
Injecting ReShade through SK is not a good idea
I mean for RenoDX
That's what I've been currently doing 😭 what should I use instead
I think a lot of people have been using SK for ReShade. Especially since WuWa doesn't allow for a normal install of it.
- Why is SK bad for Reno?
- What is the recommended alternative?
please read the pins for the recommended way to use renodx
All you need to use ReShade with wuwa is to put its DLL as d3d12.dll next to the executable, nothing else
Nothing fancy
It tells you how to get ReShade working, yes. But it doesn't tell you what is the drawbacks of using other methods to inject it. Or that just doing the way in the pinned message is the "best" way for w/e reason.
Why do you say that?
renodx being banned word in sk discord server should tell you enough about why its not a good idea to use them together
sometimes it works but more often than not there are compatibilty issues or other problems depending on the game
Injecting Reshade normally instead of w/ SK gave me waaaay more than a 5% performance boost lmfao
No longer have to use framegen either
went from ~70 to ~110 on a 9800x3D + 5090, not sure how this is even possible
70 -> 110 is a lot more than 5%. lol
its banned only if ur not a regular xd
too many support requests
I'll probably try and get off of SK tomorrow. Because I always had issues with it and MPO not playing nice.
Same🤣 I'm on a 5090 too
Want to give a shout out to you guys. Yall make the game look so good, absolute goats. The first mod im looking for in any game is reno dx. Much appreciated!
I don't look at my fps that closely but I'll check and see what lsfg says
I didn't believe this statement.
Just added ReShade through the pinned method and measured fps with and without SK. Went from 80 to 118 fps. Almost 48% increase in fps. What the actual fuck???
what if you close the SK launcher that runs in the background
but reshade is a lot slower through SK anyways
an almost 50% difference is suspiciously big though
I don't run SK in the background. It's a shortcut that just runs the game with SK injected.
In Ragunna I still go down to 80fps @ 100% usage. But I think that's just how it is.
I can do screenshots.
yea I never used SK like that, that could cause other issues idk haha
What bit HDR PNG quality should I use?
12bit
Screenshot not grabbing the RTSS overlay...
I believe you haha
The difference on my end is about 10%
I would stop using SK, but I need the window management feature
and no other tool can do that
I also use the last "stable" SK version, which works well enough
25.5.9.1
What's that?
What do you need that for? DLDSR?
I use it to force 3840x1600 to the bottom of the screen
while keeping the desktop resolution 3840x2160
alt-tabbing works and I can do multitasking
Interesting.
I did mess up though. I didn't have DLSS 4 on. So the uplift went down to 26% with like-to-like settings.
ahh I see
One thing about performance testing in this game is that it's super inconsistent with RT on
Might just be me but even a light rain effect that happens in Raguna kills fps
with RT on that is
RT = dynamic lighting which = dynamic performance. XP
^ this is true. Have to go to a cave or somehwere that has locked lighting regardless of ToD and such.
the Whimpering Wastes entrance is "fixed" too
True. And it's actually a little heavy too.
That does remind me
Does anyone know whether it was the new Nvidia drivers or a patch that fixed the RT crashing
it was a "shadow" fix, undocumented
Pretty sure it was driver.
Shit, really? Ok
Nvidia said that it's not a diver issue
Right, that's why I was curious
Kuro updates Wuwa 2 times a day kinda
Nvidia says a lot of BS to be fair. XD
@main gulch is working on making an addon just for display stuff
https://discord.com/channels/1161035767917850784/1403983735031857162
Well older drivers worked without crashing so I always assumed it was driver related but you never know
there were multiple issues
the game was crashing with early 57x.xx drivers
then nvidia fixed that
but then Kuro changed something with 2.3 I think which added the RT shadows option that caused the driver to crash
and Kuro shadow fixed that issue I guess, because 580.88 is stable so far
Looks like SK was the root cause of breaking MPO and my G-Sync too. Had to disable MPO in order for G-Sync to work with SK in WuWa.
tested sk vs using d3d12 by itself on my 7800x3d and there's no appreciable difference from 9800x3d
if you guys have performance issues, can try using reshade64.dll with sk
make sure you're not factoring in the
transformer dll replacement
with SK
and make sure you test the login screen first
in game find somewhere with locked time of day
cause time of day does change perf in this game
I did forget to turn DLSS4 back on when testing without SK.
Uplift decreased to 26% more fps w/o SK. (From 45%)
Also removing SK fixed my G-Sync issue.
your g-sync issue is probably related to
the window management settings
what the game does by default is different from what SK does by default
depends on game
if you know what setting to put in that should deal with your issue
either way if the fps hit is that big for you then it might be wise to keep using without SK
I still need controller emulation and window management from SK 
among other things
SK doesn't do anything for me anyways other than fps limit which I can do with RTSS anyways.
if that's the only thing you're using SK for
then you can use RTSS
or the fps limiter addon
which would also be good, whichever works
Told the guys it depends from build to build the performance jump, and they thought I was crazy. I had a perf jump of almost 20% 5090+7800x3d some see 5% to 6% perf jump
Your pic only saw a 9% jump bud
ur welcome to take again in another area
or optiscaler's limiter tbh
it enables reflex too, it's similar to RTSS
WW already has reflex so you wont need that
optiscaler a bit finnicky for me
sometimes settings dont save even when I save them
Guys I'm trying to get hdr analysis working but it says failed to compile and the cause is supposedly V_texturewaveform
Delete it and add a more recent version perhaps.
