#The Legend of Heroes (Falcom/Phyre Engine)

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cobalt charm
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many shaders break in HDR and will require a lot of work like Cold Steel 3/4/5

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SDR rendering

latent mirage
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also cold steel 5 😭

cobalt charm
latent mirage
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oh man

cobalt charm
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who knows if it works

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but like Sen games, this game has MSAA so renodx will have massive performance drop

latent mirage
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i'll try later, thanks

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since kyoto xanadu got announced, i wanted to give tokyo xanadu a shot

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also totally forgot that the game is 32 bit lol

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I wonder if playing it on ns2 would be better atp

latent mirage
# cobalt charm give this a try

It isn't crashing at the very least and sliders work - I'll try it a bit and report back.
Hermite keeps having those blue artifacts for me, so I'll try with ME

latent mirage
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sorry for the SDR screnshot, looks like most of the game still is SDR. This was the first time i could move and check around in the game

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light sources are fine tho

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also the game runs at 60fps and there isn't really any graphic settings, i'm not getting by any strange perf impact

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I did force msaa to 2x via senpatcher, so maybe that's why?

cobalt charm
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Yes most of the game is sdr

little orchid
woeful cipher
woeful cipher
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And I play it with LSFG 2x to get to 120 fps. Nvidia smooth motion doesn't work with it.

cobalt charm
latent mirage
split dune
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It works, there's an option on the right side for HDR.

latent mirage
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Will have to redownload it, I used it ages ago for scaling only because I had a laptop

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Thanks for the info

latent mirage
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this is somewhat cursed

dapper mountain
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Is there a cold steel 1-2 mod?

dapper mountain
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I couldnt see any addon on github or here so I watched Ritsu's DX11 RenoDX Guide and ended up with this

cobalt charm
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If there is no artifact its good 👍

dapper mountain
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The characters at equip screen looks bugged because of resource upgrade

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I will test more later

cobalt charm
dapper mountain
dapper mountain
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@cobalt charm I was fixing some of the broken stuff like map and characters at equipment menu using saturate at the end of the shader which worked perfect but I am struggling at these letters at Rean S Craft. Found the shader that draws the letters but no matter what I do I just cant get white parts inside the letter. Do you have any leads?

cobalt charm
dapper mountain
dapper mountain
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I hated how incorrect the cubemaps look in this game so tried to hide them a bit patrickNotes

dapper mountain
cobalt charm
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feelsAmazingMan ]

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if its shader-based, feel free to let me know if I can put in the mod

dapper mountain
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Yeah it is

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I am working on ssr and some shadow filtering stuff then can send you

woeful cipher
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Which game is that?

dapper mountain
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Latest one Beyond the Horizon

dapper mountain
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The PCSS shadows were quite grainy. I added some jitter to let temporal upscaler handle the dither pattern. The only downside is it looks worse if you have no temporal aa or upscaler on gigachad

dapper mountain
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screen space shadows

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Might need to check more locations to finalize the settings

cobalt charm
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is that better ambient occlusion

dapper mountain
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Its not a better AO but tries to do a similiar job of grounding things.
AO darkens indiscriminately to fake depth. This one uses ray marching to add micro details.

pastel lintel
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What game is this? Looks cool

dapper mountain
latent mirage
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somewhat unrelated but is there something that i can do with tokyo xanadu to replace/improve AA? I tried the rcas hdr shader but i did not see any difference, almost as if it didn't work

cobalt charm
latent mirage
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I'll check if I can do that on amd

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thanks

cobalt charm
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ah AMD has no SGSSAA so probably not

dapper mountain
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Now that I tested it more it might be better if you just yanked the screen space shadows inside lighting shader ngl kekpepehands
I found out few more issues with it and its a pain in the ass to correct them because if I just add too much restrictions to reduce the artifacts, there is barely any shadows left.

cobalt charm
dapper mountain
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I already made it to fine tune some stuff on my end. I can either maintain it as seperate addon or you can integrate to your own whichever fits you

cobalt charm
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thanks a lot

dapper mountain
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SSGI off / on
Game has his own SSGI but as you can see here it doesnt applies to characters

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I applied game owns GI to characters here

