#Hollow Knight - Silksong
1 messages · Page 2 of 1
I've handled that before from some other game. Didn't really notice it here
yeah. have to destroy all pipelines stuff in the device destruct call, to make sure everything in the device data is cleared.
Even the main menu is only 700fps. Tunic goes to 1300 with 3d elements
might be the decompressing of textures every frame
Vram shouldn't be a concern, but the Unity engine back then was very memory conscious because it was basically mobile first
Pargon is awesome lol. One of my fav era posters for sure.
Simple DevKit draw on/off will tell you which shader is nuking fps
I don't see him on discord much anymore
My guess is that 4096x4096 texture needs to be decompressed every frame
his Dead Space testing with SD card and slow ssds was nice
I did find a way to make 8bit/16bit hot swappable during runtime, but 8bit is so bad it shouldn't even be an option 
Lilium's blue noise dithering helps a lot of you are using an LG OLED display for example, it's a lot better than the driver level dithering
it's kinda performance heavy though
When I do texture stuff. Game already seems hammered on Steamdeck with shader math.
It’s not really a display thing. It’s just a low res texture
Also qd oled
Could you in theory make it a toggle to avoid the extra performance overhead on low powered devices?
Probably better to fix the texture, then it's free
i can tell if something is faster or slow based on coil whine 😅
these 4096x4096 bc7 unorm textures are killer
i'm just going to texture dump, and then make them rgba8u, that might make things a bit faster, even if more vram
time to try my igpu, 5090 too stronk
Having a grand time modding Silksong, eh? 😄
intel gpu crying
all draws bypassed , just black screen
can't even scroll discord
well, at least confirmed renodrt is faster than aces
oof
sprites_lit from 95=>19fps
yeah, that 4096x4096 texture
rip, can't dxcpl because xboxpass protection
static SwapChainUpgradeTarget bc7upgrade = {
.old_format = reshade::api::format::bc7_unorm,
.new_format = reshade::api::format::r8g8b8a8_unorm,
.ignore_size = true,
.view_upgrades = {
{{reshade::api::resource_usage::shader_resource,
reshade::api::format::bc7_unorm},
reshade::api::format::r8g8b8a8_unorm},
{{reshade::api::resource_usage::unordered_access,
reshade::api::format::bc7_unorm},
reshade::api::format::r8g8b8a8_unorm},
{{reshade::api::resource_usage::render_target,
reshade::api::format::bc7_unorm},
reshade::api::format::r8g8b8a8_unorm},
},
};
got bc7unorm => rgba8u working, not sure if faster, but definitely means i can do texture replacement now
because if i can load a rgba8u buffer from cpu, then i can load a texture from disk
ooh, can do bc7 to bc3 as well
bc7 => unorm / bc7 regular
no real difference
bc7 vs rgba8u
repeatable, so it is faster
but the issue is more that it's a 4096x4096 texture which gets trashed for cache
4.2% more fps
i can do more testing tonight if you need a steam deck / linux freak
i'm testing on my intel igpu
i can build this and you can try
but it's still cpu decompression which takes forever to load
might even take a minute, but after load benchmarkable
but data is data
bc7 => rgba8 (over cpu)
I'm no expert but I do know that the Xwayland HDR method is doing some fucked up swapchain shit since Xorg can't actually do HDR, so Valve has a hack to pull the data out of the application and forward it to the gamescope wayland compositor
no idea if that swapchain fuckery could be interfering with your /reshade swapchain fuckery
to test that stuff I can use:
https://github.com/CachyOS/proton-cachyos
PROTON_ENABLE_WAYLAND=1 PROTON_ENABLE_HDR=1 %command%
I can't help at the moment, but later i can
actualy i'll test this really quick fo ryou
okay, baseline test from this version:
1080p since 1440p was too close to 60fps
ColorGradeBlowout=0
ColorGradeContrast=50
ColorGradeExposure=1
ColorGradeFlare=0
ColorGradeHighlights=50
ColorGradeHighlightSaturation=50
ColorGradeSaturation=50
ColorGradeScene=100
ColorGradeShadows=50
FxBloom=50
FxBloomClip=0
FxDrawPauseMenu=1
FxGrainStrength=51
FxHDRVideos=2
FxHeroLight=50
FxHueClip=50
FxSaturationClip=50
FxVignette=100
GammaCorrection=1
ToneMapGameNits=203
ToneMapHueProcessor=0
ToneMapPeakNits=600
ToneMapType=3
ToneMapUINits=203
ToneMapWhiteClip=100
error 126 while loading the addon
alright, i gotta go, i'll be back later
Wait they were using compressed textures as render target?
That makes no sense.
These are loaded from directx image files on disc directly, pre compressed. Cooked assets.
I didn't even think these formats supported being a render target. AFAIK they can decompress on the fly but not compress.
The advantage would be in used memory and bandwidth of moving around smaller compressed textures,
But yeah they are probably slower to sample, but probably not dramatically
should I just use the one on nexus with default settings? Going to start the game soon. Thanks for the work on this!
probably best to use the github release that's the most up to date one
sent the link in the first message
sounds good thanks!
I think I found a weird issue. Or maybe a byproduct of the game being made for sdr.
The hero light seems to clips some light sources to white when it’s over top of them. I’m not sure if this is just the hero light “coloring” it because I believe it’s a white light or if it’s actually clipping.
Also is the film grain a new thing for this game or does replace a built in system? @keen lion
new, hollow knight 1 had grain, and i replaced it with my grain system. it was rather bad in general, and they removed it in Silksong. I just put it in for consistency (and also serves as a free denoiser).
Gotcha, thanks
I wonder why they removed it. Interesting
Do you have a screenshot?
I didn’t take one for some reason but I’ll take one when I’m home
do i use this version or the one pinned?
pinned, always
Ok
by the way, how do i install reshade on Silksong?
do i actualy run the exe this time ?
if anyone has gotten to the ||second lane fight|| it looks fucking insane with the mod
just unzip the dll
i just run the reshade with addon exe and it worked :3 by the way guys, what settings are you all using?
yeah that works too of course
HDR Look with 800 nits peak (172 game nits) and 100 ui nits
Ok :3 gonna try that
i put saturation clip down to 20. the d65 can look so off in highlights
vanilla / default / hdr-look / hdr-look +saturation_clip:20
vanilla looks terrible lol, great job
can't even see hornet
unless discord on macos is frogging up the image
could be, but also looks bad in chrome, so maybe not
Does this apply to the deck also? Or should I stick to defaults?
i have an LG C3
also in dark room/controlled environment
gotcha, i'll play with the settings a bit. tysm!
HUGE MEGA MASSIVE SPOILER WARNING
||Theres some weird blue on the "Black Silk." I've only seen it here. Its sorta kinda visable in sdr so im thinking it could just be a bad texture thats getting exposed by not being clipped.||
i'm only on act2 just now
||SDR for example||
can't be clicking stuff 😕
this will 100% spoil act 2 so maybe wait to look into this untill later then lol
im thinking its an example of a bad texture thats just getting exposed by sdr
