#DLSS Fix (Beta)
2373 messages · Page 3 of 3 (latest)
Not yet. Sorry for the confusion, but the mods have to be updated too. Will post when done
Any chance to work on streamline v1? Midnight Suns still crashes with dlssfix.
Can I download this crash-free version from the Github? Cannot see it updated in the pins.
Hmm.. can't find the Github.
It needs an update
Alright, thankies. I'll wait to see the update then.
crash with wuwa
I get that all the time with WuWa. It's inevitable with the DLSSFix plugin and is guaranteed to happen eventually as you play the game (as you open the UI elements more and more over time)
This is due to a long standing bug that should reportedly be found and finally fixed in the latest plugin update 
@dull laurel Streamline/dlss paths are mostly standard in UE games. Can't we add the most common paths? Or change the paths to accept an array
So far I havent noticed any issues with DLSS or framegen when using the unreal renodx mod. Is this something that you only add if there is an issue or should be added for all installs?
Short said that an updated version of DLSSFix will be released soon that'll stop all this inevitable crashing behavior.
I'm also a little bit confused by this fix. Is it only needed if you have the flicker issues? Is it only for sdr->hdr conversions? I'm thinking that even if you don't experience any issues, making Reshade to skip the generated frames will reduce overhead/latency. Would smb be kind enough to clarify some things?
Is that still the case? Does RR work with DLSSFix by now?
and is it compatible with Dynamic Multi Frame Generation?
Yes, only for SDR to HDR conversions like Unreal addon for example.
In which siituations is this fix needed? Noticed a lot of people using for Cronos. I read a bit through this channel but couldn't fully understand specific scenarios where this is needed?
if you use RenoDX + frame generation and you notice graphical errors, then DLSSFix could help fix these problems.
That's it, if you don't notice anything going wrong in your game with RDX+FG, then you don't need it.
I very much need it with WuWa + Frame Gen on since there's flickering in the game with RenoDX enabled.
Man, I really wanna know when the fix is coming cause my WuWa guarantee crashes after I've opened the UI elements a few times. There's just no way for me to reduce or eliminate the crash frequency.
I've tried downgrading to 3.8.1 via DLSSswapper but it just doesn't apply to the game.
this fix works with dmfg
Anybody run into a problem where Rivatuner overlay crashes the game instantly with DLSSFix applied, but NOT if Rivatuner overlay was enabled before game is launched?
You can launch it manually in the rivatuner when you alt+tab to it. Doesn’t crash that way
also recommend these settings, in the setup panel incase they aren't set
May I ask please, how does this differ to ue extended reno build? should we only go for this in case there are dlss/fg issues? Thank you!
Also please what are the differences between 3 reshade builds official nightly i can understand but a special reno build? Thank you if anyone has the time to chime in I would truly appreciate it.
did shortfuse make a new dlss fix build? not sure if it was in git or marked for development only.
Figured out yesterday that doing scRGB upgrades with DLSSFix isn't going to really work. Mods have to be HDR10
why dlssfix for fg 310.6 look weird
on wuwa
how did u use dynamic fg bro
on wuwa specially
Probably profile inspector
Dez is correct, I used NVPI (The Revamp branch specifically. Though it shouldn't matter.)
I used these settings.
- I had to turn on FG DLL Override
- Max MFG can only go up to what the game natively supports. You can't force x6 in a game that only goes up to x2.
- FPS target is the weakest part of Dynamic FG as it does not respect frame limits. If you use G-Sync and want to avoid tearing or other artifacts set the target to 1/2 of your Monitor's maximum FPS. (Not Native Max)
personally I use NVPI-R
you actually want to target lower than 120 if that is your monitor limit, either VRR limit (116) or even lower to try to prevent the DFG multiplier from overshooting
This is true.
Which is why in my instructions I suggested setting the limit to 1/2 of max refresh.
My monitor is 240Hz, so 120 is half.
You could also set it to your VRR limit and use ReLimiter to to cap Frame Gen to VRR, it got DMFG support patch lately. I recently have been using this tool, I find it amazing
Limiting DFG has a larger than normal latency cost.