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Still need to finetune it but it looks promising

cobalt charm
dapper mountain
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This game has so many jank that needs fixing, if this keeps up I am gonna be in falcom jail

cobalt charm
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the only games that I know doing AA, BLoom etc in srgb

dapper mountain
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Pumbo's fog color correction
Off / On
🤔

cobalt charm
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is that an fx or do you mod the fog shader

dapper mountain
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I modded deferred lighting shader

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On looks more correct to me

pastel lintel
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Looks much better on

dapper mountain
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It retains the original scenes color

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Yoinked from @jaunty dragon 's rendering.hlsl gigachad

jaunty dragon
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So this is what you've been working on

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I see you on VS code

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I am thinking what is this fella working on

dapper mountain
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Trying to unslop this game kekpepehands

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Also managed to do some stuff with renderpass too

jaunty dragon
dapper mountain
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I didnt added AO based rejection by that time

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It is better now

jaunty dragon
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been cooking

dapper mountain
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Mostly just telling stuff to AI and having it implement

jaunty dragon
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My slop smorgasbord is leading to improvements

dapper mountain
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Had nearly 0 coding experience before this

jaunty dragon
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Theres plenty of online resources

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combine that with clanker

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and you pick up very quickly

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Also learn how to use renderdoc, Nsight ect

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Reno devkit helps but it also cant show everything

dapper mountain
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What are you using them for

jaunty dragon
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For colour stuff e.g tonemapping it is fine

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to use Reno devkit

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thats what it was made for

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but renderdoc, nsight ect help you see buffers better

dapper mountain
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I was just undrawing bunch of stuff in reno devkit and take whatever I need

jaunty dragon
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some games it wont be easy since undrawing wont actually remove elements in a scene

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it might just bug them out

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but overal just stuff that I picked up from Miru

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lets say a shader uses a specific drawcall for X element

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you wont see that drawcall index in reno devkit

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so lets say you want to hide only a portion of the UI

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some of the stuff in rendering.hlsl requires mipmaps for instance

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and you will be able to see that in renderdoc

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whilst it might not be clear in reno devkit

jaunty dragon
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Now that could be a 'artistic' intent thing

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unless you know for certain they just borked the code

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but since Pumbo's method is about restoring fog chrominance based on the 'pre fog scene' right looks better

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You could do a 50/50 blend

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to maintain a bit more of the original visionTM

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Let me know if rendering.hlsl blows up becasue some of the code didnt support sm4/5 so I had to rewrite

dapper mountain
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Sure

jaunty dragon
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I'd say 50 looks better here

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it blends with the skyline

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0 is way too blue

dapper mountain
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Yeah might make 50 the defaults.

jaunty dragon
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100 does also work as light pollution

dapper mountain
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I want to protect their "artistic sense" in a way but when I see stuff like this it just frustrates me

Like your cubemaps are horrible why you put it to my face this much?

jaunty dragon
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oh god

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wtf is that

jaunty dragon
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We growing

manic palm
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niiice

jaunty dragon
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@dapper mountain I am guessing the game uses SSR?

dapper mountain
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It does

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It is kinda shit tho

jaunty dragon
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If you want you can take a look at Hi-Z roughness based mipmap SSR

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I havent added it to rendering yet

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its a better way of doing raymarching in SSR using hi-z buffer

dapper mountain
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Is there a doc or something for that

jaunty dragon
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This section goes over the hi-z specifically

dapper mountain
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Low Volumetrics
Tricubic B-spline filtering
On / Off

@jaunty dragon

jaunty dragon
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it werks

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I dont have any games on me rn that have bad volumetrics so I havent tested Tricubic yet

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but its based that it does, GoT talk came in clutch

dapper mountain
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Like it has no downsides

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No perf hit anything

jaunty dragon
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It's very good

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4 ALU cost

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Which is nothing

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When otherwise you would have to increase volumetric res

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And nuke perf

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You can also apply it to other techniques that need filtering

dapper mountain
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Added fog color correction to volumetrics too.

jaunty dragon
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Yep, stops the overly cloudy fog look

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Anti soul gas removal

dapper mountain
jaunty dragon
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Only now you have a slight issue

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You can see the low draw distance

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suffering from success

dapper mountain
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We had this in endfield too

jaunty dragon
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I am going to create that IS-FAST texture

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then ship it to authors

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If you find any shader that uses blue noise or any shader that is stochastic

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You can replace or add the IS-FAST texture