i dont think its a reno bug
buts its minor
ive only found it in one spot
something to maybe fix, although idk if its possible, but not caused by an issue with reno
thats my theroy at least
does it fix with Vanilla Look?
lemme test
no
vanilla look actually just breaks it even further
in a different wat
way*
LOL
does vanilla/off look the same?
vanilla look?
very close
yeah id say its the same
idk how do give much more info without spoilers so ig just lmk when you get to act 3
vanilla/off should be the same as true vanilla, except for the 8bit binding (not worth replicating)
yeah i think it is
just the gamma correction makes it look different
okay yeah its the same
i turned off gamma correction
but the issue is still ever so slightly visable in the normal game so i think its a game issue
if that makes any sense lol
whats new?
add sdr options, more shaders, forced hdr option, remove swapchain proxy, use hdr10
oh shit
more sdr/performance stuff, except made hdr look use 25 saturation clip
what does removing a swapchain proxy actually do?
act 2 has more shaders, so it's just a more just in case
though most of that is only going to be when trying to supress bloom clip which is 0 by default
so its unlikely to be a visable change but techincally they were clamped?
no, by default everything is unclamped just by the 16bit upgrade
but people may want that clamping for whatever reason
at least for comparison
ah okay
||i've reached the credits but didn't see this...
||
If I had my HDR settings looking good, are there any new settings with the latest update I should take a look at and tweak?
only changed {"FxSaturationClip", 25.f}, for hdr look. Reset All resets to 203 for game brightness. only way to get the HDR reference white is by hitting HDR Look
more quality of life, ease of use stuff in this build
@keen lion ui brightness defaults to 200 instead of 203
how could you release something so broken
defaults to your Windows HDR ui slider
was it like that before?
ah
now it's whatever you have for Windows HDR UI slider
ill just set it to 203 then because i dont think you can get the windows ui to 203
i think it goes 200 then above 203 at the next notch
it's an int, so yeah
i just mean from an end user perspective
// SDRWhiteLevel represents a multiplier for standard SDR white
// peak value i.e. 80 nits represented as fixed point.
// To get value in nits use the following conversion
// SDRWhiteLevel in nits = (SDRWhiteLevel / 1000 ) * 80
ULONG SDRWhiteLevel;
like the people who set their windows to be 200 nits probably wanted 203
good ol' microsoft, using a ULONG for nits
same shit with decivce data
you cant have the eid or whatever its called be 1000
its 993 or like 1007 or some shit
comes up 1499
that's the default in SDR for me
but could be panel reporting and the HDR calibration number isn't available when in SDR
probably this
some monitors do their own internal fuckery when they get an hdr signal to my knowledge
might be intentional to say clip up to 1500 and the display can tonemap the other ~50%
@keen lion is it possible to tone done the itm on the cutscenes? 1k nits looks rough some times
it's kinda broken to be honest, might be better off or bt.2446
i had to do some weird stuff i don't normally do
also the act2 cutscene straight up didn't get scaled up
and when i pressed Home to check the devkit it skipped the video. had to watch it on youtube 🙁
like the intro to act 2?
oh i see
couldn't grab the shader either
no, it's itm
the somewhat official recommendation
Methods for conversion of high dynamic
range content to standard dynamic range
content and vice-versa
i just tried it. still kinda has the same issues.
im looking at the fast travel cutscene
hornets head is just a spotlight
so so bright
yeah, but that's ITM
it's full 100% white in the original
so that always maps to peak
you could limit the peak for the ITM seperately though, no?
generally i don't because it'll be inconsistent, but this is kinda borked anyway
its inconsistent anyway though, no?
shouldn't be, usually it's generally okay, but this isn't a 3d rendered game
3d rendered / real life doens't have 100% white normally
yes
i put the latest build on nexus
defaults are fine
it clips at 1000 nits
i was thinking would keep white balance, though i guess doesn't matter since it's by luminance
i forget if my grain is by luminance or not
or if it's per channel random
also so people don't complain about over peak nits
oh, but i guess that screws up contrast
so it should be after tonemap
hmm, but then... it also is screwed by game brightness
nah that is fine, moving it after
I thought grain didn't cause overshoot peak since it's only on shadows
I never saw it go over peak in batman I'm pretty sure
might have been cyberpunk things, but yeah makes sense
should basically be 1.0x in highlights
yeah, 80 contrast/100 grain is dark and gritty as you'd expect
0 grain for comparison
The last thing you mention here hopefully makes it possible to use Direct Scanout on Linux! I'll let you know.
Compositors on Linux AFAIK can't do scRGB and Direct Scanout at the same time
It's possible only with PQ
Confirming this!
uncapped bloom is making things whiter than they should be. bloom clip 100 will make it like vanilla, but i'll still look into it
there's hero light and hero glow 😕
only way to extra hero glow is by tracking the texture and the coordinates used
hero glow is massive
I’ve started to notice the texture banding/edges more
New version are super cooked for me for some reason? The latest snapshot from the mods page and the latest version from the nexus page. Had to revert back to 20250905b to make it look normal
Screenshot?
windows dolby vision mode screwing things up maybe?
Doubt it since the only thing I have done between these screenshots is change the renodx addon file from a newer one to older one 🤔
Tried resetting setting etc but nothing could get rid of that ugly oversaturation
screenshot of renodx settings
new addon actually turns on Windows HDR for you, which may have never been turned on
Both those screenshots look cooked honestly
Unless it’s a discord mobile issue
Or it’s an absurd peak that my phone can’t do
Wait are these not screenshots
Are these pictures of your monitor?
Bruh
Yeah
i intentionally made sure Windows HDR was turned on by default now because i couldn't imagine how many people don't turn it on or know to turn it on
that's a good qol feature
i sometimes forget to turn on hdr when i play a game with hdr
This is on a LG CX and I’ve done HDR gaming/tinkering since 2020. Always toggle HDR on on Win11 before I start to play anything HDR (if the game has HDR)
And yeah they’re pictures not screenshots, it doesnt matter really does it
no reason really why HDR10 should be borked, unless there's something else drawing on top of it, like a reshadefx.
this is what the UI brightness slider is doing for me on the new version
it adjust anything but the UI
what screen resolution? if you want to run a trace with https://clshortfuse.github.io/renodx/renodx-devkit.addon64 in that spot and send me the reshade.log that'll probably be enough and i won't have to ask a bunch of questions
somebody on nexus said:
I must have had a major saturation bug when launching the game. I don't know why, but when I restarted the game, it disappeared, and now it's very clean...That's why I modified my comment in the meantime. I'm playing with HDR Look, and I just set the thumbnail to 0. Otherwise, it's very clean...
I wouldn't say no to different settings from other users to see the differences, anyway, thanks, boss.
probably related
@night stream do you have borderless on?
I just updated the game (GoG) and the addon, works fine for me, with my old preset
Maybe try to restart your GPU driver, nvidia sometimes behaves strangely when you turn on a monitor after turning on the PC (Like dxgi independant flip not working, for DSC monitors turned on after boot)
That was it. I had fullscreen on, switched to borderless and works fine now 😅
i'm sure it's a custom shader that i don't have
i can't get fullscreen to work without hard crash
the game tries to change your windows desktop resolution
I had to disable reshade and renodx so I could change the setting
exclusive fullscreen does a bunch of nonsense and probably does custom gamma
I just got this with latest addon though..
It was crashing with them on
sdr/hdr switching. reshade fx stuff, not really the addon
Right, I had toggled HDR/SDR in reno ui
If I start in HDR and don't touch that, it works fine
well at least i'll be able to find why/where it crashes for others
are you enabling advanced color?
hdr first, fallback to advanced color
advanced color isn't just HDR
on laptops it's some other stuff
i know
it can mean to use the automatically calibrated display mode
and for some reason on some displays it breaks completely
i have a dolby vision laptop
that doesn't have HDR
but it's an optional flag. for the 3 people who have that, they can turn it off
because some windows versions don't have enable HDR
so advanced color is best you can do (and also what microsoft recommends)
the hdr on is partially undocumented because microsoft, of course
MS docs are a disaster
static bool SetHDREnabled(const DISPLAYCONFIG_PATH_INFO& path, bool enabled = true) {
if (GetHDREnabled(path) == enabled) return true;
DISPLAYCONFIG_SET_HDR_STATE hdr_state = {};
hdr_state.header.type = DISPLAYCONFIG_DEVICE_INFO_SET_HDR_STATE;
hdr_state.header.size = sizeof(hdr_state);
hdr_state.header.adapterId = path.targetInfo.adapterId;
hdr_state.header.id = path.targetInfo.id;
hdr_state.enableHdr = enabled ? 1 : 0;
if (DisplayConfigSetDeviceInfo(&hdr_state.header) == ERROR_SUCCESS) {
return true;
}
// Fallback to older struct
DISPLAYCONFIG_SET_ADVANCED_COLOR_STATE advanced_color_state = {};
advanced_color_state.header.type = DISPLAYCONFIG_DEVICE_INFO_SET_ADVANCED_COLOR_STATE;
advanced_color_state.header.size = sizeof(advanced_color_state);
advanced_color_state.header.adapterId = path.targetInfo.adapterId;
advanced_color_state.header.id = path.targetInfo.id;
advanced_color_state.enableAdvancedColor = enabled ? 1 : 0;
return DisplayConfigSetDeviceInfo(&advanced_color_state.header) == ERROR_SUCCESS;
}
DISPLAYCONFIG_DEVICE_INFO_SET_HDR_STATE
Yes I do exactly the same thing 😄
static bool GetHDREnabled(const DISPLAYCONFIG_PATH_INFO& path) {
DISPLAYCONFIG_GET_ADVANCED_COLOR_INFO_2 advanced_color_info_2 = {};
advanced_color_info_2.header.type = DISPLAYCONFIG_DEVICE_INFO_GET_ADVANCED_COLOR_INFO_2;
advanced_color_info_2.header.size = sizeof(advanced_color_info_2);
advanced_color_info_2.header.adapterId = path.targetInfo.adapterId;
advanced_color_info_2.header.id = path.targetInfo.id;
if (DisplayConfigGetDeviceInfo(&advanced_color_info_2.header) == ERROR_SUCCESS) {
return advanced_color_info_2.highDynamicRangeUserEnabled != 0;
}
// Fallback to older struct
DISPLAYCONFIG_GET_ADVANCED_COLOR_INFO advanced_color_info_1 = {};
advanced_color_info_1.header.type = DISPLAYCONFIG_DEVICE_INFO_GET_ADVANCED_COLOR_INFO;
advanced_color_info_1.header.size = sizeof(advanced_color_info_1);
advanced_color_info_1.header.adapterId = path.targetInfo.adapterId;
advanced_color_info_1.header.id = path.targetInfo.id;
if (DisplayConfigGetDeviceInfo(&advanced_color_info_1.header) == ERROR_SUCCESS) {
return advanced_color_info_1.advancedColorEnabled != 0;
}
return false;
}
both DISPLAYCONFIG_DEVICE_INFO_GET_ADVANCED_COLOR_INFO_2 and DISPLAYCONFIG_DEVICE_INFO_SET_HDR_STATE have no description on msdn
i think it's 26100 sdk (win11)
we could do a PR for that
they probably don't know what they're going to do with it yet
but it works on win11 at least
advanced color is just a windows 10 fallback at this point
exclusive fullscreen does a subregion copy, that explains it
there's no point in supporting exclusive fullscreen, but i should figure out why it crashes
got cooked colors with exclusive fullscreen, so it was that. i'll throw up a warning
ah it crashes for me too
i haven't debugged as it's trash and useless so
Old habits die hard. I still use it because back in the days it was recommended for VRR to work properly or something like that. Blurbusters g-sync article still recommends fullscreen for DX11 or older titles. Though I feel like this was the first time exclusive was causing HDR problems
exclusive fullscreen doesn't exist in dx12, silksong is dx11 though so understandable why it still has an option there i guess
Sounds like misinformation or outdated information, honestly:
With the release of Windows 10, we added Fullscreen Optimizations – which takes full screen exclusive games and runs them instead in a highly optimized borderless windowed format that takes up the entire screen.
https://devblogs.microsoft.com/directx/demystifying-full-screen-optimizations/
Flip model presents go as far as making windowed mode effectively equivalent or better when compared to the classic "fullscreen exclusive" mode. In fact, you may want to reconsider whether your application actually needs a fullscreen exclusive mode, since the benefits of a flip model borderless window include faster Alt-Tab switching and better integration with modern display features.
It's only relevant for Windows 7
Probably only makes sense in the context of exclusive fullscreen in Windows 7 vs not when not using flip. But flip model (required for HDR) is better
Ya iflip model fixed all of that since win8
Enable this in Windows 10/11 in "Graphics Settings". Should upgrade any games to use newer proper borderless, no point in exclusive fullscreen with that.
You can always double-check if it works on these old games with SpecialK or PresentMon
i did some general texture debanding and just doesn't help the textures. needs replacement. well, at least i have a dither system
baked banding
and because it's an atlas texture, you'd have to hard code which texture is the hero light glow and then manually expect the sampling coordinates to see if it's the one you want
you're better off doing texture replacement
it's just completely clipped in the texture itself, they dun goofed
posterized to show the clipping
need to finish the game because textures have spoilers 
the downsides of modding a good game lol
real
this might not be the best idea for mods with SDR support. You'll also be forcing HDR on on panels that "support" HDR but look like ass.