Interesting, could you elaborate? It’s due to limiting native frames?
Ill find a video that talks about it when I get home and link it.
Not a video. But videos do also confirm.
When you set an fps limit DFG goes to max FG factor and then caps the displayed fps to whatever limit you set.
So basically you get 4x or 6x FG but it chops off the frames above your limit which results in more latency.
Now. I haven't tried with Display Commander. But I would be surprised if it is different.
DFG just can't do fractional factors at the moment.
To be fair though. The Duck App's way of doing Dynamic FG isn't perfect either.
Even though it respects your cap, it is essentially doing the same as Nvidia DMFG + FPS Limit. In that Losless Scaling will use the lowest factor to get above your target FPS and then only show you the frames that it needs to to hit your Target.
Main difference being that LS doesn't do what Nvidia's does where it pins itself to the maximum factor.
But LS has the increased latency issue that Nvidia's DMFG + FPS Limit does.
Could you give me a link to this? I can’t really make out the values on the screenshots
1 sec
If you use DLSS overlay you can see for yourself.
DC and ReLimiter do a little more than a generic fps cap, so it is not the same.
A lot of their inner workings are also for making the frame pacing as smooth as possible.
ReLimiter devs spend a lot of time to make DMFG more stable and smart(less stuck multipliers, etc.)
Interesting. 🤔
@inner shore Didn't mean to be argumentative. Wasn't aware that DC was doing specific work on DMFG. I'd be interested to know how & what they are doing.
well not like it's a perfect solution 😉
#1474481327691665553 message
But I think it can be an alternative to just letting it run wild, some people might prefer more stable/smooth frame pacing compared to lowest possible latency(which might jump around more)
I personally prefer a maximum of FG 2x anyway, so it's not like a I havea big opinion on it anyway
Hmmm... could be a bug but the 1% low is saying 420fps
420 / 6 = 70fps which kind of makes it sound like Nvidia MFG is pinned to 6x and is just chopping off everything above the FPS limit.
Though, I do see that it says 2x. But then that would mean that it's 210 native, but then DMFG wouldn't kick on.
that is a bug with the way it is calculated and read
the upper fps is more accurate and as you notice, the monitor Hz syncing to it reflects that also
Ah, ok. Fair enough then. ^^
as Rank said, it's "hacky" 😉
Oh right, I was aware that capping fps through other means is going to fix frame gen to max multiplier - it’s not the case with ReLimiter - it makes it work like intended so it adjusts dynamically like it’s supposed to while also capping FPS to your set value. That was mentioned above, but I also wonder whether it could be possible to keep the native frames that frame gen would overshoot otherwise. Using frame 6x FG - 240/6 =40, while capping it to 180 would make it 180/6 = 30. So basically throwing away the overshot generated frames only, that would make the FG quality better
Ik that’s unrelated, I’m just wondering
So with DC they got it to at least maintain the "Dynalic" part with a FPS cap which is nice.
I think that's the best we can hope for for a while until some really smart person at a small indie company like Nvidia figure out a big brain way to do DMFG with fractional factors. AND overcome the pacing issues that will naturally come with.
Yeah, that's cool. I think that's the best we can hope for atm. Same thing LS does basically then. ^^
bit of a necro and major off-topic but did you use obs to record? I tried various settings but unless the game is locked at 60FPS the video comes out very juddery, not smooth at all. You have over over 110 fps easily and it looks pretty smooth oO
Hmmm... not sure. You could be CPU bottlenecked? Could affect the recording.
I'll share my settings though in case.