Also, sometimes it just doesn't load shit right for any real reason.
Did you get everything from her repo?
Yea now everything is resolved
Nice. Was similar to my RCAS issue then. Had to get their latest build for WuWa.
I mean. It's working now with ReShade.
Don't really want to needlessly run more stuff on top of my game tbh.
yeah but it's more performance for like
1 minute of setup
maybe 5
More performance?
RCAS through reshade has a performance cost
RCAS through opti is basically free
and it doesn't apply to UI
and opti is like 1 minute of setting things up, tops
How much performance we really talking here?
well that depends on your gpu
you mind checking your reshade stats?
there's a performance cost for both CPU + GPU
in terms of miliseconds
in the stats menu
since ur like
80fps base
you'll probably go to 81-82fps
on opti
actually
wait
let me double check
80fps is my locked limit. Do that so that I never experience drops between easy to run and hard to run areas.
whats your unlocked fps and ms cost
assuming the cost stays the same
it's more fps if you're 120
like 3-4fps
anyways
i can show you how to get that running
pretty easy
if not then all good
So like 2%-ish
I'll keep that in mind.
assuming you're already familiar
- extract all optiscaler files in win64 folder
- rename reshade from D3D12.dll to ReShade64.dll
- rename optiscaler dll to d3d12.dll
- open optiscaler.ini, change the "load reshade" option from "auto" to "yes"
- ????
- profit
How do I upgrade Opti's DLSS .dll?
Can't tell if override is working or not. DLSS UI says Preset F with old DLL.
Opti overlay says it is using 310.3.0 DLL. So not sure
@frank heart How TF you get Optiscaler's DLSS override to work with WuWa?? lol
Need a transformer nvngx dll
In win64 folder
And an option in opti.ini, iirc
You can also replace game files, or use driver override
I replaced the game's DLSS.dll and the launcher freaked out complaining about missing files. (probably could have launched with shipping.exe but w/e)
With the New .dll in the .exe directory Opti wouldn't override the game.
Had to change this in Opti.ini for the override to work for w/e reason;
NVNGX_DLSS_Path = D:\Wuthering Waves\Wuthering Waves Game\Client\Binaries\Win64\nvngx_dlss.dll
As long as it worked for u
Eventually. lol
Maximum performance
Trying to figure out which fps limiter is better. RTSS or Opti. It is very hard to tell. Which I suppose is a good thing. lol
Whichever one you find more convenient to use, probably
Opti's limiter is just nvidia's reflex
Which has pros and cons. Better response, worse frame times.
If you have VRR u can probably just live with the worse frametimes
True.
I'll probably just use Opti. Less things bugging with the game is probably better.
👍
I kind of hate how Opti communicates DLSS scaling.
Wdym
The scaling ratio is as simple as it gets, no?
Also, opti fixes Ultra Quality DLSS (1.3x scale) if u want to try that in the game's menu
Normally it's communicated in fractions of 1. 1 being native.
Opti does it backwards.
So if you want to run at 88% of Native you have to use a factor of 1.141 in Optiscaler.
It's fucking backwards and stupid. lol
Nah its equally common
I like the 1.x scale better
1.3 1.5 1.7 2.0
67% is kinda unexact
Becayse they came up with it from 1.5
Never seen that shit anywhere. lol
Other than DSR. But there 1.3 would be super resolution. Not a downscale
1 should be native. That's how it's communicated in most game's .ini and Nvidia. lol
Street Fighter 6 .ini for example.
1 is native
In opti 1 is also native
Dlss docs seems to also use the ratio and not the percentage
I hate it. XD
@tough ember I'd want to ask you a favor, if you could fix some overbrightened scenes/moments during battle on db Sparking zero
Pls think about it
Wait do you mean the dbz game or am I tripping
Yes exactly
The new one
Sparking zero
It has a renodx add on, but it's kind on bugged at times
I can try to look at the code but I don’t own it so it’d be pure speculation unfortunately
I can also see if the maintainer is still in the server
I checked I sent a message but there is no reply
Ok!
But yes, I can take a look to see if there’s anything glaringly obvious. It’ll just be tough without being able to test
Thanks a lot, what do you need?
I guess just knowing more about where/how you’re seeing it overbrightened, and whether you mean it’s blown out (loss of detail), or something not being tonemapped (HDR analysis going well over peak)
Okay I will send you a clip👌🏿
@tough ember
when goku says the final HAAA
you can see how overbrightened is to the point it changes color
The whole thing is messed up
Why dont u ask in the dbz channel
When I asked wino I thought i wouldn't receive an answer by the guy who's worked on it
Me too, it makes more sense:
2160/1.5 =1 440
Maybe I'm dumb then. But it seems like a lot more work to figure out.
I.e.
I am 1440p native. And I want to run at say 85% of native. What factor would I use?