Heya All, We're getting close to finalising the second post-release patch for Hollow Knight: Silksong. Where the first patch dealt mainly with critical issues, this next one focuses on a few still remaining, while also cleaning up some bugs around specific tools. The current version of that patch is now live on the public-beta branch (version: 1...
Added Dithering effect option in Advanced video settings. Reduces colour banding but can slightly soften the appearance of foreground assets. Defaults to 'Off'.
I had my own dithering. Won't fix much unless you fix the textures
But compared to 8bit way better
if they bothered adding dithering any chance they couldve updated the textures?
doubt it tho
The current version of that patch is now live on the public-beta branch (version: 1.0.28626) if you'd like to test it for yourself. Expect a few more additions and tweaks before full release.
you can check it out already it seems
oh true
no way
bless steamdb
dumping rn
They would have said so. I doubt they did. There's only some textures that are bad. Not everything. They're too different issues
16bit fixes compositing 8bit on 8bit so it barely needs a ditherer
They're fixing 8bit composition which renodx doesn't use
Renodx will still be limited by bad 8bit textures with baked banding
good for non renodx users at least
Yeah. Obviously higher resolution would be better, but the banding is baked and the largest offender. I can look into actually redoing the textures after I beat the game.
not sure if these are the right ones but
Yep those
I did add dither to just that in realtime and didn't do much. Or you dither is so much you can't see jack
yeah honestly im fine with how it looks with your dithering
I have grain on when I play which is kinda the same
Though real dither would apply to all luminances
oh i also have hero light kinda low too so i guess that makes it harder to see
It's part of another shader which I was thinking of calling hero glow
It's what makes characters turn white when you walk by them
And the glow is that texture from above^
oh really
didnt know that was separate
is all lighting texture-based or is there any procedural stuff?
All compositing I think. Maybe hero light is the only procedural
Bloom is technical mixed. Both a texture compositing and procedural
wait what
i thought for sure hero light was based off a texture
even though its just a circle lol
cos the banding
Might be amplified by the glow. Will check. But the game really needs new textures first and foremost
yeah
it's the same texture
hero light and hero glow both use the same megatexture
so fix that texture and banding is fixed on both
yup
wonder why steamdb tracked an update though?
oh wait that was prob diff
yeah not the same texture i think nvm
yeah i just mean i guess they mustve changed some other texture for it
i'm going to file with the team, see if they respond
that would be awesome
highly doubt it though
by the way - with gamma correction off it just uses pq in hdr right? so its not needed?
gamma correction is needed for hdr
basically always, in all hdr
only reason not to is because your display is on SDR which does 2.2
that doesn't exist in HDR
ive read through the whole windows srgb/2.2 mismatch, is it because of that
not entirely
srgb/2.2 mismatch with Windows HDR is how it handles SDR content. the game is outputting in HDR, so it's kinda separate
yeah thats what i figured
we just don't handle SDR like Windows HDR would
we take the game output and do 2.2 on it, like a SDR display would.
so i renamed it SDR EOTF Emulation, instead of gamma correction
SDR would take the signal decode it as 2.2. It's a misnomer to really say "Off". Because you have to choose a way to decode SDR. "SRGB" decode is the default or off
except when in SDR, you do "SRGB" so the display does it as 2.2. it's weird
ohhhhh i see what youre saying yeah
the textures are already in srgb, because that's how they work
wait so do monitors in hdr mode always use 2.2 or pq?
so if you never decode the textures (and just overlay them), they're essentially in srgb the whole time. then your SDR display comes and decodes it as 2.2
monitors do PQ, which is just a transfer. it's not a custom look or gamma like CRT/SDR does
it's 1:1 what the display outputs
SDR being screwed up and special numbers is one of the major issues with SDR. not standard, or a mix of them which ends up meaning no one standard
in SDR what you output isn't what is display. it gets morphed by the display and you have preadjust for that
it's kinda insane
HDR doesn't have that. PQ Encode on graphics card out. PQ Decode on display
1:1
right ok
the official encoding for SDR depends on where in the world you are, what your environment is, and what year you're talking about
and the official decoding for SDR didn't exist until like 2005. it was just "kinda CRT-like"
but games like silksong were presumably designed around 2.2 right?
they weren't really designed at all,so you take SDR monitor default decode which is 2.2
yeah
official standard is called bt.1886 (2.4) and nobody grades to that outside of netflix
i don't even know what youtube is graded to. it's graded to what people use more. i don't even know if youtube is 2.2 anymore. might be "whatever the hell iphone does"
SDR is "whatever the majority of users are doing"
i hadnt even considered stuff like that
so its best to set emulation to whatever the base game was created using right
which is usually 2.2
yeah
i've legit only seen Ghost of Tsushima actually want 2.4
and do the proper SDR encoding for bt.1886
most games encode in srgb (do nothing) or use a 2.2 lut,
how cinematic 😍
but no game is asking you to turn on SRGB EOTF on your monitor (if it even has that mode, since my LG legit doesn't have it)
confusingly monitors refer to srgb: the color space (same as BT709), not SRGB the decoding
yeah lol
so "srgb" options on monitors can be vague
so is renodx stepping in before the tonemap and thats why it has its own gamma setting
it's a final thing that affects everything, including UI
everything is srgb encoding, and the final pass decode everything as 2.2, like a display would
yes ok that all makes sense to me now
that simplifies dealing with stuff. because, for example, UI shaders don't need to be decoded and encoded back to srgb. you can leave them alone
but for tonemapping. it decode as srgb, tonemaps, and then encodes back to srgb.
only what's called bg-srgb, which supports more than 1.0 values, and negative values for BT2020
(bg = big gamut)
lol i like that
there's some slight special math for peak nits, because it sets to a peak that will be, for example, 1000 nits, after the 2.2 decode
thanks so much for explaining! planning on seeing if i can work on a mod myself sometime soon so its super helpful
is it like a non-linear equation
yeah
though the variable for the tonemap to know to adjust peak nits because there will 2.2 at the end is the same variable used by the final output pass to know how to decode
yeah just the inverse right
float3 ApplyRenoDRT(float3 color, Config tm_config) {
float reno_drt_max = (tm_config.peak_nits / tm_config.game_nits);
[branch]
if (tm_config.gamma_correction != 0) {
