#The Witcher 3

1 messages · Page 4 of 1

quiet sandal
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And did some Reno Dee eggs modding

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Now he does reviews for toothbrushes

stark anvil
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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 pain

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I do wish DLSS was a lot better in this as well.

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Pretty poor implementation

night yarrow
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dlss is sharper than no aa

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he is on a super old gtx card i think

stark anvil
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Could be lol

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Oh no he said either 4090 or 5090

night yarrow
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fake

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you are not going to play with ass GI with a 4090 or 5090

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im not going to do that

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like id rather live up with stutter for that

stark anvil
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Yeah he says 5090 dldsr to almost 8k looks worse

night yarrow
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coping time

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ignore him

stark anvil
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I can get people being that sensitive to motion bluring

night yarrow
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motion shimmering is worse though

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i dont get that tbh

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a few days ago in the opticaler discord

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argued with me with something similar

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he is here btw

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and i showed him how bad the shimmering is

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no response after that

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🤷‍♂️

quiet sandal
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has them implement streamline 2.0

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MFG support

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and fix the rest of their slop

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butttt

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they probably going to contract it all over to Virtous

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like what theyre doing for 2077 rn

quiet sandal
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Ahhhhh

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we really played vidya like this

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CRT blurTM was our only cope

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You need SSAA 16x (per the crytek vid) to not get eyebleeding shimmer

night yarrow
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NO SHIMMERING

cold basin
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well well well

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fully disabled looks fine here tbh

stark anvil
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Seems like it would be the shader at least. I’ll take a look when I’m able

rose whale
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Are you usong thr nvidea hairworks stuff?

cold basin
cold basin
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not sure if helps

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ez fix

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ah theres also compute shaders, havent checked those yet

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nah nothing in there

cold basin
rugged nest
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Yeah I believe it’s RTGI related

cold basin
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games cooked

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no

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RT off completely is same

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its a vanilla issue

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im not even sure jon can fix this then, surely some other people have been bothered by it and looked at it before

rugged nest
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Was this in the dx11 version?

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I don’t remember it at all

cold basin
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that i dont know

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but since shadows n stuff are probably same i would imagine so

heady dune
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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.

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What helps a bit is using a mod like "No Player Light" to turn off the fake light from the character.

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or is if is activated completely? I don't remember.

cold basin
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I use that already

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The artificial light is ultra cringe at night time

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Looks so wrong

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I’ll rather use a torch

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And Like I said, disabling RT completely is the same

heady dune
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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.

cold basin
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but the Hair stuff happens like i said even with RT disabled.

stark anvil
cold basin
quiet sandal
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Ummm

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Just use Reno Dee eggs

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To fix shaders

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So RT werks

proper valve
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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.

proper valve
quiet sandal
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Its always I dont know I dont know

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never I will learn

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or I will try

quiet sandal
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gaymers these days

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want everything to be given to them on a silver platter

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devs are slop so you must become the dev

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you must learn to harness the slop to unslop

cold basin
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real

quiet sandal
# cold basin

a decade old game has AO and shadows for grass/foliage but DL The Beast doesnt

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peak clownery

cold basin
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we should just remake the entire game engine at this point

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Putting a new meaning to Renovation Engine

quiet sandal
proper valve
# cold basin

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

cold basin
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Yes there is like a normal but rougher texture for the hair and then like a kind of fuzzy softer semi transparent one

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The second one is the glowing shit

cold basin
quiet sandal
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FNV running in DX12

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with my little pony

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whats so hard to understand

cold basin
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but

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why

quiet sandal
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for better perf

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what time of question is that

cold basin
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bitch

quiet sandal
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or would you prefer DX9 and toddslop / obsidianslop code

cold basin
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bro ive not even played any fallout

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tf do i know about the issues of a 15 year old fallout game

quiet sandal
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This conversation is now over

cold basin
heady dune
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dont forget to endorse 😛

cold basin
cold basin
stark anvil
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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.

cold basin
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what are the new options?

stark anvil
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luminance tonemapping with per channel blowout and hue shift sliders

cold basin
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ouhh

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sign me up

stark anvil
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from my little bit of testing it's not the slam dunk in this that I thought it would be

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but it has its pros

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I also updated the defaults

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so try recommended I guess

cold basin
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maybe ill like it, maybe behaves better with my 2500 nits

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im currently back on reinhard

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because termite spleen just too saturated at times

stark anvil
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the main thing it will do is behave consistently across peak/game brightness targets

cold basin
stark anvil
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in some ways per channel can look a little better due to flaws in hue methods

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hopefully that's something the future LMS implementatiion can fix

cold basin
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quick settings backup

stark anvil
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maybe slider at 75 or 80 by default then

cold basin
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is vanilla the sdr reference?

