#The Witcher 3
1 messages · Page 4 of 1
I can understand it, if you don’t like taa then old Witcher looks a lot better without it. But giving up rtgi for it is 
I do wish DLSS was a lot better in this as well.
Pretty poor implementation
fake
you are not going to play with ass GI with a 4090 or 5090

im not going to do that
like id rather live up with stutter for that
Yeah he says 5090 dldsr to almost 8k looks worse
I can get people being that sensitive to motion bluring
motion shimmering is worse though
i dont get that tbh
a few days ago in the opticaler discord
argued with me with something similar
he is here btw
and i showed him how bad the shimmering is
no response after that
🤷♂️
Me coping that the new DLC thing that was leaked for W3
has them implement streamline 2.0
MFG support
and fix the rest of their slop
butttt
they probably going to contract it all over to Virtous
like what theyre doing for 2077 rn
Time to back out ** 'ye olde trusty'**




Ahhhhh
we really played vidya like this
CRT blurTM was our only cope
You need SSAA 16x (per the crytek vid) to not get eyebleeding shimmer
Seems like it would be the shader at least. I’ll take a look when I’m able
Are you usong thr nvidea hairworks stuff?
no
i can see it once in the vertex shaders and once in pixel shaders
not sure if helps
ez fix

ah theres also compute shaders, havent checked those yet
nah nothing in there
just realized non RT shadows can have this too
Yeah I believe it’s RTGI related
games cooked
no
RT off completely is same
its a vanilla issue
im not even sure jon can fix this then, surely some other people have been bothered by it and looked at it before
Oh damn for real? WTF
Was this in the dx11 version?
I don’t remember it at all
The issue stems from the character's skin, scalp, and hair textures failing to react properly to ray bouncing. W3 uses a hybrid lighting system, combining traditional fake lights with ray tracing, rather than full ray tracing.
What helps a bit is using a mod like "No Player Light" to turn off the fake light from the character.
or is if is activated completely? I don't remember.
I use that already
The artificial light is ultra cringe at night time
Looks so wrong
I’ll rather use a torch
And Like I said, disabling RT completely is the same
Geralt's skin turns blue when he approaches a light source, but not close enough. There seems to be an inconsistency in the calculations; the skin reacts as if the rays are hitting it, when in fact they are not.
the skin thing isnt as annoying at least
but the Hair stuff happens like i said even with RT disabled.
Still could be fixable. I mean it definitely would be, but whether I can fix it or not is a different question lol.

got flashbanged a couple of times, on a couple of cutscenes, camera changes and background behind characters is full peak white lol... truth is. RTGI looks great 90% of the time, 10% of the time it looks like absolute dogshit, like really really bad.
ideally CDPR fixes this but they won't and we all know it.
Or even the ground updating in realtime with new lighting when running in specific times of the day or areas. Or shadows flickering even with RT on, etc etc etc etc
gaymers these days
want everything to be given to them on a silver platter
devs are slop so you must become the dev
you must learn to harness the slop to unslop
a decade old game has AO and shadows for grass/foliage but DL The Beast doesnt
peak clownery
^
we should just remake the entire game engine at this point

Putting a new meaning to Renovation Engine
Reno Engine 5
it seems there's some sort of odd property on the top of the hair itself. really bizarre. Happens even with retextures but vanilla is definitely the worst
Yes there is like a normal but rougher texture for the hair and then like a kind of fuzzy softer semi transparent one
The second one is the glowing shit
❓❓
bitch
or would you prefer DX9 and toddslop / obsidianslop code
bro ive not even played any fallout
tf do i know about the issues of a 15 year old fallout game
This conversation is now over

try my first mod guys!
dont forget to endorse 😛
super unpolished but here's a quick build for some feedback on new options. Purist preset and vanilla tonemapper currently broken, SDR mode is bad with this too.
what are the new options?
luminance tonemapping with per channel blowout and hue shift sliders
from my little bit of testing it's not the slam dunk in this that I thought it would be
but it has its pros
I also updated the defaults
so try recommended I guess
maybe ill like it, maybe behaves better with my 2500 nits
im currently back on reinhard
because termite spleen just too saturated at times
the main thing it will do is behave consistently across peak/game brightness targets

in some ways per channel can look a little better due to flaws in hue methods
hopefully that's something the future LMS implementatiion can fix
installed it rn
hmm, some fire still looks goofy
maybe slider at 75 or 80 by default then
is vanilla the sdr reference?
because that looks tons better, i wish i could have that just in HDR brightness
the slider doesn't work with vanilla as reference. It's a per channel tonemap and the slider adjusts the peak, then the chrominance of that is applied on the untonemapped color. Hue shift uses that same color. It should be somewhat similar to vanilla since it's just the shoulder we care about.
hues, especially reds, are a bit weird because of flaws with the hue methods 🙁