reno_drt_max = renodx::color::correct::Gamma(
reno_drt_max,
tm_config.gamma_correction > 0.f,
abs(tm_config.gamma_correction) == 1.f ? 2.2f : 2.4f);
} else {
// noop
}
#define GAMMA(T) \
T Gamma(T c, bool pow_to_srgb = false, float gamma = 2.2f) { \
if (pow_to_srgb) { \
return srgb::Decode(color::gamma::Encode(c, gamma)); \
} else { \
return color::gamma::Decode(srgb::Encode(c), gamma); \
} \
}
so... take peak (max), then do pow_2_srgb
(inverse of what swapchain does)
ok so then i dont even have to worry about the maths lol
oh definitely not. the whole framework is built for devs to just focus on the unsolved aspects. mostly everything else is already "solved"
unsolved being game-specific nonsense
(upgrades, shader patching, etc)
yeah awesome, thats what i was hoping
there's a lot of defaults. so some mods end up being a couple of lines
i rewrote the bioshock mod because the current one wasn't working: https://github.com/clshortfuse/renodx/tree/main/src/games/bioshock-alt
hmm i havent looked at my game properly yet but i have the feeling i might have to mess with its tonemapping
other than boiler plate, i just did one shader patch: ```cpp
r0.xyzw = s_bloom.Sample(s_bloom_s, w1.xy).xyzw;
r1.xyzw = s_framebuffer.Sample(s_framebuffer_s, v1.xy).xyzw;
r0.xyz = r0.xyz * bloomAlpha * CUSTOM_BLOOM + r1.xyz;
o0.w = r1.w;
// r0.xyz = saturate(sceneBias * r0.xyz);
// r0.xyz = log2(r0.xyz);
// r0.xyz = float3(0.454545468,0.454545468,0.454545468) * r0.xyz;
// o0.xyz = exp2(r0.xyz);
if (RENODX_TONE_MAP_TYPE == 0.f) {
o0.rgb = saturate(sceneBias * r0.rgb);
} else {
o0.rgb = renodx::draw::ToneMapPass(sceneBias * r0.rgb);
}
o0.rgb = renodx::draw::RenderIntermediatePass(o0.rgb);
(comments are original)
yeah looking through, that really is pretty small damn
and one upgrade ```cpp
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = reshade::api::format::r11g11b10_float,
.new_format = reshade::api::format::r16g16b16a16_float,
.use_resource_view_cloning = true,
});
which isn't really required either. that just allows bt2020 colors
best-case scenario, all you have to do is resource + swapchain upgrade right?
you want to pass ToneMapPass somewhere so you get all the grading options, but the defaults handle all that
like what is user peak, is there gamma correction, what's the render/ui ratio. all that is handled
it's rare for a game to be in SDR most of the time. there's usually one specific where it goes HDR down to SDR, either by tonemap or clip
hollow knight is SDR the whole time, so a rather separate case. it's a 2D game, so it composites differently. but 3d engines are almost always in HDR until some final stage
so you just have to find the shader that clamps and rewrite?
so when looking backwards it's output => ui => postprocess/tonemap => render
right yeah
sometimes modifying the shader enough. but sometimes that shader that tonemaps/clip also writes to an SDR texture, so that has to be upgraded
because, if you're going to go from 16bit precision down to SDR output, there's no reason to 16bit at the end either. so it's kinda expected to clamp down to 8bit
ah yeah
i took a look through renderdoc a little i guess that should make finding if that happens easier
a common way is to render in hdr, go to 8bit srgb, and slap it on the swapchain or some intermediate buffer (sometimes for stuff like motion blur). then you can slap UI (already 8bit srgb) on top of the 8bit srgb render/postprocessed
for something like that do you have to identify the 8bit tonemapping shader
and just rewrite so it passes through as hdr?
to a proper swapchain too
you can usually find the hdr render at some point, see it in all 16bit glory, and then watch all the numbers go to 1.0. it almost always is a shader because a 16bit texture can't be copied to an 8bit one. there has to be a shader involved somewhere
even if the shader is return texture.Sample(position)
oh wait so that should totally show up in renderdoc shouldnt it
having never used it before i was suprised at how intuitive it was
will def hop in with reno devkit though yeah
fuck it i might take a look rn
renderdoc is much better in some ways, but devkit is kinda built for what we're looking for
renderdoc doesn't prioritize what we're looking for, which is tracking textures, their formats and tracking shaders
renderdoc is more interactive for passes
yeah makes sense not as focused
like, you know what you're looking for
as a dev of a game you built, it makes sense. for post process modding, not as much, since you don't know immediately what to expect
shader tracking in renderdoc is much, much more involved
yeah honestly even sk seemed a lot simpler for shaders
I've seen some claim that luma has less banding?
Placebo. It's the same. RenoDX has film grain which is just the same as aggressive dithering. Problem is textures
I tried to improve the hero light texture and load it with SpecialK as RGBA16, and it would still have banding (with hero light set at 30 it's clearly visible and same)
it was quick and dirty test (basically blurring it) so maybe that's why, idk...
(I tested and SK was clearly loading that atlas texture)
you can throw a lot of noise/dither on it, but fixing it by hand is the best option. can't use renderdoc on xbox games, or else, would dump it sooner
well, since it's just texture, pix is fine
uh, did they cut this out by hand 
I could send it to you, though you should be able to dump it with SpecialK easily, as it's D3D11
Render mod tools, used textures
you can drop it here
i'm more surprise pix doesn't let me dump
i don't think gradients are copyrightable
also fair use
ah i can dump, right click save as
got in paint.net
i could they didn't notice the banding because they probably authored it like this
Hollow Knight Silksong_Data\StreamingAssets\aa\StandaloneWindows64\atlases_assets_assets\sprites\_atlases\core_glows.spriteatlas.bundle is the file
no need to add special texture handling stuff
this works to unpack it https://github.com/nesrak1/UABEA/releases
the asset has the raw dds without the header, so texture replacement is going to effectively be the same. not much more information except how to map the atlas (no lossless rgba32 data)
less spoilers. time to beat the game
Can you replace it with a "better" format ? (less banding)
At least SpecialK can let you replace textures with another format
if the character glow texture is fixed across the whole game, and the main source of banding
a similar texture could be generated live in the shader based on distance from the center of the sprite
you'd have to know the position of the atlas texture and i think that's in the vertex shader, then you have to do special stuff like checking of the position is between min_max x and min_max_y
you might as well just generate on top of the dds and replace it
it's 32bit rgba, could be done in photoshop
you don't need to engine/graphics mod either. just bundle it again, it's in Hollow Knight Silksong_Data\StreamingAssets\aa\StandaloneWindows64\atlases_assets_assets\sprites\_atlases\core_glows.spriteatlas.bundle
it's Unity 6000.0.51
Feels like Elden Ring all over again and definitely lived up to the hype. In Elden Ring I had a couple moments of holy shit the map is huge, and I'm getting the same feeling over and over in Silksong.