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and you will just have better results

dapper mountain
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IS-FAST
straight to the point

jaunty dragon
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IS FAST and gives you better convergence with less noise and artefacts

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does what is says on the tin

jaunty dragon
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EA had the resources on their github, I took it and generated for our use case

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this is the uniform variant, it works for any effect. You can then optimise for specific use cases at runtime in the shader by warping per the inverse CDF I mentioned

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per the paper it was

Uniform - good for everything as a base
Cosine hemisphere - SSAO
Henyey Greenstein - volumetrics

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and so on

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This is a 128×128×32 RG8_UNORM two channel 3D texture

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Setting it up now for Endfield

dapper mountain
jaunty dragon
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No

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Textures can be bind by Reshade API alone

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Since you're not doing a RenderPass and adding new shader. You're just loading a texture and telling an existing shader to use it

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Let me post example in a bit

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Since I got it working on Endfield

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Devkit won't show the texture as loading

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So you will want to add some sort of debug message

jaunty dragon
# dapper mountain Do I use swapchain v2 to bind this?

// --- IS-FAST Noise Texture State ---
static HMODULE g_hmodule = nullptr;
static ID3D11Texture3D* g_isfast_texture = nullptr;
static ID3D11ShaderResourceView* g_isfast_srv = nullptr;
static ID3D11SamplerState* g_isfast_sampler = nullptr;
// Reshade API handles (wrapping native pointers) for push_descriptors
static reshade::api::resource_view g_isfast_reshade_srv = { 0 };
static reshade::api::sampler g_isfast_reshade_sampler = { 0 };
static bool g_isfast_bind_logged = false;

// IS-FAST noise texture: register device lifecycle events
reshade::register_eventreshade::addon_event::init_device(OnInitDevice);
reshade::register_eventreshade::addon_event::destroy_device(OnDestroyDevice);

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// IS-FAST noise: bind texture at t15/s15 before shadow compositing
{
// Shadow compositing (pixel shader — uses PSSetShaderResources)
auto it = custom_shaders.find(0x61FA72DDu);
if (it != custom_shaders.end()) {
it->second.on_draw = BindISFASTNoisePixel;
}
}

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So double check but all these go into addon.cpp

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I will need to set up better instructions since its a bit of a mess

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I was testing a bunch of things since I thought it wasnt working at first

dapper mountain
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Thanks

jaunty dragon
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The TLDR is that you need

  • Push descriptors
  • You need to tell reshade API to load the texture from X location (I just set it to the same directory as where reshade dxgi.dll is hooked from)
  • Tell the addon what shader (it will be different depending on if the shader is pixel, compute or vertex) it needs to bind the texture
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the .txt also has debug log info with it

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so to test and see if its all working, look at reshade.log

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INFO | [RenoDX] IS-FAST: Debug 1x1x1 test texture created OK
INFO | [RenoDX] IS-FAST: Loaded noise texture (128x128x32 RG8_UNORM, srv=0x7a654328)
INFO | [RenoDX] IS-FAST: BindISFASTNoiseCompute ctx=0x7ae1f128 srv_to_bind=0x7a6544a8 verify_srv=0x7a6544a8 match=YES

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just ctrl + F and search for IS-FAST in the log pretty much

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You dont include the texture as part of the addon

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the texture has been be dropped manually into the directory of the game

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(I havent figured out if we can ship it as part of the addon yet)

dapper mountain
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Yeah I thought we were gonna add with addon at first

jaunty dragon
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I am cleaning it up now

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I will try and write a step by step instruction for other games

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DX12 has a few extra steps that are needed to get it working

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This also means you can now load other textures

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Maybe you want a custom LUT or I figure out other rendering techniques that require a precomputed texture

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For DX11 you can do native D3D11 bidning

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but for DX12 or VK you will need to do Reshade API

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  1. Globals — g_hmodule, g_isfast_texture, g_isfast_srv, g_isfast_sampler (4 vars)

  2. shared.h — Add float isfast_noise_bound; to ShaderInjectData, define ISFAST_NOISE_BOUND

  3. OnInitDevice — Load fast_noise_ea.dds from DLL directory, create immutable Texture3D (R8G8_UNORM), SRV, point-wrap sampler, set isfast_noise_bound = 1.0f