if you want basically just SDR but brighter, then like 85 or 90 with hue shift at like 70 or something might look like it lol
yeah im messing around with it rn
im always afraid though that if i "calibrate" it by looking at fire im breaking other stuff
100% lol
one of the most cursed test spots for me is the bar in white orchard, taking a torch up to the paintings on the wall
and it still looks good when setting 2468 nit
you can see how cursed each hue method is 
honestly I don't even think extending the vanilla tonemapper with the new stuff shortfuse and musa were cooking up would help this game. It quite beholden to SDR in some ways
I mean I could just use reinhard for the per channel thing
it actually might be the better option
I'm about to test it
i think the worst thing is that the fire doesnt look consistent in this game
yes it helps the fire
fire on torches is different than igni which is different that some braziers which is different than open fire like where im burning those bodies in the screens above etc
damn
building
you couldve told me its a days work and i wouldve believed you
cuz no idea what that addon looks like codewise
- i barely understand any code
float3 ApplyPerChannelBlowoutHueShift(float3 untonemapped) {
if (RENODX_TONE_MAP_PER_CHANNEL == 0 && CUSTOM_SCENE_GRADE_PER_CHANNEL_BLOWOUT > 0.f) {
float calculated_peak = (0.01f * pow(100.f - CUSTOM_SCENE_GRADE_PER_CHANNEL_BLOWOUT, 2.f));
float compression_scale;
GamutCompression(untonemapped, compression_scale);
// float3 graded_color = renodx::tonemap::HermiteSplinePerChannelRolloff(untonemapped, calculated_peak, 100.f);
float3 graded_color = renodx::tonemap::ReinhardPiecewise(untonemapped, calculated_peak, 0.5f);
float3 color = renodx::color::correct::Chrominance(untonemapped, graded_color, 1.f, 0.f, CUSTOM_SCENE_HUE_METHOD);
color = renodx::color::correct::Hue(color, graded_color, CUSTOM_SCENE_GRADE_HUE_SHIFT, CUSTOM_SCENE_HUE_METHOD);
GamutDecompression(color, compression_scale);
return color;
}
return untonemapped;
}```
comment out termitespleen, add reinharder
it's not an option, it's just what the per channel blowout slider uses
oh i thought youre doing reinhard per luminance now or sumn
hermite spline by luminance for the display mapper, with reinhard per channel as grading basically
weird fire
per channel is just how the mod used to work
so per luminance isnt the play
well, it'll look very different depending on peak
ah yeah
forgor
at 2468 its way too orange
AHHH

its really unfortunate, since you cant really test for that i imagine, unless screenshots and tonemapping it to display via SKIV works properly
not sure
other than hues being a bit difference, you should be able to replicate the blowout with that slider
it's quite literally doing the same thing
where is that fire btw?
in velen early on you get a quest from a priest where youre supposed to burn 3 sets of bodies
"Funeral Pyres"
ah, I did that
went to a monster nest I didn't do
this is just reinforcing how annoyed I am with working on this game lol
just spinning in circles
maybe this isn't worth doing. Might just skip this and try out extending uncharted2
I think fire will still suffer with that though
we'll see though

Yeh, with Reinhard piecewise it’s still a bit too saturated I feel like but I got it to a point where I’m happy enough with it and in my head just tell myself this is how fire in this fantasy world looks

Gaslighting myself
So I think I’ll go back to that build for now
if this doesn't end up working well for this, idk might just be cooked
(saying this like 99% of the game doesn't look a whole lot better)
Maybe fire has to be fixed with a mod at this point
been messing around more again, fire looking pretty good now at 2468 nit
(reinhard, not termitespleen)
at 1000 nits it looks good too id say
i bet ill find some shit again later where im like bruh this aint looking right

never ending witcher 3 hue psychosis
Chat what’s the consensus between hermite vs Reinhardt per channel
I prefer Reinhard, atleast when it comes to fire, torches etc Hermite is a bit better with other stuff like restoring color in geralts face n stuff but yeah, the fire bothers me much more than a bit less color in the face
i think i have pretty good settings going now, have been playing past 6 hours with those and havent felt the need to adjust anything
praying CDPR fixes the RT BS + shadows next dlc update ;_; this game looks INCREDIBLE a lot of the time. I'm doing my best to ignore the glaring issues but it's so fckn annoying. Like at times the ground you can see big squares kinda updating with new "light" information if that makes sense. Doesnt happen always but when it does it's so immersion breaking jfc. This game is still incredible tho and looks incredible for its age. Just wish they'd do a proper fix for RT implementation
yeah this isnt even RT shadows, ive disabled them for now..
the hair isnt as bad with it even though it still happens
yeah, I didn't even reference the hair situation because it's on "select" situations. I can largely ignore that. My main gripe is when exploring. The square blotches of light changing when riding fast for example at times is just dear god. Actually embarrassing they released it in that state :S But when it's right it looks beautiful
wonder if that DLC thing is actually gonna happen
but yeah ive not really had much of an issue personally yet
the hair thing was actually the most glaring issue ive seen
I think it's mostly confirmed
to tie in to witcher 4
hopefully it comes with technical improvements
/ fixes
i probably wont care by the time that comes out.. not sure i'll replay w3 before w4 comes
inb4 we get pathtracing update

if we got a PT update then it would come with 10000+ breaking bugs
lmao

Don’t necessarily think so tbh, the foundation is already there, and I don’t remember CP77 PT update being completely cooked when it launched
I would like for them to as well but I feel like Witcher 3 has been abandoned after patch 4.04
I’m totally happy to be proven wrong and I’d love to see more bug fixes but I think they’re fully committing to W4 and Orion
I was under the impression these were still unconfirmed rumors
Do we have a source for them
Certainly no mention from the latest earnings call
Yea pretty sure they released their modkit to let players keep the game alive and that's it
which is pretty cool
It sounds like we could basically fix things with the mod kit
what were you thinking of?
nothing in particular, there's just apparently basically everything there that if somebody with the experience wanted to fix the game up they could
ah yeah probably, im not sure if its like the full full devkit like as in you could recreate the entire game from scratch in it if you wanted
similar to the creation kit for Skyrim
endorsed it, cool idea, works well enough though there is some snap back when you go too far right which looks a bit meh, not sure if you can do something about that

or well the snapback happens on both but you can turn the camera alot further left than right
maximum angles for both
other than that its great

