Reset nvidia profile with nvidia profile inspector, for the game profile, and mare sure in nvidia app it says "use application settings" for dlss on the game
make sure there's no optiscaler or dlsstweaks (any weird dll) in the game folder
#[SEE NEW THREAD]
1 messages · Page 8 of 1
i think i find out
from nv app
i dsable "forced preset" for global
but not individual games
i disable forced preset for wuwa and it's not crash anymore
If you set "use application setting" instead of "use default (global)", you should be able to keep using a global automatic override for all other games
Can't wait to get Reflex 2 framewarp, to make it even more fragile lol
Looks more impressive than FG slop for me
I'm having the same exact issue trying to get DLSS Fix to work in Hogwarts Legacy right now. I put in the correct paths without " " and the game crashes at startup.
It deform a frame to make fake smoothness, but then it needs to inpaint the holes (like around your character, because of different perspective/parallax, but also around the edges of the screen, etc.)
But it's not just fake smoothness, it also reduce effective latency in practice apparently. Not like I care about this part, but having 60fps look like 180fps is impressive
see https://www.youtube.com/watch?v=tWPCxZzDzl4 and https://www.nvidia.com/fr-fr/geforce/technologies/reflex/
Tried putting " " in the paths, DLSS Fix loads in ReShade, now I get flickers as if it's not working at all. lol
Yeah it's not working then, I guess the quotations marks just make it not load correctly
Check the logs part of reshade, near the top you should see dlss fix error explanation
and if it's crashing, check reshade.log file
I removed the " " , now it doesn't crash. Seems to be working this time. Here is the logs in-game:
Her eyelashes look weird 😶
Try to add these into your Engine.ini file (and set it as read-only afterward) @shy gyro
[SystemSettings]
r.Streamline.TagUIColorAlpha=1
r.Streamline.DLSSG.RetainResourcesWhenOff=1
r.Streamline.DLSSG.CheckStatusPerFrame=0
Wuthering Waves Game\Client\Saved\Config\WindowsNoEditor\Engine.ini
The first line is usually about fixing UI issues with FG, probably not useful here
I also removed another mod that used a .dll file alongside dxgi.dll. I wonder if that's what helped.
I'll try this
idk if these should be under [SystemSettings] or [/Script/Engine.RendererSettings] though...
probably system settings
Looks like I already had those added to engine.ini I was following similar directions in another DLSS fix thread
r.AmbientOcclusion.Method=1
r.GTAO.UseNormals=1
r.GenerateMeshDistanceFields=1
r.DistanceFieldAO=1
r.AOSpecularOcclusionMode=1
r.AOQuality=3
r.DistanceFieldAO.CombineMode=1
I doubt it's adding the missing DFAO
I fixed it, turned out i forgot to turn off nv app preset for individual game
it runs good now
"r.DistanceFieldAO=1 ", it should be enable right?
Many of my friends said they don't feel it
perhaps it's for the 2.8 new map only
I doubt it, it needs a skylight and that's it
Well, some tweaks otherwise it can have artifacts depending on your meshes around
I think it's just not there...
UE lets you use DFAO alongside SSAO/GTAO, doesn't force you to replace it
It has some gpu impact, so they should just let use choose between off/gtao/dfao(or both at the same time if they prefer)
Too lazy to try to force disable SSAO/GTAO in ini but force DFAO, then disable RT ingame, and see if I can see some shadows aroune objects
wow can you share your hdr settings please ?
its the hdr look preset
I just use a cli tool to convert my jxr into tone mapped png
Ig it has to do with my in game setting rather than the hdr setting
I use -0.7 old brightness slider bar
4k dllss quality with everything else include rt maxed
these are steps i've documented before i apply renodx
i found ultimate quality (both the graphic setting and dlss ) in game lacking so put it to quality and make your custom changes from there rather than using the game's preset
how do you take the photos in game
wiuth reno in game photo feature is broken
There’s a capture option built into reshade
Big diff?
doesn't work for virtual display from what i've tried
not sure cuz i dont have a real hdr monitor yet
Oh maybe yes
i streamed from my pc to macbook to get the hdr to display
Lmao
Btw what does kuro bloom streak do?
funniest thing is the motion clarity is so good on my iphone but its too small
the brightness on the macbook is amazing but the ghosting from the panel is unbearable
time to buy the real thing ig
haha
Yeah, the wuwa experience is drastically different on a good pc + monitor
but i've tried many method and only obs video recording and gamebar capture for screenshot works for this use case
just in case if it doesnt work for someone
I mean if you dont mind the jxr format game bar is fine
True
which i find okay
No sort of unpleasant compression ?
yea its still png
works for discord
i'm planning to buy the new woled gen 4 ( tandem asus one with true black glossy coating )
but there's no stock yet sadly
my area has pretty bad pricing for older models
no sales whatsoever
so i can't find 4k oled old model for the same price of new 1440p rofl
and the RMA policy doesn't exist here sadly
once you buy they won't accept returns
unless it's flawed
preference reasons are insta-reject
more excited for 5th gen qd oled 4k
tandem oled is alright
still behind qd oled
where tf
When are they even coming
probably next year q2 lol
already have pg27ucdm
need a sedcond one for work
since i can't touch nv app after using renodx-dlss fix
can i turned on dlaa by other way?
Nvidia inspector
that won't contradict with renodx_dlssfix?
not to my knowledge but it's worth a try
forcing the game to use DLAA scaling might work
the issue arises when you try to force change .dlls or the preset
I got Chisa from 40 pulls not bad
Congrats !
Question : is it just me, or is the game significantly softer than it used to be ?
hdr in the new version seems to be broken
red stuiff everywhewre
nvm
patched version is oujt
you are the kangaroo
Sooooo
where is the take screenshot button in renodx...
found it
ty
Hmmm
the peak brightness on the screenshot appears to be chopped
😭
I lost almost all of my 50/50 -.-
it looks the same to me
don't forget to reset the graphical settings preset to very high
or ultra high
so basically 2.8 is a nier automata patch
Yes I was just thinking it had a similar vibe !
Yea! The music is very similar too
and the first achievement you get: “Weight of the world”
which is the name of the theme song in Nier Automata
@halcyon meteor Yea shadows are definitely broken in the new area
pinkish artifacts
maybe
ah no
it's broken everywhere
even at full default settings
even with the vanilla tone mapper hmm
oh wait it's hue correction
you have to set it to 100 with renodx tone mapper to fix the artifacts
it does not fix the issue on the new map though
the artifacts only appear at nighttime I think
skin is getting posterization artifacts too
something is not right for sure
hmm not sure
exposure only affects rover
xDDD
or well the character
Yeah at night specifically
in the new area that gets clipped to 203
The music is actually the first thing I noticed (since it is otherwise much more colourful than Nier visually). I clearly don't mind though. Nier is a great source inspiration to take from.
The sun seems pretty dim in new area. 625 nits or so (1156 peek for me). The radio tower glowy thing is almost double that. I think you folks are going to have fun trying to figure this mess out😂 ... whatever happens until then, let me say in advance : thank you for your service 🫡 !
is anyone else
's screen capture via reshade bugged
overall image is dimmer, doesnt appear to be in hdr as peak brightness is like 0
Bro is lowkey flexing on me rgn
We’ll talk again if you lose 5 50/50 in a row like me
What are you using to open screenshots ?
In SKIV they look the same
But discord embed look a bit dimmer yeah 🤔
discord embed is always dimmer
due to the implementation
all your ss is in SDR bud
spoiler tag
or its just the grading at night?
what's vanilla for comparison
the 2.8 story/execution is surprisingly good imo, it's kinda rushed, but the explanation of why we are getting a school/academy arc in 3.x is acceptable
bro is speedrunning 2.8
the story is not long
I find the ost in particular very good
but yeah it's a bit similar to Nier
which is fine, Nier still better tho
Yea ofc
you playing with Veng voice ?
yes I switched to eng during 2.0
which language were u using before ?
All of Wuwa so far has been a dream of a napping student at school? /S
japanese
I’m still a little worried about 3.x’s school arc
Jennifer English’s Carlotta is just better than the japanese VA
I find carlotta japanese VA the least talented indeed
but Iuno this is not even close
I guess it depends if you like accent or not
eng Iuno is just as good
eng will never nail the tsundere trope
never
this is typical japanese stuff
I hate the japanese tsundere trope in japnese actually
its a lot more bearable in english imo lol
this is preference at the end of the day
I dont like accent in video games so japanese is best for me
yea ofc
Anime pretty much made me hate japanese VA
but the eng Va in 1.0 was horrible
it's pretty much the opposite for me
I started to really like japanese because of anime
the way characters speak in japanese is super unrealistic imo
Video games were never meant to be realistic imo except a few specific cases it's almost alyways pure entertainement
i mean anime and video games
but I agree that in some games, Japanese VA just doesnt fit very well
normal Japanese movies are fine more than fine
yup
ugh yea for sure
which voice is she doing ?
V
oh the V feminine version ?
yes
I tried the male version but I just prefer her voice
her V sounds a lot more emotional
in wuwa the “whole” baldurs gate 3 cast appear as eng VAs btw haha
well 4 people
Ost was always the highlight
Consistent bangers since 1.0
I do think ost started getting better since 1.4
before they were kinda meh
and I still think genshin ost are better
(rare point where genshin does better, with the DA)
Arknights composer took over WuWa about a year ago. So that tracks.
nah
1.0 ambient track was genuinely banger
and jinhsi tracks were also pretty bang
there were some missess like with changli or w/ever
but not all 2.x tracks were hit as well
1.x highlights were probably
1.0 tracks (opening, ambient, etc.)
1.1 jinhsi
1.3 SK
1.4 is pretty forgettable tbh
there's a reason in every concert they always go through opening -> jinhsi -> SK tracks
I don't agree with the 1.0 tracks but that's fine.
Looks like Jix Wang DID do some stuff back to 1.0. But it seems that he took lead more and more over time.
People were pretty negative about the music at launch. Guess that was their pivot.
Or maybe it was the lack of vocal tracks
Rinascita's ambient ost is fine but it isnt up to the vibe of 1.0
They did incorporate a lot more vocal tracks post 2.x
guys does RenoDX work with the new patch ?
Use the pinned version and you should be good. Probably.
Because I launched the game after the update, some sliders aren't working, and the peak brightness doesn't exceed 1200 nits even though it's set to 2500 nits.
Please update...
I reinstalled Reshade and RenoDX, but the result is the same.
Paper white, highlights, blooms, and more
Even the Peak Brightness doesn't exceed 1200 nits for me.
You using this one? #1411110125732892807 message
I don't know what one that is.
Please use the updated one from the pinned comment.
i will try it thanks a lot
Sorry, I honestly don't remember.
Are there any settings you recommend for RenoDX with my LG G5 TV, noting that the Peak Brightness 2500 nits is used?
If you are in Game Mode your peak brightness should be set to around 2,118
I use Filmmaker mode instead of Game Mode
There is no latency increase , and you can use all gaming features such as VRR, ALLM, and HGIG. Even RTINGS recommends playing in Filmmaker mode.
You might want to consider using Game Mode for gaming.
That TV has 6 frames of input lag
2500
Don't worry, I told you that RTINGS tested on FMM and there was no increase in latency.
This only applies to G5, but with C5 there is an increase in latency.
Got ya 👍
Uh no
That can vary unit to unit
You should set your peak value to whatever the TV clips at
In HGIG
Hdr look preset
A lot of screens don't have HGIG
G5 does
yes DTM Off with Pro Sliders all of them 100
What I see with Windows HDR Calibration, Game Optimizer Profile, and HGIG enabled is 2000 nits.
However, with Filmmaker Mode and DTM Off Pro 100, it's 2500 nits.
Just do hgig 2000 then
The screen reaches 2500 with FMM, why not?
LG has been tinkering with Game Mode Profile for years, and it doesn't deliver the performance it deserves, whether on HDR, SDR, or even with Color Booster. FMM is always generally the best.
This doesn't happen with Samsung, Sony, or Panasonic.
There are other reasons I don't want to delve into, such as HGIG not being ideal on PQ Curve, unlike Filmmaker Maker Mod on DTM Off. I've tried it before and noticed some differences in games, although they were minor.\
Most importantly, you can activate all game features in FMM mode without any latency increase, and that's the key factor.
If there were any latency increase, even a slight one, I would stick with the Game Mode profile.
Whichever way you prefer
Filmmaker Mode with Game Optimizer Enabled:
60Hz: 9.7 ms
120Hz: 5.1 ms
165Hz: 4 ms
this from RTINGS
Ok I guess. XP