You have to first calculate 1440 x 0.85 = 1224.
Then
1440/1224 = 1.177
Oh, did he get back to you though?
I won’t be able to look until later today
The formula is 100/x aka 100/85= 1.17647…
all you need to know is the resolution percentage, to calculate the factor
If we are talking about DLDSR then it’s a little bit more complicated. For DLSS all you need is the Y axis value for DLDSR you need both the X and Y axes.
2.25 DLDSR factor = 1.5 width x 1.5 height or 1.5x1.5 = 2.25 aka the total pixel count is 2.25 times higher than native.
The one axis render scale is 150% aka 100/150 = 0.667.-> 1440/0.667. = 2160p
Yea but she said she's not sure if she willing to rework on it :/
She said the whole thing needs rework lol
Fair. Suppose I was needlessly converting the % to resolution, then figuring out the factor.
Ahhh, if that’s the case it’s probably impossible for me to do anything without owning the game. I’m sorry 😔
It's alright☹️
Doesnt matter
Just use whatever works for u
RTSS, reflex, fps addon
Hey guys,
Got a doubt.
I used the settings mentioned [here](#1383049193186136216 message) and everything does look better than they ever did.
But when using Cartwheel's burst -- a lot of the impact frames of the part where she casts down the sword are lost.
Sharing a video below to show you what I mean.
Is there something I can change to not lose these details?
Wait, no video playback? Lemme see if I can change something.
Done. As you can see, it's mostly just black frames while she plunges her sword -- all the white colored impact frames are drowned out.
Can confirm that this happens only in HDR with RenoDX on, as I tested the same in SDR without RenoDX and could see the full impact frames fleshed out as it should.
Would appreciate the help 😄
No need for a video
It was an issue that was just never fully resolved
The ult can also break in sdr if you use wrong settings too 🙂
@tough ember was figuring out the threshold to make it work but then the great clamping patch arrived and that had to be put on hold to fix all the new shaders first 🙂
The clampening 😰
As far as I can tell, even in the unmodified shader the game does not try to take into account any of the in-game sliders when deciding what goes white and what goes black.
Which is why as spiwar said, it’s been reported to happen in SDR without RenoDX.
BUT I would like to eventually figure it out, which would essentially be me trying to shift the threshold based on what has been set by the RenoDX sliders.
I wonder if I should try and send them a bug report to get them to fix it in SDR
and then we can yeet whatever they do if they actually fixed it
Hmm okay, thanks for the replies 
So what I'm understanding here is that this is something that can't be changed by simply tweaking the settings in the RenoDX sliders and it needs a more fundamental level change correct?
Seems like the Cartwheel burst is buggy -- the price to pay for peak impact frame animation I guess.
Guys Oklab or ICtCp?
Oklab for Anime style games and ICtCp for everything else
It depends
It can be “fixed” with the sliders, but imo if you like how your game looks outside of the ult, I wouldn’t sacrifice that just to get the ult looking better
The default was previously Oklab, I changed it to ICtCp somewhat arbitrarily when testing extreme blowout restoration/hue correction because it produced slightly less cursed results, but definitely not the end all be all
DarkTable is better than both on paper, but it has issues atm
but this basically: #💻hdr-games-dev message
Says no access
Oh I see. Would you be able to suggest the exact sliders I can adjust to fix the ult?
Appreciate it 
Unfortunately any deviation from the defaults is going to make the ult worse because it will shift the scene either darker or lighter than what the game’s black/white threshold expects. So probably the only things you could adjust without altering the ult would be saturation, blowout restoration, and the other chromaticity-related sliders that don’t affect lightness of colors.
Yeah, every game I try DarkTable in has artifacts
seeing as they are updating DLSS 4, will they update FG as well? will it then work with Reno?
No
Since the issue is Reno + trans FG interaction caused. If they added native HDR, trans FG flicker would be fixed. (assuming this reno swaps over to fixing native HDR)
Shortfuse has already located and 'fixed' the issue
now he is debooging it all
FG 2x is good enough imo
unfortunately is not 2x when i turn it on, so i was thinking 3x should do better XD
and actually doubling it XD
but eh, i have 40 series so T^T
Kuro is including DLSS 4 with the game by default?
they will upgrade it to MFG and add FSR and the intel thing
Intel xess was already in the game...
oh i didn't knew that, i guess they added the ver 2 of it ?
or they extend the cards that can use it ?
Oh it makes sense
Xess was already available for intel users for a long time
I’m gonna try to soon buy the 9800x3d and hope i do get some FPS boost in WuWa, as for a GPU upgrade, i got to wait for the next 1-2 years
Gonna gun for a 6080 XD or maybe AMD! But i kinda like DLSS
Cuz i got to wait untill FSR 4 is in as many games as DLSS
how in hell are you still CPU bound with a 9800x3d T^T
SK not reporting correctly in that menu screen
Oh i se
I don’t think that the game is very CPU limited
I will check the cpu/gpu busy graph but Im pretty sure that the game is 99% GPU limited with a 9800X3D
the game is actually cpu bound as with many UE titles
think the cpu graph is still reporting half the expected number since i'm getting 90 fps here, but yeah any busy area with npcs around will tank cpu performance, with frame gen on around 160 fps and 90% gpu usage
I mean it depends on your target FPS
and resolution
and GPU ofc
90% GPU usage with a 5090? that's not bad actually
They'll probably do the bullshit Marvel Rivals thing where DLSS will still be DLSS3 but it rolls over to DLSS4 if you turn FG on.