Could also be that I did it in lossless quality.
hmm no that can't be it I don't think. I'm using nvenc hvec, settings are all fine. I think it might be the case that it's not recording generated frames from FG?! The entire footage here never falls below 90 fps
e.g.: ||https://youtu.be/0izRkUwsJ_U?si=xWiZEpzN_zP9Kka9 || Pragmata SPOILERS!!!
recorded in HDR so youtube tonemapped to SDR so no idea if youtube will ever process HDR for this lol
Even with latest streamline files this can be glitchy in games that aren’t officially supported. I finally got DFG working (mostly) in Crimson Desert using NVPI-R
Bro, same wuwa crash with you,and I also noticed that the fps just doubled to 120 in UI elements,even during wuwa‘s storyline,which is should be limited to 60.(I just don't know why the in-game 2× Frame Generation seting takes effect here, nomally the in-game 2x setting is opend just to enable the Dynamic Frame Generation,so it has no practical meaning no matter you choose 2x 3x or 4x)
I followed the instructions but I'm getting a lot of double image/tear artifacts when used in Aphelion, so not very useable.
I think the game may be using a temporal sharpening effect. It also has relatively heavy motion blur, chromatic aberration, and film grain effect, none of which can be disabled in the menu of course...
Hmm, the crashes are destined to happen after some time because I really believe there's like a "counter" that sets into motion that counts everytime you open a UI element within the game...
Once the UI element has been pulled up a certain number of times, the counter takes notes of it and decides to crash the game with 100% certainty.
So I have two choices, deal with flickering or guaranteed crashes. I've chosen the latter for now, cause the flickering is too jarring and terrible.
No other way out for me.
It's just another gacha, but here you're pulling crashes instead of characters

Wuthering Waves has it really bad with DLSSFix. And it's caused by frame gen.
Can't downgrade that Frame Gen or can replace it with another type of "frame gen technology"
Instead of 50-50, it's a 100% guaranteed pity from the start.

So the supposed crash fix won't come any time soon huh?
Can't be released without updating the game mods as well
Unless you want to use it with a RenoDX mod I guess
that sounds like a big endeavour 
It's 90% there. But have to make sure I don't break other mods
Starfield has it built-in so modders can decide to bake in dlssfix
Easier than juggling add-ons
definitely that sounds promising, hopefully that and UE-E will make FG problems a thing of the past for now
Can't wait to stop crashing 100% of the time in WuWa.
BRO! I find a way to avoid ue4 crash. Don't use the FG in the game settings, turn it off in the game and use the setting in the nvidia app called AI frame interpolation.It‘s running perfectly without crash, the only issue is that it only has 2x. May be you can try it before the update.
It runs very smoothly, even when switching between the UI and bringing up menus.
Wow really? This is what I was looking for.
An alternate frame generation technology that won't crash with DLSSFix's presence.
smooth motion is just naive interpolation
just downgrade the FG dll to 3.8.1 if possible
I did try that via DLSSswapper.
But WuWa doesn't respond at all to the downgrade.
Frame Gen 4x and all that jazz still is available in the graphics menyu after downgrading the FG DLL to 3.8
It doesn't honor the downgrade at all.
Normally, this AI frame interpolation feature in NVIDIA is intended for games that aren't officially supported for frame generation.
Hmm I see, so maybe it has caveats that will make the game look worse...
and did you check the version used by the game with the DLSS debug UI
Oh I don't know how to do that, math.
"ShowDlssIndicator"=dword:00000400
It must've still been the default 4.x and beyond version.
Lemme check that in the registry real quick then.
Ah sadge, there's no registry entry like the one being referenced in your syntax..
Maybe I need to create one?
create it yeah
Done.
Created it as a D-WORD 32 bit entry.
Now I will try downgrading FG again.
Oh wait, needa update DLSS Swapper.
Downgraded.
Nope, the game doesn't honor that.
And the indicator confirms there's no change of version.
Guess I'll try the AI interpolation trick then. I'll write this option out of the books.
Checking 
I've tried DLSS Swapper too. Just remember that after setting up Wuwa, you need to create a shortcut to the game in the root folder. Don't launch the game through the launcher anymore.
Super weird.
So I downgraded to 3.8 and it SHOWS that it is 3.8 in the indicator but:
- I can **still **select FG 4X.
- The game **still **crashes upon UI spam.