good to hear, cant wait to play it myself
btw i was doing some testing of rtss vs reno limiter. Really happy with the results i can basically get rid of rtss outside of games where i cant use addon build
First 2 are RTSS, last is RenoDX cap
RTSS might still be a super tiny bit more consistent
rtss has reflex so
wym
i dont do that i think
atleast anything reflex is disabled in rtss settings, not sure if it still does anything in the background
I use SpecialK but yeah RTSS with reflex limiter should be as useful for a game like this imo
I have like 33 hours and I am still finding new areas lol
Probably around the end of act 2
Slightly unrelated, but I've never used RTSS before for frame capping.
But ... is there a feature in there, or any other tool, where I can assign different FPS capo on monitor level?
I want my OLEDs to do 144, while others to do 120, that kinda thing?
Instead of app based, just wanna put a global limit on panel itself.
SpecialK save the frame limiter by monitor, so if you do Win+Alt+arrow key to move the window to another monitor, it will adapt
Though you have to set it once for all app, for each monitor lol
Maybe you cam do what you want with the default_SpecialK.ini 🤔
Yeah, I know about SK. It basically saves it as a profile for each panel, and it's neat.
But that's not a global option.
And I can't use SK in every game.
But that was definitely one of my fav. features of SK.
People say SK doesn't work well with RenoDX but the rare case it is true, it works fine as local inject.
Anti-cheat games ?
Works fine for most gacha, but yeah...
It doens't work fine with local inject, I've been using SK for years and there's a reason Kal left this server.
It's a black box when it comes to compatibility between those two.
Same setup can work for you, and not for me.
And vice versa.
And yeah, anti-cheat games.
And overall compatibility issues as well, as I just opt to use RenoDX by default in games.
As they're more transformative than QoL stuff SK offers me.
yeah for me SK and Reno was big no together in many games
In a perfect world, I'd love to use both but no.
I had to work ass backwards to make sure AC Shadows continued working with RenoDX after patches
Found random ass fixes that I reported to Kal as well.
i.e. disable FG in ini and launch game, and it'll work fine
But if FG is enabled, it'll crash.
Can enable FG later in-game once launched and it'd work etc
So, yeah.
PainCentral.jpg
For a tool that is supposed to take away pain points.
Not to mention, performance hit.
I had a good 5-6fps hit with SK + AC Shadows with central install.
Local install worked fine.
Kinda offtopic btw
i almost one shot the "final boss", surely to end act 2 but had stuff in my inventory and wishes not completed, so didn't retry. tried to finish out the map like i did before end of act 1. still going
Or maybe it was more than that, I forget.
not this server
. though we do most of our dev talk in the reshade discord.
also lets crosire jump in and apply fixes, just better there
makes sense yeh
Injecting reflex in the reno frame limiter would be cool 🙏
i think pmnox did it in his addon
fps limitter is like a couple of lines i wrote in a day
Having to launch rtss and close it depending on games I play is painful
@keen lion in case you care about the framecap testing i did between yours and RTSS front edge
in silksong in this case
🙏 i saw. i have an every 5 second recompute event. might hiccup the graph. i wonder if that's noticeable
basically theory is it's running fine but you can't know you're oversleeping if you don't relax it one cycle
i had a separate sleep method, but honestly that line is so flat, it's hard to make it better
if i zoomed out a bit so its not in sub milisecond territory you wouldnt be able to tell shit
yep
it works on emperical testing, which trusts nothing, no clock cycles, no advanced sleep timing, no windows API to try to sleep
ill probably still use rtss because i can use it globally and set it once
but yours is very good
i have a commented-out, second timing method, but hard to tell one flat line is better than another
if you have any "test build" i can check it out
Will you compare with this one (with reflex) @atomic ferry ?
I guess it should be as good as SpecialK VRR optimized with reflex injected 🤔
isnt that the same one
The one linked din renodx readme ? No
This one has nvidia reflex
compared to renodx-fpslimitter? pmnox's has reflex i think
I wonder if it works more like "normal" or "vrr optimized" in SK 🤔
With reflex in both
vrr optimized is just that it does some offset
for my my 165hz i would cap at 156 or 157
i just do 156 manually to be safe
@atomic ferry i dumped one with the RENODX_FPS_LIMIT_HR_TIMER flag set in #🧑🍳early-access-feed
Hmm not sure, I mean you can still click the green button to have that headroom even in normal mode.
The vrr optimizer is in the list alongside gsync mode, while the vrr bias is a green button
// Use sleep/timer for as much as reliably possible
auto wait_duration = time_till_next_frame - busy_spin_duration;
bool changed_busy_spin_duration = false;
if (wait_duration.count() > 0) {
#if defined(RENODX_FPS_LIMIT_HR_TIMER)
static const HANDLE WAITABLE_TIMER = CreateWaitableTimerExW(
nullptr, nullptr,
CREATE_WAITABLE_TIMER_HIGH_RESOLUTION,
TIMER_ALL_ACCESS);
auto remaining = wait_duration;
auto ticks = remaining.count() / 100; // 100ns ticks
while (remaining.count() > 0) {
LARGE_INTEGER due;
due.QuadPart = -ticks;
SetWaitableTimerEx(WAITABLE_TIMER, &due, 0, nullptr, nullptr, nullptr, 0);
WaitForSingleObject(WAITABLE_TIMER, INFINITE);
remaining = next_time_point - busy_spin_duration - std::chrono::high_resolution_clock::now();
}
#else
std::this_thread::sleep_for(wait_duration);
#endif
rtss has that as well btw
that's it, one is thread_sleep, the other is https://learn.microsoft.com/en-us/windows/win32/api/synchapi/nf-synchapi-createwaitabletimerexw
That's needed for accurate reflex yeah
reflex needs before present and after present. which needs newer reshade
reshade never gave us after present until pmnox asked for it
ok so display commander shows the proper cap as well, neat
What is available in "fps limiter mode" ?
in mode this
i dont need scanline sync
ill have to test each injection type i guess
tooltips dont say which is the best mode for frame present consistency
Display commander cap Option 0 / 1 / 2
0 seems best
early access test build @keen lion
seems noisier than what's on the repo?
the early-access build is the same timing method as SK
i would say so
can you do a/b of latest vs EA so i can more easily compare
sure
i have my doubts that constant pinging/callback of ticks. would probably get wonky. basically asks 100nanosecond callbacks, and probably harrasses the system so much it starts affecting other things. probably stealing CPU from other threads, causing scheduling issues
maybe but then again, this is very clean overall, we are in sub milisecond analysis here
ill try the ingame and driver cap for the fun of it
just to double check for the current (non early access) i use the one linked in utilities there right
yeah, that would work fine