No, "DTM Off Pro" is not the same as HGIG, though they can produce similar results However, according to measurements by some experts at AVSFourm, the same results were shown, even better than HGIG, and it's enough that RTINGS seems to recommend it, especially for G5 owners.
you mean you dont have it in FMM ? or even in Game Mode profile too ?
It should be on your GM Optimizer Profile, but as you said, keep it on FMM because the Color Booster only works on FMM on your C5. You can see the difference in color brightness between FMM and GM on the KG Tech channel review.
Overall, I thank everyone for their help and I will try the other version of RenoDX. For your information, this is the first game of this type I've tried, especially since I was torn between it, genshin impact and ZZZ.
It worked perfectly, thanks. I have a quick question: should I keep Saturation 60 or 50 and change 702 to DCI-P3?
please dont touch color space
saturation is set whatever you want
thats what the sliders are for
or if you dont want to tune
use the two presets
vanilla+
HDR Look
and change only Peak/Game/UI brightness
👍
When I take pic and open it using the photos app
Ig I'm spos to use special K viewer
Lol
Is it? I used reshade ss function
the new combat event areas are the most demanding areas yet
the system requirement increases with every patch lol
1.x areas: GPU usage is 50-70%
Septimont: GPU usage is 70-85%
2.8 areas: GPU usage is 90-100%
it is the highlights just look so dull I thought it was sdr range lul