Opening the launcher will ruin everything; you'll have to reset with DLSS Swapper.
Yea, I always launch the game via a root folder shortcut rather than through the launcher.
I like to skip the extra steps.
Guess I'll drop this downgrade FG path.
It's downgraded and the indicator says so, but it's not really..
The game refuses to honor the changes.

does 4x still work or is the game just "forced" to display all factors even if not available
Not sure how to confirm this, Math.
... use 4x and see if it's smoother?
the primary use for dlssfix is when highlights are flickering
I crashed as you can surmise 
because using transformer FG trips up SDR-to-HDR upgrades
Yea, they flicker like crazy and I prefer crashing 100%^ of the time over it.
if you downgrade FG you don't need dlssfix
Oh wait.
So you're telling me to:
- Disable DLSSFix.
- Then check if highlights are flickering.
with the 3.8 dll yes
Cause I'm in FG 3.8 rn.
Gotta restart app then.
Time to enter the Rinascita Simulation Challenge domain.
That's my checklist for flickering cause there's a huge light emanating from the top that's definitely classified as a highlight.
Wow, no flickering.
This is preferable over native interpolation 2x cause I can somehow use FG 4x in this version where it shouldn't exist.
And I need all the frames I can get cause I've like maxed out every possible setting in the game and am running it in DLAA.
It's come to a point where when I open the graphics menu, the game screams at me to enable Auto FPS LOL
Oh nice, it stopped screaming for now.
@clever path just FYI the DLSS indicator registry stuff can be done with DLSSwapper in the settings too:
Oh nice, thanks for letting me know. I think I'll go ahead and disable it from there.
Thought I had to go into the registry and delete/modify the key everytym.
Yeah that's why I wanted to let you know, since I use it often too 😉
Thankies.
Also, I realized I'm using FG2X.
Sad, here I was thinking I was somehow using 4X.
Game's not gonna be max smooth as it should be.
Can't wait for the fix to arrive..
I still have flicker with the 3.8 FG dll 
what the heck is that
nvm dlss indicator is telling me 3.10
I've swapped the dlls 3 times now and it still shows me 3.10 wtf
the top left one? that is FG
then you didn't change it correctly apparently
are you doing it manually or with an app?
I fixed it. My nvidia inspector profile was overiding the dll folder of the game
although FG x2 is not enough apparently to get the fps I want 
dlssFix is the only way to use the newest model without flickering ?
either that or Unreal Engine Extended, but that is not guaranteed to work
but the good news is, that as the dev mentioned, they are well on their way to fix the crashes of DLSSFix
Oh I see, Dlss Fix cause crashes ? So using the previous dll and no MFG is sadly the better fix for now. Also, the FG disabling itself into menus is horrible. Even with the streamline line added into the engine.ini file, it still does it
Why are you trying to avoid DLSSFix if you didn't know of the crashes?
I was actually looking for the easiest way to get rid of the flicker and swapping dlls seemed to be it, except I forgot about the MFG thing...So I then thought about dlss Fix but you just told me it causes crashes so I'm thinking about skipping it until they fix it
makes sense, but if you don't have crashes you could use it
I used DLSSFix in Clair Obscure 33 without crashing, though for some reason I don't need it anymore
it's just a generic game crash, so nothing bad for your PC or anything, so testing it is not pretty casual
you're right actually. Can you provide me with a link if you have it ?
Nvm it's pinned 
Hm I still have flicker with the addon enabled....Am I missing something ?
DLSS FIX Instructions :
Open Reshade.ini and set
[ADDON]
LoadFromDllMain=renodx-dlssfix.addon64
[RENODX-DLSSFIX]
DLSSPath=C:\my_game\the_dlss_folder\nvngx_dlss.dll
StreamlinePath=C:\my_game\the_streamline_folder\sl.interposer.dll
I guess i'm missing that thanks 
I've gone back to FG 3.10 and I think you will too cause I prefer crashes over lower FPS and more stutters 😓
are you using FG preset B?
with 3.10
I think so.. gotta re-confirm by re-enabling the DLSS indicator 
Why you ask? Preset K is best as always for FG 3.10 as well?
no what I mean is the new FG preset, recently released this year
what game?