hobo armor Geralt
I just use the Temerian armor you can buy in White Orchard until I can get some actual witcher gear
the valley of the flower armor also looks cool
I also use a few mods that improve the textures of the starting armor (Kaer Morhen armor), makes the shoulder pads wider and makes it upgradeable up to Mastercrafted level which I then use until I get to Toussaint and can craft Grandmaster Wolven and Manticore armors
what lighitng mod are you using, if any?
only better vanilla lighting i think
That's what I use but wanted to double check. The entire game is screenshot material for sure.
I got on renodx late for this game and actually went back to try 1.3
Is there any reason you ditched the renoDRT tonemapper
It seemed to handle post processing quite well and was faithful to vanilla
renodrt was reinhard, that's just what it's referred to with the older code I was using.
post processing then was dealt with by clamping the color every time the bloom shader sampled it, which is bad for hues and also didn't actually work correctly everywhere in terms of vanilla behavior
go to kaer morhen or skellige to see what I mean
@cold basin are you using the built in photo mode?
Yah why
Is there a mod one?
I only really need it for free cam and FOV, sometimes a little tilt that’s it
I take the pic with skiv tho
not sure what it does tbh
havent tried it
For some reason, the "Photo Mode" of the game doesn't work, even if you assign key binding in the setting.
This "Unlock Photo Mode" fix it so now you can use the Photo Mode.
Hmm. How are you using photo mode?
That quote is false
Photo mode works perfectly for me with controller at least
I never even tried it : o lol how did you bind it to the controller
Which driver version is this?
591.44
sword corruption? wtf? on a 2025 driver?
I havent seen any sword corruption lmao
is that a visual bug or related to sword degradation..? I'm so confused
no clue
it also doesnt help that these numbers after the note doesnt seem to be tied to anything i can find on the internet
nor when i search on nvidias pages anywhere
i just click both sticks in
it didnt work at first
but after deleting the input.xml file once it worked
there was some weird artifacting going around on the sword hilt
I noticed it some time ago but I figured it was just some RT bug or something
Haven't tried the new driver to see if it's really gone but I assume that's what they meant
I love it
another! try it 😄
I haven’t really found the rain to annoy me tbh but I’ll check it out later
Doesnt need any script merging I hope
No need
I'm sorry, maybe I'm making you notice something that wasn't bothering you before haha

Did you see my comments/images regarding the head turning mod
Yeah lol
.
Yes, probably do some improvements on next version. But, the thing is that for now is like that to avoid issues when you look geralt from the front for example.
But yes, i'm taking notes....
hmm i see
im sure you'll figure something out

Rain looks good in screenshots but even with realistic rain textures in motion it’s just meh. Mainly when riding Roach, just looks like a giant sprite blanket meters from you
Are you playing without artificial player light? Looks like it
ofc
i hate how he stands out with the light
doesnt look like hes part of the world, much of an eye sore to me
@cold basin when I can make the fire in a game from 2005 look better 

hitting me that the gap between this game and the witcher 3 is the gap between now and the witcher 3 
reee i keep crashing right here and i dont know why
game just hangs
hm not reno related
are you running mods and if so, have you ran script merger to solve any possible conflicts?
weird, works now after verifying game files and resetting graphics settings..
thats what you get for sleeping with other sorceresses
i tried refusing
but you get the same scene
bruh
bombastic side eye
yeah you get the same scene but with your clothes on 
exactly. I loaded on my custom ini
[Rendering] DisableSmallCameraLights=true DisableCutsceneLights=true
Because I don't want to turn off the artistically placed ones on cutscenes, only the "auto" spawned ones that are just white bright. It looks much much better. The mood and atmosphere with Promotional Atmosphere is perfection IMHO
I don’t have the cutscene ones disabled
It’s too dark sometimes
Looks shit
I have a mod that adjusts them though
This one i think
Yeah that one, had to login to check
Fucking nexus logging me out every couple days
Fat cunts
I use that one as well. Cutscene Lighting Fixes (as he recommends to use with Promotional)
But without DisableCutsceneLights=true basically you'll get a noticeable difference in brightness change when entering and leaving cutscenes
What obliterates lighting are the other ones
the disableallcameralights and biglights
Hm
there's no perfect solution for this though
it's always a bit of a compromise
I think it needs basically a full fledged mod. I'd be happy with like 60-70% reduction in all artificial lights through out
instead of ON or OFF
@stark anvil any clue wth these glows are? dont seem to be affected by any bloom settings lmao
disabling bloom in game doesnt change that either
What LM are u using
What game is this?
Guild wars
Probably just a texture that draws on the light source
Kind of a no shit answer I guess
I don’t think it’s a complex effect of any kind lol
All good haha, yeah seems like it
that is one 🔥🔥🔥🔥 ahh haircut
Pretty sure there was a mod on the Old Gen version of the game that removed that effect. I haven't been able to get that actually does it on next-gen
i see
@cold basin i got my g5 yesterday, in gaming optimizer it caps at 2050nits, i switched to fmm and it capped at 2570 but, this was yesterday somehow to day it only reaches 2050 in both gaming opt and fmm xD

dunno if im doing something wrong my brains smoking at this point
Man I can't wait for the Witcher 4, I just hope they nail the vibe
Im praying 🙏
Currently having a blast in W3
yea I already did my 5th replay this year after jon released the mod
probably gonna do another run next year lmao
an then hopefully we get Witcher 4 sometimes in 2027
It’s my second time, though first playthrough I didn’t even get to skellige
Had spent a hundred hours just in velen and novigrad lmao
Shortly after I got ulcerative colitis, was in hospital for 6 weeks basically and kinda just dropped the game

damn that sucks
Has anyone tested reno in toussaint?
All fires, torches, igni are literally red hot
Nothing alike the other regions
using it since yesterday, looks good!
Check out those LODs! 
why the textures look so low res
4k image but geralt armor looks like hes from witcher 1
I think that happens when you start messing with the game's LODs
well that doesn't bode well
hope your playthrough is stable
and doesn't break in b&w
💀
same
i think it was graphics settings related
i had some thing that pushes beyond the ultra+ preset... i guess, some setting breaks that scene in particular
bros playing lowest LOD setting at all distances