time to get a 5090 and multiframeslop max like I am
i was using vanilla+ i think
never
Enjoy your ever diminishing framerates in that case, boomer

Gatcha waits for no man
I will upgrade to 60xx
assuming we can buy one
but I will never use mfg or fg in a fast paced game
I'm fine without artifacts 
wuwa is a highly unstable game adding FG to the mix is far from ideal
I will test FG/MFG more once I get a higher refresh rate TV tho
120/144mhz is very limiting
using lossless scaling 💀
266p -> 800p FSR4
800p -> 1800p SGSR spatial upscale
1800p 40-60fps -> 120fps 1800p LSFG

lossless scaling is one hell of a drug
FutureofGamingTM
People are kicking and screamiong
but the future will be cloudbased gaming
no dGPUs
madman
i also have to tell you about
AIsloppery takes all sand
I picked up a 9070xt to LSFGmaxx
stream 1800p 60fps to my laptop
use LSFG on laptop side to achieve 1800p 120fps
dual GPU maxxing

PureDark found out a way to stream Ghost of Yotei
then run MFG
framemaxxing is a disease
I swear
pandoras box has been opened
we used to be happy with 30FPS
and no VRR
and no HDR
I was never happy with 30fps tbh
but good and stable 30fps is bearable with motion blur
and 100% unnecessary
180 fps is more than enough
50 fps input latency with 180 fps visuals
using a mouse to aiming at real 180fps is the real deal
but the future is AI generated frames for sure
we can't really bruteforce stuff anymore
never going back to sub 120
So either devs need to not slop and make their game run at 120FPS (not happenening with RT/PT) or FG is the only options
especially now since 95% of the playerbase can't afford even a midrange GPUs
Maybe gaming should go extincted