Github vs EA
ive tried making the graph exact same size of 6.8ms to 5.8ms
Github defo cleaner overall but had higher max deviances
probably at that 5 second resync
because it's legit sleeping for most of the time whereas the other one is constant polling
I'll redo the display commander ones to make it more comparable
displaycommander mode 0 in comparison
Would be cool to see SpecialK vrr with reflex on+boost and vrr optimized/normal cap
But yeah displaycommander looks quite nice aleeady
isn't that no frame limitter mode?
talking about these injection modes
my bad
random RTSS lies of P i have lying around in the same 1ms graph window
so yeah displaycommander 0 and rtss front edge probably as clean as it gets
latency on fps limitter is probably from computing the 1% lows
because ea is the same method as display commander
but still has the histogram numbers
for transparency all results are Gsync + Vsync forced in NVCP
As it should be for purist frametimes

@rocky surge cooked 👨🍳
i would try SK in Silksong but i have reno installed and probably will want to rip my nosehair out trying to make it work together

i'm pretty ignorant on this. i just did math for the fps limiter
should it be windowed as well?
nah full screen is fine because borderless is also considered that
i found that many applications that arent games really dont like it when they have vrr, which they get when you set windowed there

man

looks so nice with reno and the music
there's hdr yellow i've never seen before (not there, fyi)
because yellow turns to green in SDR

well you see the settings bottom left in the beginning
i just adapted your hdr look preset slightly
as in, because of this game, i've seen new colors
yeah, there are some nice flash bangs in this game
reasonable as well, which is just explosions
there's a purple one late game
well, late act2
sadly most people will never witness the beauty of this in hdr because they arent aware of reno or dont have a good HDR screen
but i guess that goes for all games
i have not finished the first hollow knight yet so im on really fucking around with HDR in Silksong, not actually playing it much tbh
i don't dwell on it. it's why i say i make games for me, because the alternative is rather depressing
i could go back to hollow knight 1 and the newer tonemapping stuff, probably should
it just bleaches things white a bit more, so not more colors or anything
certainly a healthy stance heh
ill probably wait if you do make some changes for OG hollow knight even if its small

probably takes about 15 minutes. could do it later today, including the SDR/HDR thing
the game also shares some shaders
sounds good hehe
no worries if you dont find the time tho lol, i have plenty other shit to play
the second isn't really that tied to the first, but has different mechanics, so you're probably better off with HK first for consistency
there are some elements that play on your possible expectations having played the first one, but they are minimal
i thought it was prequel until 30 hours in
then looked it up and it's a sequel instead
much much later on (like, end of the game) there's some nudges to HK
According to Team Cherry developers, Hollow Knight: Silksong is a sequel that takes place after the events of Hollow Knight.
I don't think it's required to have played HK before Silksong, but those references will look neat when you encounter them
i like to understand even slight references tbh yeah
i'm pretty sure they originally said it was going to be a prequel, but the game was planned years ago
lore nerds will insist you have to play it probably 
the lore rivals Kingdom Hearts
i don't understand it, nor do i plan to. but it's not forced on you either
very convoluted
Learn the lore and story of Hollow Knight, a gripping tale surrounding the Eternal Kingdom of Hallownest's fall and the spread of an ancient plague.
Become a lore luminary:
https://www.patreon.com/thelorebrarians
Listen to the podcast:
https://thelorebrarians.buzzsprout.com/
Contact:
[email protected]
More Lore Documentaries:
Lies of ...
can't even get it explained
also, don't watch that if you're going to play the game
2 minutes in. already lost
and i 112% the game
though the way this guy narrates doesn't help. he's not trying trying to explain. he's basically talking in prose
lore usually goes over my head pretty quickly
trying to sound whimsical, which is horrible for an explanation video
that does indeed sound bad
it's not a "look, there are these dude and these dude"
i mean ive watched a bunch of lore stuff on dark souls, which is very hard to grasp unless you read every item description and read up on wiki or watch videos on it
im sure itll be fine xd
i also recant what i said about kingdom hearts. i'm pretty sure there's a 6 to 8 hour explanation video that ends with "look, it doesn't make sense but you at least understood enough to know what they're talking about"

I am so over lore videos trying to do story time. just gimme the facts presented in an orderly fashion
i'm watching/had-watched this one https://www.youtube.com/watch?v=0XDiWYFGGqY
It's been three years to the day since Team Cherry's Hollow Knight was first released on PC. Join me as I chronicle the lore of Hallownest from the very beginning to the multiple endings. If you're a long time subscriber, thank you for the ongoing support. If you're new here, I hope this video captures your interest.
If you want to watch this v...
doesn't take it seriously
this reminds me of the crazy stuff in tunic. tunic the enemy sound effects can be translated if you slow them down and decode them, they're actually saying something
but tunic is definitely on a whole other level since the mystery of the game is core to the gameplay
Dude the first time I tested tunic Reno I was like bro did I install the wrong fucking language or sumn?

i see, yeah that adds up with my findings
0 for sure the best in my measurements
im always for the best pacing
way more important to me than having the very lowest input lag possible
in RTSS i always use front edge sync for example
in my testing that was the best for pacing
but has small lag penalty
i cannot tell the diff in input though so..
I would argue RTSS is still slightly better but its really close
left is rtss
Capframe X
great frametime capture tool
yeah
in general with display commander the vast amount of framtimes is actually closer packed together than rtss but it has more outliers
if you can fix those somehow then yours would be even better
i was doing some testing with 24 fps cap and you can measure crazy detailed frametime variations kek
sure
that is a lot worse
@rocky surge
wait fuck sorry
it remembered the settings i had from testing earlier today
i was on mode 2

@rocky surge this is the correct result for 0
green is official, black is the first test build
hard to say
the outliers arent as bad
but the ones that arent outliers are not as tightly packed together as green
ill test new build now
green still public build
basically identical
i realized that if i use the volume dial on my keyboard and the windows volume indicator pops up, my frame rate tanks
i'm sure it's MPO related
Give me a few mins I’m not on my pc right now
What about SpecialK "Low latency - VRR Optimized" mode ? (with reflex+boost enabled)
In the dropdown with "normal" and the gsync one
Are you sure you're not talking of auto-vrr mode button ?
so your reflex mode is same as normal mode + nvidia reflex in SK ? 🤔
oh mb it's in the readme 😅
i the reno nightly the wrong one???
thats what ive been using for all these tests

nah, should be based on a nightly ver recent enough
if it loads, should be fine lol
this
linked in welcome channel