but yeah i reverted the changes to graphics presets back to vanilla and just use the normal Ultra+ settings that the game ships with..
kept wait for discord to load the image but it never did lol
what did you do to your game lmao
not me xd
Yeah once you start going above Ultra+ on most settings you'll start to get subtle issues. LODs being one of the worst.
Im confused now is this games native hdr good or not?
not broken which is extremely rare but still bad
they didn't change the tonemapping
so its the sdr tonemapper
its just that they did some post processing after tonemapping so all that stuff clipped in sdr while in hdr it results in a little bit of extra brightness
i mean... other than Bloom its SDR, Id call that very broken
At this point it can get some brownie points for being artistically coherent I guess
At least it’s not ITM
(Metroid Prime 4 HDR discourse is ruining me lol)
better than most hdr implementations
No, it's because I use an external photo mode and when I play too much with the FOV and distances "since it has no movement limit" the LODs get out of sync.
This way I can take screenshots at these heights.
New playthrough using the new BIA Ultimate 
But what about combat skills 😌 W3EE, Dire wolf difficulty, max aggro and attack commitment on "can't cancel an attack already in process".
how's W3EE? Might use it next playthrough next year : p
It is extremely satisfying when you really become skilled. But if you lack skill and reflexes, it will be very frustrating. Although you can always lower the difficulty of course.
After that you simply can't go back to Vanilla, it's hilarious. You can finish it with one hand on death march LMAO
only reason I didnt even use it this time is because barely anything is compatible with it lmao
Well, it's compatible with major mods honestly, I use it with over 100 mods.
What frustrates modders about W3EE is that it fixed so much that people ran out of ideas for mods.
btw @stark anvil this cutscene is giga broken, took a screenshot from a vid
i think its to do with depth of field.. because the same happens in the photo mode when you enable DOF
i had this happen 3-4 times during my playthrough
didnt know it was reno
sdr is better than broken hdr

What about hdr 203nits brightness vs sdr
Hmmm alright thanks. I think I remember going through this one and not having issues but maybe I’m mixing it up
the cutscene ||where Triss kills the Menge|| also had that happen, full blast WHITE flashbang behind characters.
alright, I'll see if I can fix it. Almost certainly correct that it's DOF
I saw someone complaining about this on another server even in dx11, so it's most likely not caused by reno I guess?
may I post his screenshot? It's the exact same spot I mentioned above
sure
I had the exact same at this exact scene. And a couple others in other cutscenes, in total about 4 on my current playthrough. One of them was in Skellige
hmmm that seems different since the bloom is affecting it (I think dof runs after bloom here? Maybe not)
either way, I'll see if I can fix the dof. I didn't bother cause it seemingly was only a problem with the photo mode which is cursed in HDR
Oh, I havent used photo mode yet anyway, didnt know it was screwed up
in vanilla HDR, they clamp it to SDR range. I went ahead and unclamped it, but they clamped it for two reasons: 1.) so screenshots work. 2.) So they didn't have to fix their dof and filters
so with renodx, you can't use the photo mode filters
someone also previously mentioned with renodx it looks a smidge different compared to no photo mode
hasn't been a priority issue for me, I mostly just use it to freeze the world state for testing things lol
Was me 🫠
It’s the same as when an NVIDIA notification appears — it’s like HDR briefly turns off.
hes just like me fr
been spending so much time in photo mode to have static fires n shit

Been a good many years since I played TW3. Time to go again
something tells me thats not a him

i do be grindin
tonemap extrapolation when
Shortfuse sent me code for that but then you guys talked about it a lot more. Is it the same code?
Awesome, I’ll take a look
const float A = 0.22, B = 0.30, C = 0.10, D = 0.20, E = 0.01, F = 0.30, W = 2.2;
float coeffs[6] = { A, B, C, D, E, F };
float white_precompute = 1.f / renodx::tonemap::ApplyCurve(W, A, B, C, D, E, F);
Uncharted2::Config::Uncharted2ExtendedConfig uc2_config = Uncharted2::Config::CreateUncharted2ExtendedConfig(coeffs, white_precompute);
color_output = Uncharted2::ApplyExtended(untonemapped, uc2_config);
I'm inevitably gonna have to do some weird things with this on account of their post processing. I can't just take their tonemapper to display peak and call it a day, it'll make the bloom inconsistent depending on panel capabilities. So I guess I'm gonna pick a luminance target that looks good, blend it with untonemapped, and display map by luminance 🤔
with this weirdness idk how much of an improvement it could be, it might end up looking basically the same
I'm actually going to double check that I didn't do something stupid and wrong before and see if I can finnagle the game's tonemapping to work after bloom
I....actually have an idea for something I may have attempted in a stupid way. There's a chance it might work
what does this do?
special sauce to make things look better?
they figured out the math on taking uncharted 2 and extending it to an arbitrary luminance target

but I thought we're all about termite spline supremacy now
Why are we going back to charted 2
generally you want to use what a game was designed for
ultimately it depends how the game works
Every game I have modded does some fuk ass so this doesnt apply to me 
this game still doesnt support MFG right?
has that code been integrated into the codebase or will I need that uncharted2extended.hlsli?
is doom eternal doable now ?
idk what the issue would have been with it
we had a good enough solution for this before honestly, this would just be that little extra polish
have some variables that the hdr shader has no access to
(uses different shaders in hdr
ah, then no
unless it uses fixed parameters and someone wants to match it with their eyes
NOOOOOOO!
well, ritsu got upgrades in vulkan working so the SDR path could probably be done now
its dynamic