Bing bing wahoo isnt important
GPT is
stonk must go up is
no tech company actually cares about gaming anymore
Nvidia is doing the bare minimum
well AMD is trying I guess
so yea FG is going to be a hard requirement in 2-4 years

MPaul has a GPU from the 23rd cent
whats the frame timing in ms for 144 million FPS
have a window open and you lose like 100 mil frames
lmao
0.000006944444444444445ms
It seems that only RT can use DFAO
【《鸣潮》原生光追DF AO 对比 光追增强 RT AO两者效果,谁能否迖到现实照片级真实感?-哔哩哔哩】 https://www.bilibili.com/video/av115582905096398
thats not what he says ?
also this guy is not really knowledgeable, he blocked me after i questioned his engine.ini that includes multiple lines that dont work
see, i cant comment on his video
@halcyon meteor is the night stuff is related to how you're patching the current output shaders
or is it a new shader?
yeah everything post the lutbuilder is patched
wondering if its just a branch that got overlooked in the output shader
ED6 and B933 respectively
😅 happens to all of us
when I was patching zzz i didn't double check my results and glossed over some shaders using yzx for math instead of xyz 
Are some ults clamped or this is normal ? #1411110125732892807 message
update mod.
The very last update fixed that ? Nice
i did say that not all shaders were included in the first batch
if it still happens after everything then sure its a problem
@halcyon meteor doesn't seem to fix it

Ok this one is actually god tier
Jinhsi track is still my favorite in the whole game
so like the current shader will affect only the char
and the rest of the scene is unaffected
same shader, but yeah only that area at night 18:00-6:00AM
this game uses so many resources man
tracing descriptor table and pipeline absolutely tanks
lul
i have to find another scene that clamps
this thing spawns like 1.3k shaders
tried earlier but no dice
feels like its somewhere in the output shader because the 4k resource going in doesn't look clamped
actually i might be able to trace this
getting somewhere
@echo ridge test this experiment
yeah
it is using that path at night
in daytime that path doesn't run
k imma just hop off to sleep too
no sleep, only fixing!
no fix, only sleeping!
Don't bother, average 50fps 4k dlaa on new area lol, hope more optimization is coming in the future
The other maps improved tho in performance
DLAA is overkill for 4K imo
hmm, was DLSS perf (preset K) always this bad 🤔 for 4K display
dlss quality is perfect though
2.8 is actually a Nier + Persona 5 combo
Nah, my eyes are sensitive to motion clarity, I can see the difference between dlaa ans dlss
im using 5080 at 1440p with rt 75% dlss am i cooked?
No you're not cooked...
You're fried
You might wanna go back to 67%
Oh wait
It's 1440p, u may be saved ngl
yeah im also overclocked so maybe im good
Wait how much do you get average on Rinascita?
im cpu bound mostly with 13600kf but it depends where im at
How much in raguna
i will check it out one sec
what about smoothness sensitivity though 😆
Now that I always play at 90+fps, 60fps feels like 30 lol
I mean on Rinascita is alright avg is 90fps, it's mostly the new area that's heavy as heck, but I may go 5k performance instead of 4k Quality
like 90-100 fps with 80% gpu usage
I have 90fps locked in rinascity, new area is like 70-75fps 😔
new frameslop, I could try with dlss fix but ehh, only 2x on my 4080 anyway
U might drop to 60fps on new area that's for sure, idk if below 60 tho lol
Sanguis Plateaus runs as bad as before :/
Damm that crazy that almost demanding as cyberpunk with path tracing
I hate frame gen but sometimes cannot be helped
Thing is, 2x framegen, I will go from 90fps to at best "120fps"
If it was truly 2x...
The new areas at 70fps will go to "90fps", meh
probably because of how my gpu is hammered with RTGI and all, but even then it's never true 2x
Frr, I think cp might even run better than wuwa
I think wuwa sometimes is just not well optimized enough
UE4 versus custom engine
they did customized ue4 but still not as good as a fully custom engine
SK + renodx work fine, but SK + renodx + dlssfix doesn't it seems 😔
No nvidia app or SK dlss overrides ofc
I still had preset override in SK, but same without it
updated DLSS and all streamline dlls in game folder, then pointed dlss-fix to these
Damn I think SpecialK has a big overhead in this game anyway
from 75fps to 95fps in the new area (that's without FG yet) 💀
122fps with FG 2x
Doesn't feel that much better than true 90fps tbh...
The real question is : 90fps DLSS perf or 100fps DLSS quality + FG 2x ?
can someone please test this at night in the new area?
Seems still stuck at game brightness (set to 140 on my end)
00:20 ingame time
DLSS quality with FG2x
Still have some ghosting around characters legs when rotatating camera relatively slowly, but yeah, I usually don't even see it lol
@halcyon meteor Look how even during daytime, the light on her legs looks clipped (and green) too
It's really bad with 100 "scene grading", while 0 scene grading remove this awful clipped and green light reflection
Could be the game, just weird how it looks a bit green 🤔
Yeah no green tint in SDR, it's an issue only here
Yeah sure, happy to help
Though I don't know much about all this, I did mess with the devkit a bit but that's it
Maybe this green tint is related to the clipped night time, who knows 🤔
As both are happening in the same area
Sure
Not just characters it seems, also environment, look at the wall and vine (can see more in the screenshot above) (here that's hdr SS converted to sdr)
💀
I do have GTAO and DFAO forced (and combined) in engine.ini, hmmm
let me try a blank engine.ini to be sure
Yeah not my ini, still there
Disabled all (but kept global RT toggle to high) though didn't restart, and still there
Yeah, green/clipped at daytime
This ?
this one
Seems the same at night (though the dispatch and copy numbers are different) after a new snapshot
Should be this
Seems barely present when I am occluded from the sun, like behind a tall building
I haven't done 2.7 story yet, but the game made a new different MSQ to start 2.8
You have like 5min dialogues with Shorekeeper, 5min cinematic, and you get to the new area
I bet you just need to have finished the black shores MSQ, probably
2.7 above, 2.8 below
Well, websites say you need to finish the 2.7 MSQ, wut
Do you need anything else ? relatively soon I mean
Ayyyyy
Oui oui monsieur
They didn't translate the RT stuff lol
Half the translation feels like machine translation, it's too literal, doesn't make any sense
the UI stuff and echoes tuning I mean. The story translation is decent
Ombres par lancer de rayons That would feel like star wars blaster, but that's what they usually say in french for that
Literally "shadows by throwing rays"
ooooo
The second one fixed the clipped night it seems ? (I have 140 game brightness, 1000 peak, 60 highlights v3)
Though the green tint on highlights/AO at day is still there
(first file didn't change anything)
The green tint, I don't think it's AO, look how it's also around light sources @halcyon meteor
characters, around objects shadows, around light sources (their bloom or star thing)
Though if you fixed the clipped night it's already huge
with 202 game brightness 🤩
Wuwano at his desk deciphering kuro shaders
try in another machine to make sure its reproducible?
Glad you proposed yourself do to that
I tested without my engine.ini and without RTGI
no im telling you to try in another machine because I can't see it
Check it here #1411110125732892807 message (multiple examples, converted to sdr) and here #1411110125732892807 message (hdr full screen)
Though if you can't see the green circle around the light source (the bright "star"), might want to do a colorblind test
no one is complaining about the screenshot
anyone can see it from the screenshot
Can't see that ?
yes and im telling you
to try on another machine
to make sure its not another you problem
ah you mean you can't see it ingame, not on the screenshots ?
took you long enough