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because that looks tons better, i wish i could have that just in HDR brightness

stark anvil
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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.

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hues, especially reds, are a bit weird because of flaws with the hue methods 🙁

cold basin
stark anvil
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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

cold basin
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yeah im messing around with it rn

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im always afraid though that if i "calibrate" it by looking at fire im breaking other stuff

stark anvil
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100% lol

cold basin
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this looks somewhat close i guess

stark anvil
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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

cold basin
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and it still looks good when setting 2468 nit

stark anvil
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you can see how cursed each hue method is pain

cold basin
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but yeah now im back to white torchlight in the face

stark anvil
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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

cold basin
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its jover

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but yeah i think ill go back to the reinhard build

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its not perfect but

stark anvil
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I mean I could just use reinhard for the per channel thing

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it actually might be the better option

cold basin
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sure i can test that

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if you can throw that together today

stark anvil
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I'm about to test it

cold basin
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i think the worst thing is that the fire doesnt look consistent in this game

stark anvil
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yes it helps the fire

cold basin
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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

cold basin
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didnt know youre quick like that

stark anvil
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I mean it's simple to change that lol

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one line

cold basin
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damn

stark anvil
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building

cold basin
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you couldve told me its a days work and i wouldve believed you

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cuz no idea what that addon looks like codewise

stark anvil
cold basin
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  • i barely understand any code
stark anvil
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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;
}```
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comment out termitespleen, add reinharder

cold basin
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loading the game

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huh am i stoopid

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shows hermite

stark anvil
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it's not an option, it's just what the per channel blowout slider uses

cold basin
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oh i thought youre doing reinhard per luminance now or sumn

stark anvil
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hermite spline by luminance for the display mapper, with reinhard per channel as grading basically

cold basin
stark anvil
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weird fire

cold basin
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huh if i set it to per channel

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it looks alright tbh

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not amazing but

stark anvil
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per channel is just how the mod used to work

cold basin
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so per luminance isnt the play

stark anvil
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well, it'll look very different depending on peak

cold basin
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ah yeah

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forgor

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at 2468 its way too orange

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AHHH

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its really unfortunate, since you cant really test for that i imagine, unless screenshots and tonemapping it to display via SKIV works properly

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not sure

stark anvil
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other than hues being a bit difference, you should be able to replicate the blowout with that slider

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it's quite literally doing the same thing

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where is that fire btw?

cold basin
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"Funeral Pyres"

stark anvil
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ah, I did that

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went to a monster nest I didn't do

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this is just reinforcing how annoyed I am with working on this game lol

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just spinning in circles

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maybe this isn't worth doing. Might just skip this and try out extending uncharted2

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I think fire will still suffer with that though

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we'll see though

cold basin
cold basin
# stark anvil just spinning in circles

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

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Gaslighting myself

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So I think I’ll go back to that build for now

stark anvil
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(saying this like 99% of the game doesn't look a whole lot better)

cold basin
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Maybe fire has to be fixed with a mod at this point

cold basin
cold basin
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been messing around more again, fire looking pretty good now at 2468 nit

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(reinhard, not termitespleen)

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at 1000 nits it looks good too id say

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i bet ill find some shit again later where im like bruh this aint looking right

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never ending witcher 3 hue psychosis

night pond
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Chat what’s the consensus between hermite vs Reinhardt per channel

cold basin
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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

cold basin
# cold basin

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

cold basin
proper valve
# cold basin

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

cold basin
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yeah this isnt even RT shadows, ive disabled them for now..