super cursed implementation
You need the hlsli. It’s all in there
awesome, thanks
I should integrate it but it’ll be up to ShortFuse how to do it
Nope, cope is that maybe the upcoming Witcher 4 bridge DLC might see them updated streamline / graphics / fix bugs 🤷♂️
It’s weird right now but that’s because I want to be able to have the base color computed separately in case you want to force more blowout and hue shifting
is that real or rumor
nah still seems like a bust
this would be so much easier to rule out if I could trace cbuffers at an interactable framerate
oh wait a second there's an inversion for this now too 👀
we might be so back again
wait nvm it'll be the same problem
we have no means of passing data around to shaders if the shaders themselves aren't already built to do it, right?
you can probably do some shit in c++ if you reallyt wanna do that
but this uncharted extended stuff can for now just be a drop in replacement for the midgray blend shit
Also, does anyone know wtf is going on here? This only happens in Toussaint. Only Toussaint related mod is "Filterless Toussaint" which only removes the Olive filter. Promotional Atmosphere doesn't touch Toussaint as well.
Like this whole area I understand is supposed to be artistically more idyllic, warm, etc. But the difference between the fire colors (even igni) and the reach it also has is insane, super orangey / leaning red.
But this is a new one, only happens at a specific angle....
God rays is a vanilla bug
from the torch? jfc loool. only happens in toussaint at least and I have to adjust the camera for it to trigger so it's not that big of a deal
the rest is a bit annoying tho
Some weird bug at night where I guess the depth test fails. I guess the sun is that direction.
Keep saying I’ll look into fixing it but I haven’t yet lol
what does this extend to and how do you control it 🤔
It just creates an uncapped version of hable
Ya
At the point where the third derivative is 0 is where it stops curving and just becomes linear
You can change it to 2nd derivative if you want it brighter
this is dark af and I'm not sure what I did wrong 🤔
float3 Uncharted2Extended1(float3 untonemapped) {
float A = CustomPixelConsts_112.x, B = CustomPixelConsts_112.y, C = CustomPixelConsts_112.z, D = CustomPixelConsts_128.x, E = CustomPixelConsts_128.y, F = CustomPixelConsts_128.z;
const float W = 11.199999809265137f;
float coeffs[6] = { A, B, C, D, E, F };
float white_precompute = 1.f / renodx::tonemap::ApplyCurve(W, A, B, C, D, E, F);
Uncharted2::Config::Uncharted2ExtendedConfig uc2_config = Uncharted2::Config::CreateUncharted2ExtendedConfig(coeffs, white_precompute);
float3 outputColor = Uncharted2::ApplyExtended(untonemapped, uc2_config);
return outputColor;
}```
Here's uncharted2 from their shader for reference ```cpp
float Uncharted2Tonemap1(float color) {
float _42;
float _43;
float _44;
float _45;
float _52;
float _62;
float _69;
float _79;
float _88;
_42 = color * CustomPixelConsts_112.x;
_45 = CustomPixelConsts_112.z * CustomPixelConsts_112.y;
_52 = CustomPixelConsts_128.x * CustomPixelConsts_128.y;
_62 = CustomPixelConsts_128.x * CustomPixelConsts_128.z;
_69 = CustomPixelConsts_128.y / CustomPixelConsts_128.z;
_79 = CustomPixelConsts_112.x * 11.199999809265137f;
_88 = max(0.0f, (((((_79 + _45) * 11.199999809265137f) + _52) / (((_79 + CustomPixelConsts_112.y) * 11.199999809265137f) + _62)) - _69));
return ((max(0.0f, (((((_42 + _45) * color) + _52) / (((_42 + CustomPixelConsts_112.y) * color) + _62)) - _69)) * CustomPixelConsts_256.y) / _88);
}```
surely I just mixed up the alphabet and am blind to it
oh, CustomPixelConsts_256.y needs to be factored in
hm, not really sure how to do this...
it's part of exposure
@tribal sable I'm struggling to think this through, you know how I'd integrate this post exposure thing into this?
wait I think I get it now
hm, maybe not
it's almost right I think
no help needed anymore, it was kinda obvious where it went actually 😅
works great, just gotta rework my sat correction and whatnot around it
gonna keep it real with you, this doesn't solve any of the problems with this game, it's just cool that it works
i see
I'm tweaking the per channel blowout slider some
ill stick with reinhard then i have settings that im really happy with
am i weird for reducing the tonemapping strength a bit because it helps with stuff being so dark / contrasty
what does it do then?
assuming I understand this right, compared to what was being used, it extends the top end of the curve in a way that should be more faithful to a hypothetical HDR uncharted2. But it's still going to max, I still have to display map afterwards, and the game still needs per channel stuff at a lower brightness target for certain things to look right
Im really happy with this so far, hue shift for fire with some blowout. reduced tonemapper strength helps with too much contrast while looking better than touching the contrast slider, saturation correction just personal pref i find it looks more pleasing that interiors look slightly warmer since they all candle lit
should help with brightness of some stuff looking a bit more natural maybe, idk
saturation correction might work better now
dont think ive touched the settings the past 20hours gametime atleast
it's funny to me that you're sticking with one of my stupid "throw shit at the wall with sliders" builds
gonna post a build for anybody interested in looking at this new method
pretty much yeah
and since i mainly want to adjust highlights i prefer that slider
it's just arbitrary, a random per channel tonemap
yeh sure ill give it a try later
yeah this helps with sat correction
nice
the most cursed scene looks a lot more natural now
haven't updated presets, defaults are the only thing I've done (got HDR boost off for now)
I should have kept my code so it was easy to A/B new/old 😅
if it looks slightly warmer now with those settings wait until you reach Toussaint :p
@tribal sable you still have that reinhard + inverse reinhard code around? Wondering if that might work out for me here
I'm thinking that getting the tonemap all setup for HDR and then just reinhard max channel down to the vanilla tonemap max might "just work" for bloom, then I can inverse reinhard later on (which won't be perfect since I won't know the max from before, but if it gets bloom working fully it might be worth it)
thanks
Computereinhardsmoohclampscale()
well dang, I'd need a way to get scale back I guess
Multiply and divide for scale
alright I guess this won't work for me. I need basically just the inversion of reinhard I guess
Inverse Reinhard is in the repo
unfortunately I'll have to reverse it in a different shader entirely
oh nice
Idk how good it is to tonemap all the way to SDR in 16 bit linear in one shader then inverse in another
@lunar stirrup
I'm skeptical this will work well but my options are pretty limited
In a hundred hours maybe