yeah
you tried at like 12AM with sun visible ?
Zani even more tired
nah I punched her 😮
idk what could cause that bug only on my end 🤔
These are basically default, everything at max ingame, RTGI high (but no RT shadows or reflections)
I even deleted LocalStorage.db for 2.8
RenoDX, DLSS-fix, hmm I do have ShaderToggler (but not doing anything rn)
I don't use SK anymore, doesn't like dlss-fix.
that's bright af
Let me try without dlss-fix, shadertoggler, displaycommander
right, no green tint anymore, let my try to re-enable everything except dlss-fix
I mean they draw the character separately and then compose it on the environment so
btw could I make nights truly dark by disabling auto-exposure ?
Thats what they intend
you mean the green tint bug at daytime ?
Not just in this area specifically, in general
if you check the shader where they compose the char environment after you could see those two being separated nicely
#1411110125732892807 message
I guess they started doing some adjustments with this in the output shader now
at 0 character looks brighter than the background, at 100 with the background brighter, they look same brightness
Doesn't seem to impact the character at all (you could try to toggle between the two screenshots above, too)
used to make the character blend better in the area at night? feels like a weird way to achieve that
I think you should use this as the new build, as it unclamp the night (test build number 2)
unless you want to wait for a bigger update for this weekend
what???
??? the green tint is caused by #1423918603035476041
That doesn't make any sense
I tested multiple time, disabling all my other addons, dlss-fix, ...
^
without DC vs with DC (see more examples here #1411110125732892807 message)
EDIT : caused by anisotropic filtering :
- disabling trilinear: no changes
- disabling bilinear: fixed !
But disabling bilinear make AF upgrade don't do anything visually :/ see #1411110125732892807 message and #1423918603035476041 message
DisplayCommander.log and ReShade.log
are you forcing
anisotropic filtering...?
i am using DC as well
yes, that's probably it
isolate your settings and find out what's happening
but it's highly likely to be that
Yeah it's definitely AF. Will try without trilinear or bilinear to see
Funny how this bug is only visible in the new area though
Disabling "Upgrade bilinear filters" fix it 😎
I don't know if that way it looks as good (in terms of AF) as SK, but looks decent (better than vanilla 4x)
- Fixed night clipping
0 vs 100 "night strength"
I feel like it make background brighter and more blue (blue shadows 🤢 )
idk if you killed that thing completely, but good riddance 😆
blue shadow is just the original color grading coming through
@echo ridge if you want to force AF with DC, just disable that. Should look better than default (and afaik you can't do that through engine.ini or nvidia profile)
If you like to loose details on low angled textures, sure ignore that 😆
are you afraid of graphical bugs or something ? that's literally just two clicks away
....i just dont care?
Forgot to pin it ? 😅
Incredible change anyway 🤣 /s (idk if bilinear being disabled make it way less impactful)
Too lazy to compare with SK
this annoys me in other games too, UE has this fake player light setting that makes them glow in the dark and its pretty immersion breaking especially in stuff like silent hill
corporate needs you to find the difference
I'm amazed how I put the camera in the exact same spot
Would disabling dlss auto-exposure make nights darker, or break everything 😅
maybe some UE auto exposure instead
is the difference in the room with us right now
yeah anyone can click those two pictures for themselves
Every single fromsoftware game has it, it's awful.
Thankfully they all have a mod to disable it (even bloodborne lol)
its amazing what placebo can do
AF 4x is already ok I guess, and the bilinear upgrade being disabled could be making it non existant
16x versus off though 🤯
It was sarcastic if you still haven't figured it out
With how much you're shilling it one would expect to see any difference
@echo ridge whats the difference between v1 and v3 shadows?
V3 is more subtle
And scales a lot slower
I mostly use it to very correct the crushed shadows from having 60 contrast in my preset
Updating vanilla+?
Storing up enough beef to host a bbq
Was that for the TGA #1?
I'm just testing haha
I'm not sure if this is possible but an option to sync game brightness to ui would be great
but why
I could be done.
But how often are you really changing those settings?
Just set it & forget it.
It's quite close now in the new region too
@halcyon meteor UI gamma correction affects the whole picture now btw
not just the UI
nope
Not sure why you would want to make the UI dimmer or brighter than the game
Because you find it either too hard to see OR too distracting.
I guess with the opacity slider now I care less about this ui nits slider
Yes exactly
Ehh I don't like how it makes the menu and map etc transparent as well
Fair. But I also don't like the odds of the ID and crap burning into my monitor. #CantWin
Slightly transparent should help against burn in too
Not that bad in menus. Sure if you go <50 it looks bad, though not like I care, that's just boring menus
@halcyon meteor just flagging this issue again with scene transitions for the latest patch, seems 0x440BFB93 is the related shader. Screenshot showing original vs addon. Also noticed some fade to black transitions also have blue artifacts.
The fading thing has been an issue for a while. Would be nice if this could be fixed.
this might also be related
game and UI are the same both at 180
ah because clicking draw on that during that transition made it fully white
outside of the cutscene clicking on that shader causes screen to turn black
....?
game brightness just determines your diffuse white
sometimes you need your UI to be actually brighter than the game for visibility reasons
or else you can't reliably read the UI
that's the reason we have the slider in the first place
i think u can decompile with the luma decompiler
but it reads like dogshit
😭
yeah its easier to just fix the way the shader is sampling whatever its sampling for the white
I'll test later tonight if no one tests before then
sorry that's beyond me 😭
seems like this breaks the output outside of cutscenes too, the colors are all off
I can tell u how to check but browsing resources in 3fps
Is not really fun