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the hair isnt as bad with it even though it still happens

proper valve
# cold basin 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

cold basin
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wonder if that DLC thing is actually gonna happen

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but yeah ive not really had much of an issue personally yet

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the hair thing was actually the most glaring issue ive seen

proper valve
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to tie in to witcher 4

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hopefully it comes with technical improvements

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/ fixes

cold basin
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i probably wont care by the time that comes out.. not sure i'll replay w3 before w4 comes

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inb4 we get pathtracing update

proper valve
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lmao

cold basin
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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

night pond
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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

night pond
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Do we have a source for them

cold basin
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Certainly no mention from the latest earnings call

stray sequoia
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Yea pretty sure they released their modkit to let players keep the game alive and that's it

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which is pretty cool

stark anvil
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It sounds like we could basically fix things with the mod kit

cold basin
stark anvil
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nothing in particular, there's just apparently basically everything there that if somebody with the experience wanted to fix the game up they could

cold basin
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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

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similar to the creation kit for Skyrim

cold basin
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or well the snapback happens on both but you can turn the camera alot further left than right

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maximum angles for both

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other than that its great

cold basin
abstract tulip
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hobo armor Geralt

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I just use the Temerian armor you can buy in White Orchard until I can get some actual witcher gear

cold basin
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i just run what i found

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boutta hit level 7 so i get one of the DLC armors

abstract tulip
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the valley of the flower armor also looks cool

cold basin
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that should look betta

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yeah i think thats the one actually

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soon tm

abstract tulip
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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

cold basin
slate forge
cold basin
cold basin
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entire game is just screenshot material lmao

slate forge
cold basin
night pond
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I got on renodx late for this game and actually went back to try 1.3

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Is there any reason you ditched the renoDRT tonemapper

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It seemed to handle post processing quite well and was faithful to vanilla

stark anvil
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renodrt was reinhard, that's just what it's referred to with the older code I was using.

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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

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go to kaer morhen or skellige to see what I mean

cold basin
cold basin
proper valve
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@cold basin are you using the built in photo mode?

cold basin
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Is there a mod one?

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I only really need it for free cam and FOV, sometimes a little tilt that’s it

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I take the pic with skiv tho

proper valve
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not sure what it does tbh

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havent tried it

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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?

rugged nest
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Photo mode works perfectly for me with controller at least

proper valve
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I never even tried it : o lol how did you bind it to the controller

gusty silo
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witcher 3 in the fixed gaming bugs

rugged nest
plush ember
rugged nest
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Oh shit 591 already?

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I just updated to 581.94 lol

proper valve
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I havent seen any sword corruption lmao

abstract tulip
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is that a visual bug or related to sword degradation..? I'm so confused

cold basin
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no clue

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it also doesnt help that these numbers after the note doesnt seem to be tied to anything i can find on the internet

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nor when i search on nvidias pages anywhere

cold basin
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it didnt work at first

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but after deleting the input.xml file once it worked

cold basin
stray sequoia
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I noticed it some time ago but I figured it was just some RT bug or something

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Haven't tried the new driver to see if it's really gone but I assume that's what they meant

cold basin
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damn the filmgrain looks a bit strong in a static image here kek

cold basin
heady dune
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another! try it 😄

cold basin
cold basin
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Doesnt need any script merging I hope

heady dune
heady dune
cold basin
cold basin
cold basin
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Yeah lol

heady dune
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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.

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But yes, i'm taking notes....

cold basin
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im sure you'll figure something out

proper valve
# cold basin

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

proper valve
# cold basin

Are you playing without artificial player light? Looks like it

cold basin
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ofc

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i hate how he stands out with the light

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doesnt look like hes part of the world, much of an eye sore to me

cold basin
cold basin
stark anvil
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@cold basin when I can make the fire in a game from 2005 look better pain

stark anvil
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hitting me that the gap between this game and the witcher 3 is the gap between now and the witcher 3 DEAD

cold basin
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reee i keep crashing right here and i dont know why

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game just hangs

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hm not reno related

abstract tulip
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are you running mods and if so, have you ran script merger to solve any possible conflicts?

cold basin
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weird, works now after verifying game files and resetting graphics settings..

rare scroll
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thats what you get for sleeping with other sorceresses

cold basin
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but you get the same scene

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bruh

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bombastic side eye

rare scroll
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yeah you get the same scene but with your clothes on KEKWlaugh

cold basin
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still crashed that shit

cold basin
proper valve
# cold basin doesnt look like hes part of the world, much of an eye sore to me

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

cold basin
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It’s too dark sometimes

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Looks shit

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I have a mod that adjusts them though

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This one i think

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Yeah that one, had to login to check

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Fucking nexus logging me out every couple days

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Fat cunts

proper valve
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I use that one as well. Cutscene Lighting Fixes (as he recommends to use with Promotional)

cold basin
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Ah yeah I don’t have promotional