ah I see inverse reinhard here
I didn't even know we had inverse stuff
gave it a try, guess this doesn't really work with how much bloom pushes above SDR
deep fried
hmmm wait I can probably try inverting before bloom is added into it
I thought you had already singled out a bright pass shader
I'm messing with bloom in the shader that generates the bloom mask
for some reason this whole bloom/sunshafts pipeline takes place over like 6 shaders or something
So you just need to clamp the input to the bloom shader
dynamic parameters result in a dynamic peak
But isn’t sdr 8 bit after tonemap
no
weird ass game, I don't envy the artists working on this
but yeah if I had a way to get the peak value over to the bloom shader, this would be easily fixable.
I tried co-opting the alpha channel for this but it didn't work out lol
You’ll have to do something in cpp
Look at those new raindrops from the new version of my mod. They combine perfectly with Reno 
speaking of that, for some reason it looked not good when i used it.. like you know how you have like a ring around you where the rain is much more subtle right?
with your mod there wasnt any visible rain in that range so it just looked like i have a ring around me where no rain drops are
Now the drops are transparent. So the density around Geralt is harder to notice, but in the new version I just finished, everything is much denser. I'm preparing a video, I haven't uploaded the new version yet.
can you ping me when you upload the new one
Sure! 😉


@stark anvil any chance that this sort of eye adaption can be toned down? or will that break everything
should be able to

not sure which shader it is, no promises lol
yeah this is one of those things that is so annoying in this game :S worst offenders are when entering caves, or being in the threshold of "cave lighting activate!"

What's the pipeline?
tonemapping -> depth blur -> motion blur -> bloom/sunshafts/lens dirt -> NIS (if DLSS) -> grading
in SDR these post processing resources are still HDR I think until grading?
tonemapping is dynamic parameters uncharted2 with different peak, can't access the right cbuffer values outside of the tonemapping shader
finding out I accidentally made motion blur/depth blur work better with HDR by forgetting to do something the vanilla shader did
Wondering what is worse, W3 processing or Ghost Recon Failpoint
Failpoint does colour grading and tonemapping within the first 10 shaders
so then everything CSMs, global illumination, motion blur, eye exposure, bloom and another 80 shaders are processed after
What that means is, if I unclamp from their dodo SDR tone curves, the game breaks because some shader(s) somewhere later down the pipeline receives HDR causing NaNs