just got home
when do we see this
let me try to resource track this
during any fade to white/black scene transition, i'm not sure if there any easily repeatable ones outside of story
but like
isnt all fade to white/black
related to UI
since UI opacity set to 0 disables all of those transitions
in chisa quest theres like 2-3 spots where it pauses on the fade to white where you can check
uh when
about an hour in the main quest
after you beat up some fractsidus guys, rover chats with chisa
i saw some fractsidus guy
didnt see any fade
is it another one
just bought the injured guy back
its a bit after that i think, lemme look up a playthrough
timestamped https://youtu.be/Oa8D3iAohhU?t=3941
Wuthering Waves 2.8 Gameplay of the New Main Story Quest Full Walkthrough and the Segue quest. The Story Quest is called To the City Set in Ember on PS5 Pro with No Commentary.
#wutheringwaves #wuwacreator #wuwacontest28 #chisa #wuwa #gameplay #walkthrough #gaming #playthrough #rubhen925
Oh wow
This isnt a fade to white/black using UI
UI opacity doesnt do anything here
the cutscene replays upon restart
ok
good
@halcyon meteor you think i should look for a texture
or a 16:9 buffer
there is one resource that is spherical circle
so maybe it is sampling from this, but yeah im still diggin around
you mean the constant buffers?
i dont think i can see for preview for the cbuffers
wait
i havent turned on trace constant buffers
went down to 0fps when i trace all
😭
it's probably that texture
since I don't see it being sampled in the scene before
hmm
my output shader for the same scene is B933
same lutbuilder
tbh this is probably not it since im not seeing it in any subsequent snapshots
Is it different shader depending on the cutscene?
we're in the exact same spot
so he's probably just using a different setting
but the same issue appears so I assume whatever code that's making the screen white appears in all the shaders
should be a find once fix all
@halcyon meteor can u try doing rgba8 typeless upgrade to any size just for a test
btw do you have the current work on a repo somewhere
wait
I think i found something
it's tied to scene grading somewhere
this is without the game drawing
with the game drawing
but yea a rgba8 typeless test build might help
bgra8 typeless to just for sure

yeah ignore/any size
okay
we're getting somewhere
is this only the texture upgrade
oh lol same result in game
if u need a test just drop a build here
im keeping the game at this point so i can just repeat whenever
Vanillia slider isnt doing anything @halcyon meteor
Hanging grass in new region is flashing black and white, anyone else experiencing this?
yeah using that one rn
I found that the peak brightness of light will be suppressed during night in 2.8 map
please update...
for new addon?
when in doubt check if there is a new addon...
is this with the upgrades removed?
just outside login screen (since the output shader used is the same with login)
none of the sliders work other than UI brightness
unless that's what you;re looking for
i'll check the cutscene now
yeah
fwiw it also deleted the white fade effect
should be able to set a folder and load all shaders at once right
weird I set the folder and loaded only the output shader thats in question
doesn't seem to load it
maybe something im missing on devkit
damn what causes that lol
i tried loading the folders just for kicks
ok got it
ok
ok
so the lut they sample
turns into white during the fade segment