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Maybe with the v2

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Just using better vanilla

proper valve
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But without DisableCutsceneLights=true basically you'll get a noticeable difference in brightness change when entering and leaving cutscenes

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What obliterates lighting are the other ones

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the disableallcameralights and biglights

cold basin
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Hm

proper valve
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there's no perfect solution for this though

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it's always a bit of a compromise

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I think it needs basically a full fledged mod. I'd be happy with like 60-70% reduction in all artificial lights through out

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instead of ON or OFF

cold basin
cold basin
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@stark anvil any clue wth these glows are? dont seem to be affected by any bloom settings lmao

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disabling bloom in game doesnt change that either

proper valve
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What LM are u using

cold basin
stark anvil
stark anvil
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Kind of a no shit answer I guess

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I don’t think it’s a complex effect of any kind lol

cold basin
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All good haha, yeah seems like it

cold basin
heady dune
cold basin
cold basin
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that is one 🔥🔥🔥🔥 ahh haircut

slate forge
cold basin
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pretty cool shot i think but the AO bugs in his hair

naive bramble
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@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

cold basin
naive bramble
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dunno if im doing something wrong my brains smoking at this point

stray sequoia
# cold basin

Man I can't wait for the Witcher 4, I just hope they nail the vibe

cold basin
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Currently having a blast in W3

stray sequoia
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probably gonna do another run next year lmao

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an then hopefully we get Witcher 4 sometimes in 2027

cold basin
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Had spent a hundred hours just in velen and novigrad lmao

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Shortly after I got ulcerative colitis, was in hospital for 6 weeks basically and kinda just dropped the game

cold basin
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My opps wanted to prevent me from playing through Witcher 3 smh

proper valve
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Has anyone tested reno in toussaint?

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All fires, torches, igni are literally red hot

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Nothing alike the other regions

unreal badge
heady dune
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Check out those LODs! Stronge

cold basin
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why the textures look so low res

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4k image but geralt armor looks like hes from witcher 1

abstract tulip
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I think that happens when you start messing with the game's LODs

fleet flume
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hope your playthrough is stable

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and doesn't break in b&w

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💀

cold basin
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i think it was graphics settings related

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i had some thing that pushes beyond the ultra+ preset... i guess, some setting breaks that scene in particular

cold basin
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but yeah i reverted the changes to graphics presets back to vanilla and just use the normal Ultra+ settings that the game ships with..

earnest rain
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what did you do to your game lmao

cold basin
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not me xd

slate forge
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Yeah once you start going above Ultra+ on most settings you'll start to get subtle issues. LODs being one of the worst.

cold basin
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hm i dont think soo

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the improved lod distance i was using didnt look worse

dusk canyon
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Im confused now is this games native hdr good or not?

tribal sable
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they didn't change the tonemapping

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so its the sdr tonemapper

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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

cold basin
cold basin
stark anvil
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At this point it can get some brownie points for being artistically coherent I guess

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At least it’s not ITM

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(Metroid Prime 4 HDR discourse is ruining me lol)

tribal sable
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better than most hdr implementations

cold basin
heady dune
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This way I can take screenshots at these heights.

heady dune
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New playthrough using the new BIA Ultimate Stronge

cold basin
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bro you gotta use the normal Photo mode, these LODs are xbox 360 type shit

heady dune
proper valve
heady dune
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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.

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After that you simply can't go back to Vanilla, it's hilarious. You can finish it with one hand on death march LMAO

proper valve
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only reason I didnt even use it this time is because barely anything is compatible with it lmao

heady dune
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Well, it's compatible with major mods honestly, I use it with over 100 mods.

heady dune
cold basin
cold basin
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btw @stark anvil this cutscene is giga broken, took a screenshot from a vid

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i think its to do with depth of field.. because the same happens in the photo mode when you enable DOF

proper valve
#

didnt know it was reno

cold basin
night yarrow
plush ember
stark anvil
proper valve
stark anvil
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alright, I'll see if I can fix it. Almost certainly correct that it's DOF

proper valve
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may I post his screenshot? It's the exact same spot I mentioned above

stark anvil
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sure

proper valve
#

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

stark anvil
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hmmm that seems different since the bloom is affecting it (I think dof runs after bloom here? Maybe not)