Oh, what is good about it?
better stability and if the game supports it -> better UI handling
I'll go ahead and force it in the special NVCP application then 
wuthering waves
here is how it will lok in the DLSS indicator:
#1474481327691665553 message
wonder if that's because i'm using preset B ?
that would be odd, I would say probably not the reason
But I have to go to the gym now, so good luck and see ya later 🫡
no worries bro thanks for the help !
I've forced preset B via Nvidia Profile Inspector.
Let's see if I get flickers.
I think you have gone wrong somewhere along the installation process of DLSSFix.
No flickering.
Preset B is not your culprit.
I think I messed up somethig in my reshade.ini. I've fixed it but now the game crashes on startup

Here are the steps you should follow:
- Download the latest Reshade version with Addons Support (you can download directly from the Reshade website)
- Download RenoDX's latest DLL from the pins in the https://discord.com/channels/1408098019194310818/1410855640112566375/threads/1494155373060427867/1494155373060427867 thread.
- Download the latest DLSSFix DLL from the pins in this thread.
- Open your Reshade.ini file and set
[RENODX-DLSSFIX]
DLSSPath=C:\my_game\the_dlss_folder\nvngx_dlss.dll
StreamlinePath=C:\my_game\the_streamline_folder\sl.interposer.dll
- Add a "_" infront of your DLSSFix's DLL filename so that it is pushed to the top of the DLL list and is given utmost priority.
ShortFuse recommends Reshade version 6.7.3+ with Addons.
I've follow all these steps except the last one let me try !
Still crashing but I have a bunch of addon (display commander and Renodx) which might cause conflits I guess. I might reinstall everything just in case
yup still crashing on startup...I legit dunno
reboot pc helped somehow 
is this the correct way to set it in the .ini?
full file path, not just folder
Yeah I realised after I sent it, but now with the file names also defined my game no longer launches.
I see it in task manager but it seems stuck in the background or something
Banishers doesn’t work and crashes with the fix, either use 3.8.1 DLSSFG or DLSS Enabler with FSR3 backend
What is banishers ?
New dlssfix on repo.
Should support everything other than streamline v1.
Not compatible with mods built before the rewrite, but anything on repo should be fine
Thanks. What are the differences between this and older version? Does it work with ray reconstruction?
no idea, but maybe. just less crashy
also supports starfield's improper timing
new dlssfix doesn't crash in wuthering waves anymore
crazy
menu spam would always crash the game since it turns FG on and off
not crazy. science. 🧪
does rt or whatever still crash?
btw, you can just bake it. ```cpp
if (renodx::utils::settings::FindSetting("FrameGenSupport")->GetValue() == 2.f) {
ConfigureDlssHookPaths();
DetectDlssFrameGenLoadMode(h_module);
renodx::utils::streamline::v2::override_dlssg_set_options = &OverrideDlssgOptions;
renodx::utils::dlss_hook::Use(DLL_PROCESS_ATTACH);
dlss_hooks_attached = true;
}
and yes, you can override dlss and dlssg options with renodx. stray @drifting zenith ping
haven't crashed since a long time now, the only long standing issue was just crashing with FG
void OverrideDlssgOptions(const sl::ViewportHandle&, sl::DLSSGOptions& options) {
if (options.colorBufferFormat == 0u
&& options.hudLessBufferFormat == 0u
&& options.uiBufferFormat == 0u) {
return;
}
if (renodx::mods::swapchain::target_format != reshade::api::format::r10g10b10a2_unorm) {
return;
}
options.colorBufferFormat = DXGI_FORMAT_R10G10B10A2_UNORM; // swapchain
options.hudLessBufferFormat = DXGI_FORMAT_R16G16B16A16_FLOAT; // render
}
and that includes uint32_t numFramesToGenerate = 1;
i can add regular dlss option override... later. that's a couple lines extra
It might be better but...