thats one way to make a fade to white
Using dx11?
I saw this too but I had a weird setup when messing around (sk global, reshade local, ...) and ran dx11 without wanting to
if the lut is white then do something with it
confirmed
only an issue launching with DX11
Not patched yet
HDR pngs
since we're using reshade for reno anyways
and reshade can now capture HDR pngs once it detects a hdr swapchain
we did use .avif for a bit since they tonemap on the embed itself so SDR plebs dont just get a washed out embed preview
but Discord broke .avif
so rip SDR plebs, we just use HDR pngs now
love reshade
there wont be optimization, they probably jut gonna do the same this patch with septimont, lower the draw distance for no reason
im dropping even worse than septimont on the new map
kinda want an oled but this is kinda disencouraging

i know hdr makes more diff than RT but still
do you need to config something
i tried the reshade capture thing
doesnt output hdr png i think
prob cuz i'm using virtual display
It might be a problem with your image editing software.
Try use this software to check
No, Reshade will automatically capture
Windows image viewer can't showcase HDR pngs correctly
They'll look borked
Either use another software
SKIV
Or just embed into discord to view it correctly
I made it ! 🙂
hdr png from reshade capture
I use "pictureflect photo viewer" to view hdr image on my computer
Takes time to load hdr image but will work
gonna give it a shot
in game filter: end of world(0,-2) , filter strength 15, color temperature -1017 k, sharpness 20, bloom 100, halation 100
you can use SKIV too, it takes no time to load HDR images with it
renodx setting: vanilla+, game brightness 100, saturation color 65, highlights 100, shadow 43, bloom 90
i will take a look, thanks
why do you combine renodx with the in-game filters?
I didn't find color temperature in renodx
I'm not 100% sure that the in-game filters are HDR compatibe. @halcyon meteor ?
oh thx guys, so it's just windows photoviewer being incapable of viewing the png
i thought it was issue with my display
checked with chrome/edge
looks fine
Use this color temperature shader instead, hdr compatible, made by the goat shortfuse himself
https://github.com/clshortfuse/reshade-shaders
Got it
There's a great film grain shader there too
Film grain looks like noise to me
Bad film grain does
Just like path tracing without using denoiser...
good film grain is invisible in daylight but it reduces the banding artifacts and it acts as a sharpener too
and it looks realistic at night, the human eye produces a film grain like effect irl too
Yeah only visible in dark areas like with a camera, and subtle
I only use it for "photorealistic" games with a cinematic feel, like expedition33, etc
But I always hated it when using builtin film grain in games
I run SF's at 35
that's look good
in motion it is less noticeable
Yeah you need to see it in motion to judge film grain
And without video compression
as long as it's not like an overlay on top
i rarely see good use of Chromatic Aberration
SF's also properly perceptualises the grain
as in, the brighter the source
less film grain
is applied
Slapping it on top of the corners is meh
Having it apply to the whole picture is ass cheeks
Having it be used to accentuate certain effects is goated
lets say you have a water based enemy / fx, you can use CA as a sort of refraction effect
or ofc the drunk/high effect for a character
it should only appear around the brightest area only
i'm thinking something like this
CA makes everything blurry, by design
If you instead make some sort of outline with CA colors it can look good around some vfx or stuff
Depending on the artstyle you're aiming for
The main issue with this preset is that it only looks good when you are exploring the map, in combat this clips everything, because VFXs are super bright
yea I remember that it used to cause issues
the new global preset thing is different tho
i noticed that so i only used highlights 100 for exploring the map and taking photos, light looks as bright as real but also glint as real.....
But for lupa, her fire wolfs vfx at the bottom looks awesome
the game is SDR first unfortunately
things like the SUN is super dim
the main reason I use an 1:1 SDR to HDR preset is because it looks really good during combat 😄
That's why i lower the game brightness to make sun looks much brighter than surroundings
although it will sacrifice some details at low light area
🙁 I guess renodx is better than thier native hdr, if it release in the future
yea but the problem with this is that a normal lamp is still brighter than the sun 😄
there is not much we can do unfortunately
🙁
the sun actually looks a lot better with auto_hdr because it's as bright as everything else 😄
I'm writing feedback and hope they will support hdr in a correct way
same
I'm thinking about switching to highlight v3 to improve highlight details without touching the mids
it's looking good so far
yea I know
that's why I said that the game is SDR first
ah ok
@echo ridge try this (it should black out the screen during fades)
Vanilla/V1 highlights 1:1 Preset / V3 highlights 1:1 Preset
V3 is clipping but you can finetune the highlight brightness
is that wuwa
does special k image viewer support turning hdr image to sdr? Some platforms will converts my hdr photos into ugly sdr.
no that's a UE4 demo scene
yes
How to do it? Select v3 and maximized highlight to 100?
V3 is very different, you no longer have to play with the game brightness slider to match SDR
this is basically 1:1 SDR
this is a very good "starting preset"
Use the exposure slider if you want to control the brightness
k
Change the sun sprite texture and increase brightness by 3x