#FuckPeopleWhoHave30xxSeries&Older
not great either, without frame gen its like 75% gpu usage and when we start moving around it gets worse
when transformer frame gen is fixed and i can use mfg it'll be a non issue fortunately
well it's a lot better than something like Dragon's Dogma 2 haha
oh yeah theres definitely worse ones
Could be worse. Could be Avowed. XD
Where the devs are so bad they can't make their NPCs move otherwise no one would be able to run it.
no heavy CPU limit here
the GPU wait is only 0.2 ms
daytime is similar
ignore the alt tab spike lol
@echo jackal try it without SK, SK is known to be heavy on the CPU
presentmon is a better monitoring tool anyways
sk performance difference was negligible when i tested the other day
got too much stuff open in the background right now too

well XD
with only the game open (+discord) the game is not CPU limited at around 115 fps on my PC
I will reduce the graphics quality in a sec to test
oh but I cant remove the 120 fps limit
rip
if you turn frame gen on it removes the 120 fps limit
kinda silly they cap it at 120 tho
yea
There are a lot of stupid limitations in this game by the devs.
high RT and high crowd density is enabled
I will try to squeeze more FPS out of the 4080
still not really CPU limited
and that's 300+ fps with peace native frames
Wish I could get 300fps with my 3080 Ti. XP
thats 640x267 res lol
Probably what I would have to do. lul
Use SK's reflex
Ingame relfex is broken and will always show half the fps
The gpu graph should still be correct tho
So you're still CPU bound
133 over 91~ fps
the game is not really CPU limited if the GPU is not waiting tho
if the CPU can prepare frames for the GPU to render then the game is not 100% CPU limited, some physics/etc simulations can be CPU limited but the game itself is not
You're not limited by ur pics tho
Broken reflex means fps x2
And you're sitting at 110fps over 210fps there
Kotorin probably has some additional engine ini commands
That gets rid of the pop in almost entirely
I also use that
No grass pop in in septimont
Its great
foliage.LODDistanceScale=3
foliage.DensityType=2```
thats my settings
i think it goes up to 3
Scale 3 shouldn't be that demanding.
Scale 5 is pretty intense though.
foliage.LODDistanceScale=3
foliage.DensityType=2```
yeah view and foliage lod to 3
should be pretty much close to the most visual impact
yeah i was just checking the ini commands which do have an impact on cpu for sure
where should Insert these
I mean under which "group"
this is with stock ini so similar performance to what you got there
364 fps with gpu usage 73%
I mean, then we can't really say that the game is CPU limited
Depending on how high you have RT cranked. If your RT cores are maxing out your GPU won't hit 100%
Different settings hit different parts to different degrees. Texture quality for example has little to nothing to do with CPU load. Other than data streaming.
and once we actually start moving, fps immediately drops
That almost makes it sounds more like a storage limitation, potentially.
maybe with the ini settings
even without the ini settings
the fps fluctuation is not high
1-2 dropped frames here and there especially at area borders
and there is that one cursed area in Septimont where the fps halves no matter what
it's a really small area with an elevator
not sure what's going on there
I mean if you play with unlocked FPS and your GPU can't keep up with the demand then yea FPS will drop
That's every game.
Different areas have different performance requirements.
no it's just like a 10 square meter area
nothing is as demanding in the game as that small house with an elevator
Was just speaking about your last phrase there.
ah yea
1080p ultra performance still fluctuates from 250 down to 150 fps just moving around town
with fg?
waht if you turn off fg?
You should show the CPU cores. The game might not be optimized to use all cores.
fg off it will actually drop under 100 fps sometimes
no UE games are optimized to use all cores, they're known to be very heavily single core bottlenecked
running around in that area i get single frame drops here and there
You using RT? And if so what setting?
everything maxed with RT on
RT shadows are broken tho
although fg off is also probably a consequence of their shitty 120 fps limiter so hard to take those numbers accurately anyway
Upload to YT
oh wow after like 2 weeks YT processed my HDR video
ignore the weird cropping I wanted to reduce the video size lol
game is locked to 90
it drops 2 fps for a sec, but thats it it's pretty smooth otherwise
[/Script/Engine.RendererSettings]
@autumn jetty insert under that
if its not there yet than u can create one
have a couple of jank stuff under mine
90 is decent, but still kinda bad that it still drops even at that low of a bar
I think some of those commands are dated.