honestly their shaders seem fine, they're just incredibly dumb for not running tonemapping after bloom
then breakpoint is worse
though the motion blur in this game is a travesty
I'd love to replace it
I tried improving it but didn't have much luck
seems like it would need a rewrite
I'm downloading redkit, let's see if this can give me any insight
CP2077 redkit when
this is pretty normal
unfortunate
yeah not good
since the reno dev kit can read cbuffer values (I think it can), you should be able to replicate that behaviour and maybe grab the cbuffer values?
otherwise use some method, tone mapper or not, to compress at the beginning of each pass and then decompress at the end
I would need some way to save the cbuffer values and move them into future shaders
the values change depending on where you are in the game
yeah, that should be possible
I do not have the skills for it but it should be doable
I attempted that (kinda how it works now)
it works decently, but if I want to preserve vanilla behavior I just don't think there's any getting around it
I have a similar issue in KCD and probably need to rewrite the sunshafts to be HDR sunshafts with other code that actually does them in HDR as I can't build on the SDR code
I tried all sorts of things with adjusting their parameters, what ended up working best was simply applying rolloff to the bloom mask
I have HDR bloom at least 😄
it's really difficult to work with, cause sometimes this shader is expecting a value of 1 and sometimes it can be as high as 2...
yep yep
(SDR witcher 3 clips really bad sometimes)
it probably does: 1 - bloom_colour ?
which is typical SDR trickery you can't convert to HDR
I actually don't think it does
maybe it does somewhere in here. It's all three of those effects in one. The mask that bloom generates is handed to the sunshafts shader
@south musk do we have any existing code that would let me do this?
somewhere i did this for dlss
key being ```cpp
auto cb12_data = renodx::utils::constants::GetResourceCache(device, cb12.buffer);
if (cb12_data.empty()) {
cb12_data = renodx::utils::constants::GetResourceHistory(device, cb12.buffer);
}
if (cb12_data.empty()) {
renodx::utils::log::e("OnVertexDraw: Failed to read CB12 data");
return true;
}
read back from GPU is expensive, so the cache system is what the devkit uses to store data being written
if you know about when it pushes from CPU => GPU, then you can replicate that logic from utils::constants manually
or just use the entire cbuffer cache which is probably slow
all I really know is that there's one shader I need to grab it from and the values change in the next shader
same cbuffer but the values change
from the devkit log when does it push the cbuffer?
assuming I'd need trace cbuffers to see that?
that setting unfortunately makes the game run at 2 fps so I can't really interact with it
is it dx11 or dx12?
yeah dx12. dx11 doesn't have HDR for some reason
maybe sdr path
shouldnt take too much time to do i guess ?
since it uses sdr tonemapper in hdr
I think it's the same shaders, would probably just work if I did upgrades
but in any case, idk if getting this answer in dx11 would translate to dx12
and frankly I see no reason to use the dx11 path
should just check if you can read the buffer in devkit with dx11
alright
would it show up by searching cbuffer?
ah, constant_buffer
seems to trace I think?
14:21:02:312 [10428] | INFO | [RenoDX DevKit] push_descriptors(0x000001f6a364e810[2][12], type: constant_buffer, stages: pixel (10), buffer: 0x000001f6a9b72a60, size: 18446744073709551615, offset: 0)[12 / 1]
14:21:02:313 [10428] | INFO | [RenoDX DevKit] push_descriptors(0x000001f6a364e810[2][12], type: constant_buffer, stages: vertex (1), buffer: 0x0000000000000000, size: 18446744073709551615, offset: 0)[12 / 1]
14:21:02:313 [10428] | INFO | [RenoDX DevKit] push_descriptors(0x000001f6a364e810[2][12], type: constant_buffer, stages: pixel (10), buffer: 0x0000000000000000, size: 18446744073709551615, offset: 0)[12 / 1]
shaders are different also
rip ?
what's the shader hash?
0x5D5B4871
hmm
uhhhh might have been this permutation 0x957DD682
14:29:33:562 [12172] | INFO | [RenoDX DevKit] update_descriptor_tables(0xf00000019002f9a4[0], heap: 0x000002654c3666f0[6093], buffer: 0x0000026511675c00, size: 256, offset: 23552) [0]
14:29:33:562 [12172] | INFO | [RenoDX DevKit] update_descriptor_tables(0xf00000019002f9c4[0], heap: 0x000002654c3666f0[6094], buffer: 0x0000026511675c00, size: 768, offset: 33536) [0]
14:29:33:562 [12172] | INFO | [RenoDX DevKit] update_descriptor_tables(0xf00000019002f9e4[0], heap: 0x000002654c3666f0[6095], buffer: 0x0000026511675c00, size: 512, offset: 34560) [0]
14:29:33:562 [12172] | INFO | [RenoDX DevKit] update_descriptor_tables(0xf00000019002fa04[0], heap: 0x000002654c3666f0[6096], buffer: 0x0000026511675c00, size: 512, offset: 36864) [0]
what's the shader look like?
dx12 is one big buffer
so it's here ```cpp
14:29:33:562 [12172] | INFO | [RenoDX DevKit] bind_pipeline(0x000002668255a420, layout: 0x00000265476e46f0, vertex_shader: 0x7b5c7961, pixel_shader: 0x957dd682, stages: all (7fffffff))
14:29:33:563 [12172] | INFO | [RenoDX DevKit] on_bind_render_targets(0x00000265115836f0, res: 0x000002654d28ff00, name: ?)[0]
14:29:33:563 [12172] | INFO | [RenoDX DevKit] bind_descriptor_table(0x00000265476e46f0[1], stages: all_graphics(df), table: 0x05f5678a0013f920, heap: 0x000002654c3666f0[6089]) [0]
14:29:33:563 [12172] | INFO | [RenoDX DevKit] bind_descriptor_table(0x00000265476e46f0[0], stages: all_graphics(df), table: 0x05f5678a0013f9a0, heap: 0x000002654c3666f0[6093]) [0]
14:27:58:660 [39660] | INFO | [RenoDX DevKit] logPipelineLayout(0x00000265476e46f0[0] | TBL | 2572747446080 | CBV, array_size: 1, binding: 0, count: 4, register: 0, space: 0, visibility: pixel) [0/1]
0x00000265476e46f0[0] is the cbuffer for pixel shader
0x957dd682 is on the same layout
🙏
descriptor tracking is hell though
this is how it works
- 14:29:33:562 [12172] | INFO | [RenoDX DevKit] bind_pipeline(0x000002668255a420, layout: 0x00000265476e46f0, vertex_shader: 0x7b5c7961, pixel_shader: 0x957dd682, stages: all (7fffffff))
pixel shader layout is 0x00000265476e46f0
- 14:27:58:660 [39660] | INFO | [RenoDX DevKit] logPipelineLayout(0x00000265476e46f0[0] | TBL | 2572747446080 | CBV, array_size: 1, binding: 0, count: 4, register: 0, space: 0, visibility: pixel) [0/1]
CBV[3] for that layout is 0x00000265476e46f0[0]
- 14:29:33:563 [12172] | INFO | [RenoDX DevKit] bind_descriptor_table(0x00000265476e46f0[0], stages: all_graphics(df), table: 0x05f5678a0013f9a0, heap: 0x000002654c3666f0[6093]) [0]
0x00000265476e46f0[0] is bound to heap: 0x000002654c3666f0[6093]
- 14:29:33:562 [12172] | INFO | [RenoDX DevKit] update_descriptor_tables(0xf00000019002f9a4[0], heap: 0x000002654c3666f0[6093], buffer: 0x0000026511675c00, size: 256, offset: 23552) [0]
heap 0x000002654c3666f0[6093] was updated with buffer 0x0000026511675c00
so resource 0x0000026511675c00 has what you need
maybe dx12 has some heap readback
do you want to read it back or just write to it?
I just need to read it (I just want to be able to calculate the SDR peak so I can properly emulate bloom behavior)
so i guess readback and write to push constant?
default heap = entire VRAM (basically). descriptor heap = VRAM section that says where to find cbuffer section
so you update the default heap first with cbuffer constants (data), and then tell the GPU to use descriptor heap at X (references to data).
- uploads cbuffer data to default heap (not in log)
- updates descriptor table to point to cbuffer data on default heap
- binds descriptor table to current layout state (not picure, but in log)
when you bind a pixel shader it switches layout
layout => descriptor table => heap
ah alright, that helps. thanks
i need to figure out how to not explode descriptor tracking
because order is
- upload cbuffer from CPU => GPU heap (not logged)
- update random descriptor table GPU on descriptor heap with cbuffer heap position
- bind shader layout
- bind layout with another (they don't match) descriptor table CPU from before but with matching descriptor heap
so to get the data, i have to had been tracking both the cbuffer and relate those descriptor heaps before the shader is even bound
essentially i need a CPU copy of the GPU Descriptor heap
- Memory footprint: Even a max heap (1,000,000 descriptors × 32 bytes) is ~32 MB. A CPU mirror is cheap compared to GPU memory.
- Performance: You don’t need to “track everything” in real time. Just update your mirror when descriptors are written, then resolve only when a table is bound.
- Injection angle: This avoids brute‑forcing through the heap at bind time. You only need a fast lookup (heap pointer + offset → descriptor metadata)
copilot
i do that already. kinda, but probably not that efficient since i wasn't going for full replication
i should do a fixed size descriptor heap clone instead of a bunch of maps
oh, alternatively I just need to be able to move a single extra float around
i'm going to bother crosire about it, to not duplicate our efforts. if it's only 32mb or ram, might be better as part of reshade and just overall faster for addons and fxs
let me prototype some stuff 🥼
lol first time ive seen the sun so completely cooked compared to SDR
I thought that was how the game was lmao. I only saw this in Toussaint though. In fact, that whole area suffers from this even at night
need to compare with and without
lul
Yeah I agree the post processing itself isn’t bad but having it run after tone mappers makes things unnecessarily difficult
This is very true tho 😭
Sounds promising
okay another test build (unrelated to bloom discussion above). Likely to be what I go with, but I want to hold off on posting anything new to nexus until bloom is solved 😩. I guess SDR support is still messed up in this I think so there's also that.
- changed how HDR Boost works (by luminance, won't mess with saturation now)
- all presets updated and using luminance tonemapping (per channel blowout reference is per channel reinhard piecewise with a shoulder start at 0.18f)
if bloom can be solved that would change what I do for SDR support as well actually...
Vanilla | Purist | Recommended | Filmic
Should one click on one of the presets when replacing the addon to load any changes?
Yeah
hmmmm now that I made HDR Boost by luminance I might throw a little bit of it on the purist preset too
it looks good
I probably shouldn't....
id just increase the highlights slider...
I think the ramp up looks better
just gonna keep it at vanilla luminance though, it's kinda the whole point to not mess with it much
SDR in HDR | Vanilla HDR | Purist | Recommended
Wasnt it already on all presets as per your description?
nah purist never had it
What are the defaults
Are they just the recommended settings
I think purist should have lowered hue shift
Ouhhhh
Seems promising
I will check in a bit, I probably won’t be able to make direct comparisons because I’m gonna assume Reinhard Piecewise isn’t in this build?
all presets updated and using luminance tonemapping (per channel blowout reference is per channel reinhard piecewise with a shoulder start at 0.18f)
yeah
guess witcher 3 dlc rumors are ramping up again, potentially even being in the game awards this evening
cope
CDPR hyped up 5th anniv for cyberbunk
now they retracted and said nothing is happenening
if shortfuse can deliver on the cbuffer thing, I might finally be able to wipe my hands clean of this mod lol
I'm happy with the setup otherwise now I think
until invictus sends me cursed shots or something
brrr