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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

proper valve
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Oh, I havent used photo mode yet anyway, didnt know it was screwed up

stark anvil
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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

heady dune
#

It’s the same as when an NVIDIA notification appears — it’s like HDR briefly turns off.

cold basin
#

been spending so much time in photo mode to have static fires n shit

molten swift
#

Been a good many years since I played TW3. Time to go again

cold basin
cold basin
cold basin
#

bro got his wig split

cold basin
molten swift
cold basin
#

hes had surgery okay?

cold basin
cold basin
#

i do be grindin

tribal sable
#

tonemap extrapolation when

stark anvil
#

Shortfuse sent me code for that but then you guys talked about it a lot more. Is it the same code?

tribal sable
#

It’s in Batman ak

#

That’s the final version

stark anvil
#

Awesome, I’ll take a look

tribal sable
#
      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);
stark anvil
#

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

quiet sandal
#

special sauce to make things look better?

stark anvil
#

they figured out the math on taking uncharted 2 and extending it to an arbitrary luminance target

quiet sandal
#

but I thought we're all about termite spline supremacy now

#

Why are we going back to charted 2

stark anvil
#

generally you want to use what a game was designed for

#

ultimately it depends how the game works

quiet sandal
hollow burrow
#

this game still doesnt support MFG right?

stark anvil
stark anvil
#

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

night yarrow
#

(uses different shaders in hdr

stark anvil
#

ah, then no

night yarrow
#

the sdr tonemapper shader is completely gone in hdr

stark anvil
#

unless it uses fixed parameters and someone wants to match it with their eyes

night yarrow
#

NOOOOOOO!

stark anvil
#

well, ritsu got upgrades in vulkan working so the SDR path could probably be done now

night yarrow
#

ya he also did that mod

#

but it does not solve the core issue apparently

night yarrow
#

super cursed implementation

stark anvil
#

yeah RIP then

#

gotta be the SDR path

tribal sable
stark anvil
#

awesome, thanks

tribal sable
#

I should integrate it but it’ll be up to ShortFuse how to do it

quiet sandal
tribal sable
#

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

quiet sandal
#

The DLC is a rumour

#

There hasnt been any official news from CDPR

stark anvil
#

this would be so much easier to rule out if I could trace cbuffers at an interactable framerate

night yarrow
stark anvil
#

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?

tribal sable
#

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

stark anvil
#

yeah I'll do that

#

I'm just once again coping and wanting to solve bloom

proper valve
#

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....

stark anvil
#

God rays is a vanilla bug

proper valve
#

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

stark anvil
#

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

stark anvil
tribal sable
#

It just creates an uncapped version of hable

stark anvil
#

ah alright

#

so we just displaymap with something else

tribal sable
#

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

stark anvil
#

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

stark anvil
#

oh, CustomPixelConsts_256.y needs to be factored in

#

hm, not really sure how to do this...

#

it's part of exposure

stark anvil
#

wait I think I get it now

#

hm, maybe not

#

it's almost right I think

stark anvil
#

no help needed anymore, it was kinda obvious where it went actually 😅

#

works great, just gotta rework my sat correction and whatnot around it

cold basin
#

will it fix the fire

stark anvil
#

gonna keep it real with you, this doesn't solve any of the problems with this game, it's just cool that it works

cold basin
#

i see

stark anvil
#

I'm tweaking the per channel blowout slider some

cold basin
#

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

stark anvil
#

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

cold basin
#

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

stark anvil
#

should help with brightness of some stuff looking a bit more natural maybe, idk

#

saturation correction might work better now

cold basin
#

dont think ive touched the settings the past 20hours gametime atleast

stark anvil
#

it's funny to me that you're sticking with one of my stupid "throw shit at the wall with sliders" builds

cold basin
#

i know but

#

it works best for me

#

xd

#

the hue shift applies to the whole image no?