You're always going to have some hiccups. They should be pretty infrequent though.
i don't play at 90 though and doesn't change the fact that the game is quite cpu bound
my old 5900x struggled real hard
idk. My 9800X3D is barely taxed. But I also only play at 80fps.
it's an unnoticable 1-2 fps drop here and there lol
But it's not CPU bound except if you try to elinimate pop-in by adjusting LOD specific settings
i mean i just showed above 1080p ultra performance with no engine.ini edits, 100 fps fluctuation from cpu
something else must be taxting your CPU
I had no issue running around with 300+ fps with FG
no huge drops
CPU limit starts at around 190-200 fps
were you running with maxed in game settings?
high RT + high crowd density + LOD bias high
those there are the most CPU intensive
can you try with everything maxed, since those are the settings that we actually play with, assuming you're not hitting a gpu bottleneck by turning those up
well you cant expect much from a 4080
but I will see how high I can get with everything maxed and super low res
ignore the quality I did not want to change the OBS settings
I'm slightly CPU limited, but there are no huge drops
thanks that confirms we're seeing about the same performance
was doing some more testing, its probably streaming related. Spin the camera a bit and you'll see those drops, or just fly around
flying in/out of areas cause traversal stutter
but no fps drop when I'm spinning the camera
it's stable enough imo
when the GPU usage goes above 90-95% it drops ~2 frames
scene dependent with number of npcs, better here than my earlier run but yeah your gpu usage looks decent there
yea it's not that bad
wonder if they will fix the frame gen performance next update, the scaling is still pretty borked right now
may also be part of the reason its not able to fully utilize the gpu
I mean. If you really want to figure out what is going on you could use Nsight. XP
does the anti cheat even let you hook nsight
Honestly couldn't tell you. Possible. Most other things are able to hook.
I've seen a lot of games where mfg doesn't scale well tbh
Renderdoc 💔
@echo jackal i heard from some one that going to 7800x3d in this game specifically they got quit a boost in FPS because of how shit it’s optimised, was that true? Or i guess you always had a x3d CPU when you played this game?
well yes if you're going from non x3d to x3d it will be a significant boost, i've ran the game on a 5900x, 7800x3d and 9800x3d and saw gains throughout
pretty reputable tech reviewer channel has benchmarked this too
yeah when theres jank involved we take as much cpu performance as we get
they didn't bench wuwa in the 9800x3d review but they did do zenless zone zero
another cpu dumpster fire
even ZZZ!
@echo jackal did you enable reBAR for Wuwa btw?
I dont think rebar makes a difference
Ive tested it a while back for both ZZZ and WW
i have it on but yeah same as spiwar i didn't notice any significant differences
I mean that it might even cause issues/slowdowns if you have it enabled
I mean reviewers have tested it and that weak 1% lows is real
So the wildly swinging perf is just expected for this game
yea at higher fps
part of the unreal jank, i saw lazorr mention similar behavior in other titles
UE 5.4 performs better
we need ue 5.6 but it'll be years before games start shipping with that
yea unfortunately
a whole generation of games with gimped performance and it takes them ages to start addressing it
and DX12 UE4 was even worse
for a very long time
even DX11
asset streaming issues and traversal stutter
stutter struggle is pain
the texture pop-in issue started with Mass Effect 1!! Which was UE 3
i hate pop in so much too
texture pop in was even worse than LOD pop-in
very immersion breaking
but Epic managed to fix it in one of the later UE4 versions
Are we gonna need to wait untill UE 6.0 for them to fix this ?
yeah remember when they showed off nanite, then it turned out to be undercooked and didn't work on tons of things
Yeah that amazing Demo end up being such a huge lie T^T
Maybe, but then they will break something else. Usually how it has been going.
Pay the current debt with another one >.>
UE6 will fix stuttering and current UE memes
but....
will introduce some other shenanigans
vibe based coding that hallucinates scenes
hmm wuwa is stuck at the loading screen 80%
i changed nothing
lol
I mean the game is loaded but I can only see the loading screen
nvm I found the issue
UE6 will not fix borked native hdr
I forget.
Was there a fix for the FG flicker?
Just saw the other channel. Looks like it is in active development.
So... when Fuse is able to get the fix for FG running. How hard will it be to get it working with the WuWa branch? Is that like a big deal?
One-liner, like everything else I do
Crazy. So efficient. ^^
renodx::utils::dlss_hook::Use(fdw_reason)
stuff like highlights 2 is already available right? just need the maintainer to put it in?
Can't remember if any other feature's been talked about recently but not implemented to this wuwa branch yet
i started graphing it and it's sus
but highlights1 isn't that great either
it's also a one-liner to enable it
#define RENODX_COLOR_GRADE_HIGHLIGHTS_VERSION 2
i'm planning on adding presets + a slider to bandaid black and white effects like fleurdelys ult + highlights2 when i inevitably need to also update shaders with the new patch
In time for transformer FG fix and new patch
I think they wont break anything other than new shaders for new char
||famous last words||
apparently infinity nikki (another UE4 UE game with ACE anti cheat) updated their anti cheat and now both D3D12.dll winmm.dll is blocked (courtesy of @languid dome)
so if wuwu ever updated their theirs
its been a good run
(the game is UE5 but uh yeah it's UE ACE)
yeah i can't get reshade to inject at all
we had a good run everyone
WAIT IT'S LESS DOOMED
inject.exe works.
inject64 works?
it didn't work the first time i tried but i guess i had a skill issue
because it's working now
pog
not so screwed
I guess SK is on the same method to inject and its just tripping up somewhere else?
i don't know why SK is failing
so changing the name from d3d12 to inject64 will work?