i only have a few hours to grind today smh
gotta watch TGA
Amateur
i will probably end up around 400 hours i think
damn
i have 75 hours in cyberpunk
never got to finish the game
because my savegame is deepfried
patches didnt fix it
have to start over at some point
kinda wanna wait for new GPU for that game tbh
PT just too glorious
i have 1100 hours in dark souls 3
bruh what

why so much
600 hours of ds1
350 hours of ds2 and elden ring
elden ring i have 190h

ds1 remaster 80
never played pvp once
bloodborne is also more than 1000hours
pog
still my most played game on steam
i could never get into that game
me and a college buddy played way too much of it
Mine is dota2
10k hours i think
well across all games in my life it would be console
as far as weird ones go, I have more hours on party animals than anybody really should
RIP
i easily have 6000-7000 hours in Black Ops 2
I have 300hours of w3 on ps4
saaaaame
pc is below 200
on Xbox 360 that is
best time of my life

i miss you please come back
if I wasn't at school I was on COD, for better or worse lmao
my most played game on steam 👀
I consider it a positive experience, was a very social experience
its genuinely ungodly how much cod i played, i cant imagine playing ANYTHING for this long these days
are we having a hours played contest because i probably have 28k hours in minecraft 
yeah same
jesus lmao
also not surprising steve minecraft
well tbf its across 15 years
Have you played any fromslop game before demons souls
my steam account is from 2019 when i got my first proper own PC, i have not played anything for even a thousand hours yet
I wish I could see how much time I logged on PSO back in the day
You must be pretty young i guess
i only played myazaki souls games
I've got 1325 hours on guild wars 1
hmm
jesus theres a damn child in here!
i still need to play ac6
ac6 basically has nothing to do with miyazaki
god damn. gwamm? if u play gw2 🤷♂️
ik
way too much time on slop
didn't get into gw2 much. Most of my playtime is cope from liking gw1
I played a lot of this as a kid, I didn't make a ton of title progress as a result
(was in middle school)
i played wow lol. never played gw1, i remember someone gave me an install cd, but i needed to buy an account, naaaaaaaaah
if i could track my wow hours LOOOOOL
ive never been into mmos like that
well yeah