stark anvil
#

gonna post a build for anybody interested in looking at this new method

cold basin
#

eh sory

#

the correction

#

while shift only does for highlights

#

iirc

stark anvil
#

pretty much yeah

cold basin
#

and since i mainly want to adjust highlights i prefer that slider

stark anvil
#

it's just arbitrary, a random per channel tonemap

cold basin
#

yeh

#

works tho

cold basin
stark anvil
#

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 😅

proper valve
stark anvil
#

@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)

tribal sable
#

It’s in Batman

#

Tonemapper.hlsl

stark anvil
#

thanks

tribal sable
#

Computereinhardsmoohclampscale()

stark anvil
#

well dang, I'd need a way to get scale back I guess

tribal sable
#

Multiply and divide for scale

stark anvil
#

alright I guess this won't work for me. I need basically just the inversion of reinhard I guess

tribal sable
#

Inverse Reinhard is in the repo

stark anvil
#

oh nice

tribal sable
#

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

stark anvil
#

I'm skeptical this will work well but my options are pretty limited

stark anvil
#

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

tribal sable
#

I thought you had already singled out a bright pass shader

stark anvil
#

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

tribal sable
#

So you just need to clamp the input to the bloom shader

stark anvil
#

dynamic parameters result in a dynamic peak

tribal sable
#

But isn’t sdr 8 bit after tonemap

stark anvil
#

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

tribal sable
#

You’ll have to do something in cpp

heady dune
#

Look at those new raindrops from the new version of my mod. They combine perfectly with Reno Stronge

cold basin
#

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

heady dune
#

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.

cold basin
#

can you ping me when you upload the new one

heady dune
#

Sure! 😉

cold basin
heady dune
cold basin
stark anvil
#

should be able to

cold basin
stark anvil
#

not sure which shader it is, no promises lol

proper valve
cold basin
lunar stirrup
stark anvil
#

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

stark anvil
#

finding out I accidentally made motion blur/depth blur work better with HDR by forgetting to do something the vanilla shader did

quiet sandal
#

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

stark anvil
#

honestly their shaders seem fine, they're just incredibly dumb for not running tonemapping after bloom

quiet sandal
#

then breakpoint is worse

stark anvil
#

though the motion blur in this game is a travesty

quiet sandal
#

yes

stark anvil
#

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

quiet sandal
#

CP2077 redkit when

stark anvil
#

unfortunate

lunar stirrup
#

otherwise use some method, tone mapper or not, to compress at the beginning of each pass and then decompress at the end

stark anvil
#

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

lunar stirrup
#

yeah, that should be possible

#

I do not have the skills for it but it should be doable

stark anvil
#

might have to bug shortfuse

lunar stirrup
#

ye

#

there is another way to do this:
rewrite the passes to run in HDR.

stark anvil
#

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

lunar stirrup
#

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

stark anvil
#

I tried all sorts of things with adjusting their parameters, what ended up working best was simply applying rolloff to the bloom mask

lunar stirrup
#

I have HDR bloom at least 😄

stark anvil
#

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...

lunar stirrup
#

yep yep

stark anvil
#

(SDR witcher 3 clips really bad sometimes)

lunar stirrup
#

it probably does: 1 - bloom_colour ?

#

which is typical SDR trickery you can't convert to HDR

stark anvil
#

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

stark anvil
south musk
#

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

stark anvil
#

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

south musk
#

from the devkit log when does it push the cbuffer?

stark anvil
#

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

south musk
#

is it dx11 or dx12?

night yarrow
#

dx12

#

dx11 not supported

#

(by this mod

stark anvil
#

yeah dx12. dx11 doesn't have HDR for some reason

night yarrow
#

maybe sdr path

#

shouldnt take too much time to do i guess ?

#

since it uses sdr tonemapper in hdr

stark anvil
#

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

south musk
#

should just check if you can read the buffer in devkit with dx11

stark anvil
#

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

night yarrow
#

rip ?

stark anvil
#

gonna see if I can get the trace in dx12

#

got it

south musk
#

what's the shader hash?

stark anvil
#

0x5D5B4871

south musk
#

hmm

stark anvil
#

uhhhh might have been this permutation 0x957DD682

south musk
#
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

stark anvil
#

two textures and cb3 : register(b3)

#

not sure what you need

south musk
#

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

stark anvil
#

🙏

south musk
#

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

stark anvil
south musk
#

do you want to read it back or just write to it?

stark anvil
#

I just need to read it (I just want to be able to calculate the SDR peak so I can properly emulate bloom behavior)

south musk
#

so i guess readback and write to push constant?

stark anvil
#

I guess?