yeah
ok trying the last display commander now
btw is it fine to have the present pacing delay at 0%?
should i try something different?
ight
ah i see
yeah if i set 100% or so i cant even reach 157 fps
itll drop to 140 or so
oh this seems really good
I tested SpecialK vs Display Commander in a few scenarios
180fps cap on a 240Hz display, where I can easily go to 300+fps
@rocky surge @atomic ferry
I wouldn't have guessed SpecialK "low latency" to be this worse than the normal one, in terms of framepacing, damn
lowest latency is basically guaranteed to have worse pacing i think
Yeah, though to test latency, best would be to have these hw thing on the display too lol
you always trade off a small amount of latency to get better pacing
It seems SpecialK normal + reflex is better than Display Commander (variants and peaks)
idk how SpecialK low latency reduce latency that much (compared to nvidia reflex)...
yeah this
like thats superb
im not sure sk gets better than that
Green is normal Display command, teal is your latest build
way less and smaller outliers
That's SpecialK normal mode + reflex+boost at 180fps framecap (below reflex ofc)
a few big spikes are probably a "game skill issue", but yeah
With RenoDX framelimiter added
(btw it's Display Commander 0.3.1, not nightly)
try the one i used
ah...

Ok that second run with SpecialK normal mode + reflex+boost is crazy lol (beside the unity game engine skill issue)
@atomic ferry
trying SK rn without any reshade or reno
ah nice silksong crashed
god how i hate this tool
SK + Reno in HK:S works for me fine, in local inject
with the game in borderless first
Ok so. SK Normal + Boost | Display commander latest test build both zoomed to the exact same millisecond window (6.52ms upper 6.22ms lower)
had to crop out the first 10 seconds on SK because it was stuttering which i never had on other limiters kek
SK by default will start with vrr optimized on a vrr display
need to force it to normal
i have
looks worse than what I got, weird
You should just do both a 10sec capture with some delay, and restart the app so the window zoom is at "default"
You did something like this ?
Right click the framerate number and tick vrr bias basically
or well if "auto-vrr mode" is enabled (green box), should work, but idk, you wouldn't have SK normal framelimiter enabled... though reflex should replace normal anyway...
I got better framepacing on my end, with a 180fps cap 🤔
in sk itself it looked very good but thats not what came out at the end iunno
you use the hotkey to capture, without changing window focus right ?
depends on what "graph measurement" you use
Looks like you don't have game mode enabled for that game, or you use a weird power plan, idk...
end-of-frame is not the default for reflex, it's start-of-frame
Also I would capture without SK window opened, it can stutter when you hover over stuff and move the cursor
i dont have windows gamebar, thats why

wasnt open
and i chose end of frame because SK says it better

it's rarely worth it though, afaik
also in silksong lower latency is a good thing lol
yeah idk, feels like another framelimiter is running behind the scene and conflicting
iunno cant be bother with sk anyways
Works on my machine ™
I literally never have issues with SK + reno lol
if it behaves weirdly, I do local and that's it
happy for you
SK is not smart enough to use only one ? lol
So invictus is using reflex above (well, both running), while I am using "normal" because I set it below the reflex cap ? (180 on 240Hz)
that makes sense
hmm, so reflex is basically useless when you use a framecap way below your refresh rate ?
Or it still reduce latency by doing smart thing in the game engine or smth
I see, interesting, thanks
though I am a bit skeptical 180fps with "normal mode" would have significantly more latency than 224fps reflex+boost
I mean a few ms at most...
did cap it at 144 in sk to see if that makes any diff, reflex shouldnt interfere here i think?
165hz
reflex cap there is 157.4 or sumn
sk does 156.63 with the 0.5% offset
Or that, yeah
anyways gotta sleep
hope i was able to help somewhat

wow you're recording 60sec, that could be why it visually looks worse compared to my 10sec recording lol
Maybe a unity game is not the best thing to compare framelimiter lol, they all have "big" random spikes from the game it seems, even SK normal mode
Could be the engine garbage collector or a script or smth
Well a longer recording should smooth out the jankiness of the game/engine
low latency mode is different from reflex, right?
it's the thing in nvcp (also available by right clicking some stuff in SpecialK iirc)
@keen lion what’s your current main objective? Just curious how far you are
only have "Silk and Soul" wish
just grinding looking for stuff though
missing two fleas as well
just slapping walls until something opens up because i know where i need to go, but can't find a path
There's an NPC you can pay to get fleas locations btw
idk if it can show all of them though
yeah, i have two left, can't get to them
just floating icons on a map. can't get a way to them
actually 1 left
I installed the teleport mod just to skip the runback to Last Judge boss lol
Though there's another way to get into the citadel
running around looking for secret passages was fine, except now i bought everything from every shop so i'm just wasting time, nothing to grind
maybe i'll complete the bestiary
i just found a weak wall in the citadel but it was to enable getting an item, but i already got the item by cheesing (bouncing on spikes)
Can you send a pic of your map? I’m curious
Cause I have a feeling a know what flea it is
and i definitely did unintended strats for the citadel, probably sequence breaking
got important movement mechanics after already having faced the final boss
(i'm assuming for act 2)
got it, lol, i think (edit: yeah)
i assume you mean ||double jump?||
i dont think you have to sequence break for that
what requires it?
||clocktower section, the final jump requires it or you have to have enough silk to LT twice||
er, wrong button
||can you not just clawline for all of it?||
||also i never would have found that flea cause i had no idea that area even existed. I had to look it up lol||
||oh you know what i just had 2 silk hearts at that point||
|| section has two hooks you have to clawline, but you have to jump over the saws with double jump to clawline again, i did it with 4 clawlines, instead of 3+doublejump ||
||you can just pogo the saws, no?||
|| i don't think so, not those ||
legit i was doing it and i'm like. i'm missing a move, and i know what move i'm missing
lol
for what i saw there were a ton of people beating the game without it cause everyone forgets that other area exists
when you have no silk left, it's clear you're missing a move
well got all the fleas, let's see what i get
pretty sure i'm missing one memory locket as well
i.. have no way to reply to that without spoiling i think
just hoarding them hoping there will be another || crest||, because i don't like any of them
i will not accept ||reaper ||slander
is there a dedicated place for this topic? I feel like alot of the information here will get drowned over time
maybe make a thread in Lab or something?
or a forum post in mods like DLSS Fix

which strategy causes more severe VRR flicker?
this video took a few days to make but I had a lot of fun making this.
its kind of a parody of Ubisoft game design . but mostly its a funny video. hope you'll enjoy.
Game - Hollow Knight: Silksong
brooo this is so painful
because its so real
git gud!
need to finish the game now. youtube algorithm is just silksong spoilers now
I looked at a (good) interactive minimap, it's crazy the number of items on the map
silksong release trailer has some act3 spoiler stuff, so might as well share similar things
these are 800/172 because can't be bothered to take real shots while playing
oi i didnt watch the trailers