The round blob looks like ass
Everything has tons of bloom, except the sun lol
And it's not even close to peak nits
Will RenoDX ever support replacing textures ? In dx12 ?
SK and 3dmigoto can but only dx11
Everything is suddenly overexposed / overbrightened. Did i accidentally break something?
It was a lossless scaling problem managed to fix it
is the flashing caused by having frame gen on?? right now it can go away by turning the ui brightness really high. is it goig to be fixed?
Use #1413548071987576862, the flickering is caused by DLSS-FG 4 when used with RenoDX that is upgrading SDR path of a game
paste it as well in the folder along with renodx??
Infos are over there. Basically yes, but you need to specify the path to the game dlss dll and sl.interposer dll in your reshade.ini
and it doesn't work with nvidia overrides from nvidia app or dlss tweaks or SK etc.
If you want to override, override dll in the game folder directly, old fashioned way.
idk if you can then override just the preset or it will cause crash
thanks, just saw the instructions
Yeah that's the whole point lol
lel
Check the log tab of reshade
don't use quotations marks around your path in reshade.ini
your path is wrong maybe
I would also add these in the game Engine.ini file (and set it to read-only afterward)
r.Streamline.DLSSG.RetainResourcesWhenOff=1
r.Streamline.DLSSG.CheckStatusPerFrame=0
I feel like it makes it more stable
ya that did it
thanks a lot
finally the ui wont blind me anymore
about the dlss override, using dlss swapper should still make it work im guessing?
yes because dlss swapper replace the dll file directly in the game folder
dlss tweaks probably doesn't work though, as it adds another dll that sideload dlss
yeah
alright ill swap them
You can also upgrade streamline dlls
what does that do
https://github.com/NVIDIA-RTX/Streamline/releases/latest -> inside bin/x64, take the files that are already in Wuthering Waves Game\Engine\Plugins\Runtime\Nvidia\StreamlineCore\Binaries\ThirdParty\Win64 and replace them with these new ones
idk maybe fix bugs, lower vram usage, not much
dlss is being loaded by streamline, so it's a good idea to have both that are the same version
310.4.0 dlss dll was released with streamline 2.9.0.0
alright ill do that too
You'll need to replace dlss and streamline dlls after each big game update (2.8 to 3.0 etc) btw
as the launcher will replace them with the original ones
i see
so im not supposed to paste everything from x64, just the files that already exist within win64?
Yeah just replace the files already there with the newer version, the game doesn't use all of them
Better not to have useless dll files lying around
Any way to fix the game parallax/tessellation range ?
The ground gets more detailed in a ~10m range around the character, it looks bad when moving around
Maybe wuwano will find a magical way to fix the tessellation shader 🙏
This bug is in all 2.0 and up zones, but not 1.x zones, afaik
goofy ahh POM be like
The solution is to not use POM/tessellation
and instead use naniteslop
and 3 trillion poly meshes

but mobile game so pls understand
This wasn't an issue in 1.0 areas. They probably broke something on the 2.0+ materials
I reported this to the game support, with a link to a reddit thread with multiple people acknowledging the issue
But nothing ever happens anyway 
r.MipMapLODBias=-3 seems to make it way less noticeable
and does a better job than forcing 16x AF too lol
Fatal error: [File:Unknown] [Line: 690]
CommandList->Close() failed
at D:\WS3\5039d\5cae6\Engine\Source\Runtime/D3D12RHI/Private/D3D12CommandList.cpp:147
with error E_INVALIDARG
0x00007fff12916d9a KERNELBASE.dll!UnknownFunction []
0x00007ffe69fa4efc SpecialK64.dll!UnknownFunction []
0x00000001428c8096 Client-Win64-Shipping.exe!UnknownFunction []
0x00000001428ca820 Client-Win64-Shipping.exe!UnknownFunction []
0x000000014287f88d Client-Win64-Shipping.exe!UnknownFunction []
0x0000000142e2ef54 Client-Win64-Shipping.exe!UnknownFunction []
0x0000000142db388a Client-Win64-Shipping.exe!UnknownFunction []
0x0000000142dba3fa Client-Win64-Shipping.exe!UnknownFunction []
0x0000000142dc6102 Client-Win64-Shipping.exe!UnknownFunction []
0x0000000142dc63fe Client-Win64-Shipping.exe!UnknownFunction []
0x0000000143ce79da Client-Win64-Shipping.exe!UnknownFunction []
0x0000000143ce8c8b Client-Win64-Shipping.exe!UnknownFunction []
0x0000000143ce914b Client-Win64-Shipping.exe!UnknownFunction []
0x000000014276c9db Client-Win64-Shipping.exe!UnknownFunction []
0x0000000143d17576 Client-Win64-Shipping.exe!UnknownFunction []
0x00000001428ca5c7 Client-Win64-Shipping.exe!UnknownFunction []
0x00000001428c1831 Client-Win64-Shipping.exe!UnknownFunction []
0x00007fff14cedbe7 KERNEL32.DLL!UnknownFunction []
0x00007fff15165a6c ntdll.dll!UnknownFunction []
Crash in runnable thread RHIThread
Damn it, still can't start it with fgen
^
Whyyyyyyyyyyyy
if you want SK functionality use display commander
omg, why stoooopid devs can't make proper HDR
Do you guys use normal reshade or do you use the XXMI one cuz I am a dumbass and don't know how to enable this addon it's giving me old unsupported api error