Brother
You're telling me
I waited for FG fix
And now I am going to get cucked out of reno
there is alternatives for now
but also this is based around the assumption that kuro will update their anti-cheat
of which tbh, there is proof they might not LMAO
because instead of updating ACE to get a version of that works on the Steam Deck, they chose to keep their old version and added their own much weaker bypass when they launched on Steam.
(The way regular ACE works on the Steam Deck, is that they do a bunch of checks to 1) see if you are running under wine and 2) see if you are an actual Steam Deck, this includes actually checking the CPUID and the GPU name to see if they match the ones from a Steam Deck, and spoofing that is pretty hard.)
(meanwhile, the way WuWa devs got the game working on Steam Deck, is by disabling ACE if you have SteamDeck=1 set on your environment variables)
(top tier anti-cheat development)
Safe is a strong word, we have alternatives for now (assuming WuWa and other games update their ACE version), but the fact they decided to plug this hole after years, does concern me a bit that they might be willing to fight us.
If ACE updates again and they kill inject64, it's pretty doomed lol
Issue Description
I’m trying to use Special K with RenoDX in WuWa, but I’m running into issues.
Steps I’ve Tried
Used SK Lazy
Placed both RenoDX files in the SK reshade folder and SK profile folder
Current Situation
The game doesn’t seem to activate RenoDX
Questions
Has anyone successfully used SK + RenoDX in WuWa?
Am I missing a step or doing something wrong?
after reinstalling the game, it works.
You should generally avoid loading ReShade + RenoDX through SK. Rename the ReShade64.dll to d3d12.dll ,then move both the renamed dll and the addon file to the game's root directory: Wuthering Waves\Wuthering Waves Game\Client\Binaries\Win64
RenoDX can fail to load if you try to inject it through SK
it's random
Any way to temporarily disable reshade and renodx?
I use the slider but the colors are still for hdr
rename the d3d12.dll to idk d3d12.dll_d
or you mean in-game?
Disabling the plugin works I guess
Although that requires a restart
Nah
Never fail
As longn as u correctly set it up
if you load the addon using the global injection method then it can fail
it will never fail if you copy the addon file next to the game exe
it can even crash sometimes using global injection
No i have never failed global injection
or well this is my experience with ReShade + Addon injection using SK
Once it starts working
Anytime i fail rejection its only because i forgot to say yes to SK admin prompt
but even if it works, local injection is faster
Its just sk
Local vs global doesnt really make a diff for me
Sk no sk does
But yea
it does for me
Yeah i dont doubt that
SK itself causes no slowdowns on my PC
On another note
If shortfuse fixes dlssfg flicker
XeFG flicker when using optiscaler might also be fixed
The one that relies on streamline input 🙂
nice 😄
U gotta try xefg
Leagues above fsrfg fr fr
And it doesnt crap itself if you dont have UI
Since it seems to infer what the UI is even without being provided a UI
Does anyone know how renodx works together with XXMI? I followed this tutorial and installed ReShade as a XXMI Launcher Addon (https://www.youtube.com/watch?v=TtSuPKqpfLI&t=140s
). After installing successfully, pressing the Home key in-game opens the ReShade console.
I then downloaded the latest renodx-addon64 file from GitHub (https://clshortfuse.github.io/renodx/renodx-wutheringwaves.addon64
), but whether I place the addon64 file in the game root directory or in the ReShade folder, it doesn’t take effect when I start the game.
******In Update 2.2 There Are Some Broken Mods Or Not Showing (Cantarella, Rover M, Rover F, Chixia, Phoebe, Zhezhi, Baizhi) You can fix them, here's How To Fix Broken Mods After 2.2 Update : https://youtu.be/8NgbuY2VmdA
Skin Mods Shown In This Video :
Chanying (Changli X Hanying) https://youtu.be/bloo9J-q-RY
Carlotta Crystalline Tempest (Colo...
@buoyant pumice is it reshade with add on version
Download reshade from the website
There are 2 types of Reshade to download
One just reshade the other one reshade with add ons
Download the reshade with add ons only
We gonna move the channel to the new Discord?
Where’s the new discord?
why are you doing this to me 
why is there a new one is this one getting shut down?
Think Reno makes up such a large portion of the server now that it makes more sense for it to be it's own thing.
Reno is expanding beyond just HDR
Hence why SF thought it was a good idea to make a separate server
Plus that means restructuring can happen so it is easier to find RenoDX threads for games
because discord sucks
I knew he was working on the FG fix. Are there other features coming down the pipe?
FG fix is hopefully out tomo
He now has Streamline hooks
which means next up is adding DLSS to games
then FG as well
You mean to like games that don't support DLSS natively?
https://discord.com/channels/1161035767917850784/1403983735031857162
pmnox has also been working on Window managment addon for reshade
pretty much gets you SK features
without the compat issues when using Reno
yes
That would be wild.
Am going through MGSV right now. The game only has FXAA and it looks like total cheeks because of it. DLAA would be such an improvement.