This might be my issue. idk.
doesn't work with ur wuwa?
It worked until it crashed during an ultimate animation.
ah ok so ig it introduced another type of crash?
Did you see the img I posted after? Could be because the addon I'm using is from before the DLSS Fix update.
ya ik
I can't find this repo you're referring to. Where can I download this new crash-less fix from?
I don't think I have a reading issue since I checked the bulletin and whatever else I could find here + Google.
Pinned.
Just came back from my nth crash and game boot "fatal error"
Okay checking. I saw the pins and they pointed to previous snapshots..
Yes, it is the latest version. Thankies 
Wow, the UI menu spam is no longer crashing the game.
Finally I don't need to wait with baited breath for an incoming crash everytime I enter a load screen or finish a cutscene.
Now I just need to watch out for the random fatal errors at boot.

Finally, wuwa isn't crashing anymore; I've been testing it for hours.You're a real genius.
Bye smooth motion, I can once again embrace adaptive frame generation.
Has someone tested with ray reconstruction?
Hey guys. Is DLSS Fix needed for Cronos The New Dawn?
Does the game not have a Native hdr path and are you using frame gen?
If so yes
Dlss fix only fixes FG on games that use reno to become hdr
DLSSFix is a fix for a flickering problem, if you don't have the problem, you don't need the fix 😉
Does DLSS Fix work with Oblivion Remastered? I'm using RenoDX HDR and DLSS Fix, and the game crashes on startup
I've set the appropriate lines in Reshade.ini, and I'm using the latest snapshot versions of both addons from the repo
you shouldn't need it if you use the hdr path option in the addon
That's this here, right?
yes, if you have UE HDR, you don't need DLSSFix since it's not rewriting resources (just shader stuff)
Gotcha, I thought I saw some flickering/shimmering on my armor while walking around, so was hoping this could fix it
Thanks for your help! Appreciate your work 🙂
the flickering this fixes is when it's above SDR range
things like the sun will flicker every other frame
but that's because asking RenoDX to upgrade "the swapchain" really ends up upgrading DLSS FG itself, which is bad
but with UE HDR, RenoDX doesn't touch the swapchain
i've already split off the code so games that need it can just include it, so you're not hunting for which addons fix things
for example Starfield has it baked in now
Makes sense
Actually while I have you here, I noticed another quirk in that whenever I open menus the background gets all washed out, is there any way around that?
the game takes a snapshot of the game to make it background i think, and it does an SDR snapshot which is sRGB. but since we're in HDR for the mod, the snapshot is actually PQ (HDR10), so it's going to mismatch. there's no real fix from RenoDX (yet) because it's a CPU capturing what's on the GPU.
basically it pulls the render assume it's SDR compression when it's HDR compression, which is much denser and hence more washed out because you're supposed to decompress it (stretch it) much wider
I see, it's an extremely minor nitpick anyway, so I'm not sweating it too much
Thanks for the explanations
it's a bit weird it actually pulls the resource from the GPU to the CPU and then reuploads it, but not entirely odd because i think it uses that info the screenshot for the save menu preview.
and that means that image gets saved on the hard drive somewhere. the reuploading back to GPU itself is rather weird
maybe a quirk because of it running ontop of the original?
I can imagine that the devs had to do lots of weird things that would be unusual for normal games
Trying to use dlssfix to get dlss-g working with renodx-ue in stellar blade, but when I use it dlss-g doesnt work, and the dlss output looks off (very blurry)
How do you know it doesn't work? Also disable the resource upgrades. it doesn't need them
because framegen isnt active at all
How do you know
from the framerate and frametime graph
Where?