#

having trouble conceptualizing what's going on

south musk
#

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

stark anvil
#

ah alright, that helps. thanks

south musk
#

i need to figure out how to not explode descriptor tracking

#

because order is

  1. upload cbuffer from CPU => GPU heap (not logged)
  2. update random descriptor table GPU on descriptor heap with cbuffer heap position
  3. bind shader layout
  4. 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

stark anvil
south musk
#

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 🥼

cold basin
cold basin
cold basin
proper valve
#

need to compare with and without

proper valve
#

a lot of candles in toussaint aren't hdr kekpepehands

cold basin
#

lul

cold basin
night pond
night pond
rose whale
#

Sounds promising

stark anvil
#

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

proper valve
stark anvil
#

Yeah

stark anvil
#

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....

night yarrow
#

id just increase the highlights slider...

stark anvil
#

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

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SDR in HDR | Vanilla HDR | Purist | Recommended

proper valve
stark anvil
#

nah purist never had it

tribal sable
#

What are the defaults

#

Are they just the recommended settings

#

I think purist should have lowered hue shift

cold basin
#

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?

unreal badge
#

all presets updated and using luminance tonemapping (per channel blowout reference is per channel reinhard piecewise with a shoulder start at 0.18f)

stark anvil
stark anvil
#

guess witcher 3 dlc rumors are ramping up again, potentially even being in the game awards this evening

quiet sandal
#

cope

#

CDPR hyped up 5th anniv for cyberbunk

#

now they retracted and said nothing is happenening

cold basin
#

broo imagine

#

im bricked up for TGA tonight

spring crown
#

One day I will play through W3

#

One day

stark anvil
#

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

cold basin
cold basin
#

i only have a few hours to grind today smh

#

gotta watch TGA

spring crown
cold basin
#

i will probably end up around 400 hours i think

spring crown
cold basin
#

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

night yarrow
#

i have 1100 hours in dark souls 3

cold basin
#

bruh what

night yarrow
cold basin
#

why so much

night yarrow
#

600 hours of ds1

cold basin
#

are you one of these people that grinds pvp all day in souls games

night yarrow
#

350 hours of ds2 and elden ring

cold basin
#

elden ring i have 190h

night yarrow
cold basin
#

ds1 remaster 80

night yarrow
#

never played pvp once

cold basin
stark anvil
cold basin
#

only souls game i have 100%'d

#

kek

night yarrow
#

bloodborne is also more than 1000hours

cold basin
stark anvil
#

still my most played game on steam

night yarrow
#

Cuz the biggest fromslop fan here

#

im

cold basin
stark anvil
#

me and a college buddy played way too much of it

night yarrow
#

Mine is dota2

cold basin
#

heh

#

mines PUBG

#

750h or so

night yarrow
#

10k hours i think

cold basin
#

well across all games in my life it would be console

stark anvil
#

as far as weird ones go, I have more hours on party animals than anybody really should

molten swift
cold basin
#

i easily have 6000-7000 hours in Black Ops 2

stark anvil
night yarrow
#

I have 300hours of w3 on ps4

cold basin
#

probably 15k hours across all COD games

#

kek

stark anvil
#

saaaaame

night yarrow
#

pc is below 200

cold basin
#

best time of my life

#

i miss you please come back

stark anvil
#

if I wasn't at school I was on COD, for better or worse lmao

molten swift
#

my most played game on steam 👀

stark anvil
#

I consider it a positive experience, was a very social experience

cold basin
#

its genuinely ungodly how much cod i played, i cant imagine playing ANYTHING for this long these days

rare scroll
#

are we having a hours played contest because i probably have 28k hours in minecraft oh

stark anvil
#

yeah same

stark anvil
#

also not surprising steve minecraft

rare scroll
night yarrow
#

Have you played any fromslop game before demons souls

cold basin
#

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

stark anvil
#

I wish I could see how much time I logged on PSO back in the day

night yarrow
cold basin
rare scroll
#

i only played myazaki souls games

stark anvil
#

I've got 1325 hours on guild wars 1

night yarrow
#

hmm

molten swift
#

jesus theres a damn child in here!

rare scroll
#

i still need to play ac6

night yarrow
#

ac6 basically has nothing to do with miyazaki

molten swift
stark anvil
#

I played a lot of this as a kid, I didn't make a ton of title progress as a result

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(was in middle school)

molten swift
#

i played wow lol. never played gw1, i remember someone gave me an install cd, but i needed to buy an account, naaaaaaaaah

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if i could track my wow hours LOOOOOL

cold basin
#

ive never been into mmos like that

molten swift
#

well yeah