A few of us have been wishing for DLAA in MGSV
in general that game also needs HDR
and replacing the SSAO with xegtao
ofc DLSS/DLAA isnt 'easy' to add
Luma already has those abilities
and it takes months to add in DLSS just to replace TAA
which already has jitter, motion vectors and all
pre TAA games will be very difficult

shimmering go brrr
Need to use DLDSR or DSR at 6k/8k to cope
Arkham Knights will be a good candidate for DLSS and Pumbo already has plans to work on that
As much as people glaze Knights for its visuals, the shimmering from literal everything is abysmal
Yeah, I just ended up using DLDSR 2.25 and it fixed it pretty well. GPU usage went from like 22% to 50%. lol (also added Beyond Ultra settings)
Am using Auto HDR for the game, but the blacks are crazy crushed.
I might be able to fix the HDR with ReShade.
But...
ReShade can't be used with MGSV.
And the 1 way you can use it doesn't work with Auto HDR, which was the whole point. XP
Lol imagine running this game with anticheat
Nope
I'm using d3d12.dll to load uevr into nikki
what do you mean nope? lol
steam or standalone?
standalone didn't get the patch
standalone
for some ???????? reasons
try the steam client if you doubt me.
Doesn't matter anyway I have multiple other injectors that work on ace
i mean i do too lmao
i did find the d3d12.dll method convenient though
it also worked on wine which was pretty important to me since i play this game on linux
There are at least 10 other win32 dlls the game will happily proxy load from
actually, not anymore, i tried a bunch of them and they also got killed with this patch
and at least 4 dlls it ships with that you can replace with no issue
(that does still work however)
maybe there is one that still works, idk, at some point after a lot of failures, i stopped trying proxying win32 dlls and just tried proxying a game dll lmao.
(and that worked)
Hmm did you delete your crashes in between? Sometimes anti cheats can be really petty and just crash you if you have prior crashes lol
||A****-L*****-x64.dll|| my beloved
i nuked crashsight/perfsight and the crashpad_handler, nothing generate crashes anymore
i was getting the "illegal software" message from ace anyway, not proper game crashes.
oh Nikki never crashes for me now even running lua scripts to free cam and spawn lights and such so I've never needed that. Wuwa oddly enough always crashes if I mess with perfsight but I haven't run ACE with wuwa in ages
i got rid of perfsight with nikki in particular because it was fucking with renodx lmao
the game did not care one bit if i just deleted perfsight.dll/crashsight.dll
so i did
#1321685184852135967 message deleting perfsight/crashsight made the game stop from creating that bridge window lmao
(if you don't do that, it breaks resource upgrades and you get clamping on some areas)
btw if they do ever tighten up the anticheat you can just come to standalone version and I'll give you a self injecting dll that you just inject into the launcher. They would have to force secure boot and run their driver at startup to even have a chance of beating that. And frankly they're already going way too hard for a dress up game so I wouldn't put it past them
this game does bizarrely have one of the strongest ACE implementations around lol
there are stronger implementations exclusively on chinese-version of games but uh
i have no clue why they are going so hard at this game anyway, what are they trying to protect?
strinova has the most obnoxious. They keep screwing up my stereo pipeline some how despite having no reason to touch that. But they can't keep me from getting into the actual memory?? Like I could easily cheat but God forbid I want to play in VR and make the game harder for myself
it certainly isn't assets given how easy it is to decrypt them lol
Yeah idk but I got several clown awards in the steam discussions for telling people that infold is not in fact trying to keep out r18 modders and that if the Chinese government allowed it they would readily sell that content themselves lol. Mind you this is the company that makes love and deepspace.
i know for a matter of fact that Paper would do more risque designs if they could lmao, i saw the stuff they made for Love Nikki
they had a collab with a lingerie company once lmao.
the CN government started clamping down on their designs in recent years for some reason lol.
(which is why some SN suits got censored and most new suits have been very safe lol)
I'm 100% certain the government tells their game devs not to allow modding (except for mihoyo). Snowbreak just nuked themselves
After already getting censored by the government last year
oh yeah absolutely.
wuwa is flying a little close to the sun I fear
idk what wuwa is doing because i don't play it lol
don't get bonked y'all i guess lmao
also how well IN works with UEVR?
i never thought about doing that and i'm curious now
my 3070 will probably get destroyed
It's amazing actually like pretty damn near flawless but it will run at 15 fps for you lol
I'll be honest the whole universe reset thing sucks but playing that shit in VR was crazy

I have a 4070 Ti super, 7900x, 96gb 5600 MHz and I get like probably 30-45 fps in this game in VR but it looks damn good so I can live with that
but even if you don't play VR uevr is great for the scripting api. I'm basically remaking the camera and light tools from UUU rn
i was going to ask about that actually, where were you running Lua on lmao
on an external Lua VM or the Lua VM of the game
LOL
because i'm not sure if you are aware, but this game is pratically scripted entirely in lua lmao.
(a lot of Lua)
anyway i was a masochist and i tried reimplementing some of the features of a FFXIV plugin named Ktisis (https://github.com/ktisis-tools/Ktisis) using C++ with a dumped SDK Lmao.