Reshade would never show it
yeah I didnt think so
Sounds like rtss might be complicating things
I would confirm with Nvidia overlay and just reshade
The logs look fine
But try again without the resource upgrades
with dlss fix vs without dlss fix vs with dlss fix and resource upgrades disabled
18:47:02:572 [14420] | ERROR | [DLSS Fix] utils::streamline_v2::TryUpgradeTrackedStreamlineCommandQueue() - Failed to upgrade native command queue 0x18032c30, result: 30
18:47:02:573 [14420] | ERROR | [DLSS Fix] utils::streamline_v2::TryUpgradeTrackedStreamlineCommandQueue() - Failed to upgrade native command queue 0x180329b0, result: 30
18:47:02:573 [14420] | ERROR | [DLSS Fix] utils::streamline_v2::TryUpgradeTrackedStreamlineCommandQueue() - Failed to upgrade native command queue 0x18033b30, result: 30
Hmm, might be this. I'll have to check later today. I'll ping you when I can check
I only test this SB and Starfield so strange it's not triggering
btw does it not have wcg?
or just ur preference?
with dlss fix the reshade menu doesnt open/is invisible is this intended or am i doing something wrong
While the DLSSFix has fixed it's own crashes, my game still crashes (although less often) with a fatal error.
Is this happening because of RenoDX, frame gen or my slight undervolt on my AMD CPU (-10 CCD0 and CCD1)?
Same here, the game crashed every 30-45 mins for me
Guys is there a guide on how to install dlss fix?
it's pinned
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
dxgi
MafiaTheOldCountry
MafiaTheOldCountry
MafiaTheOldCountry
MafiaTheOldCountry
MafiaTheOldCountry
MafiaTheOldCountry
MafiaTheOldCountry
MafiaTheOldCountry
MafiaTheOldCountry
MafiaTheOldCountry
MafiaTheOldCountry
kernel32
ntdll
game crashing on launch followed pinned instructions as is
Send reshadelog
is dlssfix even needed with mafia
i thought ue extended worked with native hdr
may i please know what is UE extended how do i get it
@dull laurel 🙂
when i enable Frame gen i see light flickering but DLSS is working with no issues
pinned in #1411800884303626311
I am using the one mentioned below this
this is not extended
Oh
I went and did exactly what the pinned messages said
And no it doesn’t work with HDR enabled in game
Short fuse please help me out
%localappdata%\HT\Saved_Global\Config\Windows\ i am pastingt this in run but it says i dont have this folder @sterile hawk
this is not for Mafia
https://github.com/clshortfuse/renodx/discussions/557 following instructions here
for Mafia you just need to install unreal extended and enable hdr ingame
yes i am trying to follow the first instruction but having trouble finding folder matheo
you don't need the folder
%localappdata%\HT\Saved_Global\Config\Windows\
pasting this in windows+R {run} but my system says i dont have that folder
this is not for Mafia
oh sorry!!!
ok i will install it sorry 😅
@sterile hawk thank you so so much!! 🙏🏻❤️ I was really wondering how to get FG working on mafia without flickering!
You really helped me a lot! Once again thank you
May I know what games are compatible with unreal extended? Are all unreal 4 and 5 games work with it?
01:05:52:520 [31448] | WARN | [DLSS Fix] renodx-dlssfix.addon64 is not listed in ADDON.LoadFromDllMain. Early DLSS hooks are not guaranteed for this session.
0
read pin please
I too wonder what is this ue extended is. The pins dont provide much info, and the renodx github page doesnt either.
Say I'm playing Marvel Midnight Suns, which has intense flickering when using ue universal mod, and dlssfix causes crashes. Will ue extended fix that?
Bro I had flickering issue only when I turned on Frame generation in mafia the old country I tried DLSS fix but I don’t seem to get the installation right from my end
But the kind person above guided me saying that I should use UE extended and just turn in game HDR on and I am having flickering when I turn Frame generation on nor a single crash!
Ok I will check it out! Thank you! ☺️
How do you use it? Just replace the ue universal addon file with this ue extended addon file? Then turn on in game hdr? Does this apply to all ue games? Does this made the ue universal addon obsolete?
It's strange that there's no mention of this on the renodx github page. Cant check discord threads everyday so i dont even know how long this has been out.
Bro I just tried ue extended addon with Marvel's Midnight Suns and no flickering, no crash, no need to turn off in game hdr or change output size. Even nvidia app override works. What is this miracle?
Just wondering what I should set for these options (peak brightness/game brightness/UI brightness). Will it mess with the game's own calibration slider? Peak brightness at the default 486 nits seems low.
peak brightness is your display peak brightness. it changes from display to display. if you've used the windows HDR calibration tool it should give you the nits. The other two I always leave at 203. sometimes I lower the UI brightness
Thanks. Also, the game has its own hdr calibration slider. Should I adjust those to match renodx sliders as well?
no, RenoDX overrides those 99% of the times. you can try changing those and the image on the screen shouldn't change
Hmm ok. I'll try later. Thanks again.
You should thank the guy who made it ❤️ he is @cedar fiber
Well @dull laurel just pointed out some potential issue with ue extended. You may want to check it on the ue thread.
this might be a stupid question, if i am swapping models with nvidia app for a game it's better to download the actual dll file and swap physically in the game dir right?
So glad I found this btw! I will try it asap I havent been able to use fg due to high flickering in cp2077
it depends
some games wont even launch because they found file error due to the swapped dll files (if u manually swap the ones inside the game directory)
some gacha games will even redownload the old .dll or else it won't let you click "Play" form the launcher
thanks for the replies! I will try with the game's stock libs and see if it fixes the horrendous flickering when FG is on, will want to try newest FG model down the line
weird, I have just added renodx-dlssfix.addon64 in the same folder as renodx-cp2077.addon64 and added the ini changes.
using reshade 6.7.3.
it seems the addon is loaded correctly according to reshade logs but I still see flickering/tearing like effect. Those artifacts disappear if I disable reshade. (UI ghosting is still there sadly, that seems to be a limit of the game/model)
If I understand correcly cp2077 should implement Streamline correctly, do any have experience with that specific game? I am willing to debug myself (maybe with some hints where to look 😊)
using just the game dlls for now and not forcing any model or config via Nvidia APP btw
That's native vanilla flicker, not RenoDX.
Cyberpunk already has native HDR
mmm, that is weird because with HDR on (just the vanilla one), reshade uninstalled, FG on (whatever model) I dont get ANY flicker or ghosting. Havent tried Reshade without RenoDX
I have 4 active addons: renodx dlls fix, renodx, effect runtime sync and generic depth. It seems that if I disable Renodx and restart the game the issue is gone, FG still active ofc
I love the colours so much that if I have to choose between the two I'd 100% kick FG out 😄
I do see native fps in the reshade fps counter if dlss fix is enabled, so it's definitely working, but it does not do anything for the ghosting/flicker. RR is also off, I am just using dlss transformer model (the in-game lib)
maybe I misunderstood what you mean
tbh I still dont like FG, disregarding any issues with it, controls feels weird
Ok bro I will check it out
Satisfactory won't start with DLSS Fix + RenoDX Unreal Engine EXTENDED addon
DisabledAddons=Generic Depth,Effect Runtime Sync
LoadFromDllMain=_renodx-dlssfix.addon64
[RENODX-DLSSFIX]
DLSSPath=D:\SteamLibrary\steamapps\common\Satisfactory\FactoryGame\Plugins\DLSS\Binaries\ThirdParty\Win64\nvngx_dlss.dll
StreamlinePath=D:\SteamLibrary\steamapps\common\Satisfactory\FactoryGame\Plugins\StreamlineCore\Binaries\ThirdParty\Win64\sl.interposer.dll```
23
29:979 [24612] | WARN | [DLSS Fix] renodx-dlssfix.addon64 is not listed in ADDON.LoadFromDllMain. Early DLSS hooks are not guaranteed for this session.
this has an underscore
Same issue in Satisfactory for me, crashes at startup
You don't need to use dlssfix.
Just use UE Extended and turn on HDR via ini
29:979 [24612] | WARN | [DLSS Fix] renodx-dlssfix.addon64 is not listed in ADDON.LoadFromDllMain. Early DLSS hooks are not guaranteed for this session.