(i just really wanted to make custom poses)
but dealing with skeletons gave me nightmares and i got distracted with other things so it's on the backburner lmao
Re-downloading Wuwa to get ready for the FG fix drop today
Why did no one tell me we have PEAK now
I can’t wait, cuz my new CPU is actualy doing wanders for the garbo optimisation in this game so with a proper FG fix it should work even better XD
For wuwa? It should
We had some changes made when in septimont grass will disappear from long distances and it did increase draw distance for grass last time
Oh i guess that;s what you mean by increase draw distance XD
replacing the streamline files brings up a 'your game may be corrupted' pop up
how am I going to force MFG slop?
Ain\t 2.6 gonna add MFG slop any way?
Thought it was +2.7?
wait
On 28 this month
oh you're talking about the actual game
I mean for me on sep 4th is ZZZ while Silksong is out >.>
Guess got to play both of them
CA slider isnt doing anything?
Discord search is failing me
in case this has already been mentioned
Used the Engine.ini Spiwar posted + the UE CA disable command
THIS GAME LOOKS SO NICE
Hm, did he made changes to it? Cuz i only use the one from brandy discord,
I was looking at the one on github + website and his
Spiwar's is trimmed down
Tried out the meme RT + RR one
pretty much crippled perf by half
no negligible visuals
Can you give me the one you are now using? I wanna test it later, did he also made RT changes to it ?
Cuz the one i”m using also has RT changes but for medium
Force via driver or ignore error
I dont have that message when running via steam
Or just running the exe
Yh I was launching from the standalone launcher
You can force streamline update via inspector?
That i get
because via inspector I cant do mfg
so I'll try NVapp
Then again the update will have MFG
so might as well wait
meme RT + RR / ini without meme RT + RR
metal reflections are better
but thats about it
sun position is different so I dont think the shadow differences are apple to apple comparison
40-50% perf loss avg
Share config? :3
Thanks
I've commented out the meme RT + RR
but you can remove the ; if you want to try it out
thing is i have no idea what that means?
oh no ! b
I've also adjusted motion blur
r.MotionBlurQuality=2
r.MotionBlurSeparable=1
r.MotionBlur.Amount=0.33
r.MotionBlur.TargetFPS=0
r.MotionBlur.Max=5
I slap this on every UE game
r.Streamline.DLSSG.RetainResourcesWhenOff=1
will help with that awful stutter when entering menus with FG on
Lumen.ScreenProbeGather.DownsampleFactor=8
RIP
no wonder it is destroying perf
let me change that to 24
thanks :3
i mean, that is ULTRA RT :3
it doesn't matter in this game
cause motion blur doesn't apply to characters
🤣
it's actually a crime
particles get motion blur
camera get motion blur
but character movement are exempt from it
whatever u want
I;m ask you instead cuz spiwar didn’t answer my question
Way do you wanna activate motion blur in WuWa? Cuz i keep it deactivate in any game, and how does wuwa motion blur not applying to the character means ?
I short, i wanna know way people activate smear to their motion XD
Because we're contrarians
'Gaymers' swear by turning off everything
bloom
CA
grain
borders
motion blur
fog
volumetrics
each their own
motion blur that isnt ass e.g default UE that targets 30FPS 🤮 at high framerates say triple digits
looks nice
Motion blur increases performance loss
oh, i didn;t know that specific technical idea
Look, I wouldnt use motion blur at 30FPS
even though that is what devs do and have done for vidya
but decent motion blur at +120FPS looks nice
helps to blend
oh i see, i guess i never got that experience with it, never had 100+ stable FPS in like never
and given some games different implementation i guess, i never bother to turn motion blur on ever again
Thats why we use the r.MotionBlur.TargetFPS=0 command. By default UE targets 30FPS
so the motion blur just blurfest™ the whole screen
then you can set r.MotionBlur.Amount to something like 0.05 or 0.10
subtle but there
and now, way is a issue in wuwa if motion blur is not on the character ? will it look awful to not have it on the character too?
motion blurs bad rep is literally down to older games having terrible motion vectors or just slapping on the strenght to 10000%
no different to cranking sharpness
but CAS at low settings looks nice
and does its job
yeah, that's what I'm used to XD i play older games for a long time, only 1 year ago i got my 4070 Super while i was on my 1050 TI XD
so low FPS too
no way constant 100
or over
its equivalent to saying tonemapping is bad, should be disabled and never used alongside HDR rendering because Oblivion, Half life 2 and 2000s games completely clipped the f out of a scene
but now people have 'mostly' learnt how to tonemap well
and we have HDR output
i have no idea what that means, and is not like for Motion Blur i ever though of tasting it so dont blame me for not thiniking of the damn techincalities of motion blur in NEW games after getting used to Older games motion blur for years
XD
well dont take it too personally, different people have different preferences
thats all I can say
I typcially still disable CA where I can
only a few games uses it well
or in interesting ways
is not preference, it looked like ass for years, no way i will suddenly thing is worh it, cuz now that i know it can improve motion and not be a pain, i might consider it
that is all for me
:3