  4. OnDestroyDevice — Release all 3 D3D11 objects, reset isfast_noise_bound = 0.0f

  5. BindISFASTNoisePixel/BindISFASTNoiseCompute — 5-line functions that call PSSetShaderResources(15, ...) or CSSetShaderResources(15, ...) via cmd_list->get_native()

  6. Register — reshade::register_event<init_device>(OnInitDevice) + destroy_device, assign on_draw = BindISFASTNoise* to target shader entries

  7. Shader side — Declare Texture3D<float2> isfast_noise : register(t15) + SamplerState isfast_sampler : register(s15), gate sampling behind ISFAST_NOISE_BOUND > 0.5

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TLDR instructions

dapper mountain
jaunty dragon
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gigachad

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yep, less shimmering

jaunty dragon
dapper mountain
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Low volumetric feels like ultra with IS-FAST and tricubic applied

jaunty dragon
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This is what optimsation should be

dapper mountain
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nah

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wobbly ssr is

dapper mountain
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@jaunty dragon Tried it out on PCSS too

cobalt charm
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this is so good

dapper mountain
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It is not perfect it has kinda "lines" after using it but I doubt it is the fault of IS-FAST

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PCSS did not had this behaviour on daybreak 1 and 2

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Seems like durante "optimized" the filter

jaunty dragon
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ofc

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sloppy optimsation

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what if you use warp CDF

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so the noise is specifically optimised for shadows

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Maybe Durante isnt filtering or something

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So if you use Expotential Moving Average

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you might be able to solve it

jaunty dragon
# jaunty dragon

and again this is comparing white noise to IS-FAST

If a game doesnt even use white noise then the gains will be nutty

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They have this online test you can view

jaunty dragon
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@dapper mountain

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AssAss Shadows is a mid game but it has good techniques

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they approximated Bent normals from screenspace rather than having to precompute them offline then ship with the game assets/ textures

dapper mountain
jaunty dragon
# jaunty dragon

So this will give you better results that the current code I have for bent normals

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the full POE2 method still works but that assumes a game has bent normals

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(99% of them dont, you have to dedicated 3 extra channels to store AO info which they dont bother with)

dapper mountain
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Thanks I will look at that too

jaunty dragon
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@dapper mountain how does foliage, trees and other alpha based things look in-game?

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Shadows has a very good stochastic alpha test system in place

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which we can combine with IS-FAST

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Fix up alpha shenanigans

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Also useful for shadowmaps

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can improve hair

dapper mountain
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Is this for aliasing?

jaunty dragon
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yesnt

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its for improving alpha based assets

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alpha is generally a PITA

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which is why we started moving away from it with nanite opting for actual 3D geometry

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With RT for instance, alpha is a massive perf cost

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which is why OOMs were created

dapper mountain
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I will take look at it tomorrow then

jaunty dragon
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Crimson Desert trees for instance looked cooked

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and that might be alpha shenanigans

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so all the leaves just look abysmal

dapper mountain
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I wonder if this could ff7 rebirth

jaunty dragon
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holy shit

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yes

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this is what that exists for

dapper mountain
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Too bad I have no space left on my computer and that game is like 6362236 gb

jaunty dragon
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SE probably cooked it to shit via giga dithering

jaunty dragon
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but now imagine you implement stochastic alpha coverage

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alongside IS-FAST

dapper mountain
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just dither everything bro

jaunty dragon
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all the noise in those trees would disappear

jaunty dragon
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and since it doesnt modulate with TAA

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its just has the same ass holes from the dither

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so yh AC shadows method would solve all this slop

dapper mountain
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We can fix it in part 3 because 100% they are not fixing shit

little orchid
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ya'll are putting in work into these games

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my mods where simple displaymappers added

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nice job

dapper mountain
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I started this as a small project but it keeps growing kekpepehands

dapper mountain
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Vanilla Dof 144 Fps / Alt Dof 150 Fps

tired stream
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insane power draw in YS9 with 2x resolution scale

little orchid
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you think its going to be a quick fix

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and then you find a thing you can improve

dapper mountain
jaunty dragon
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@mighty olive

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this is what I was talking about

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IS-FAST is too good

mighty olive
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damn

jaunty dragon
latent mirage
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for example Ys X, i'm looking forward to play that one

dapper mountain
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Probably easily with all FDK titles

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ys10, daybreak 1,2 and sky remakes

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After I finish horizon (hopefully one day), I will port over stuff to Sky remake so it can be ready when 2nd chapter comes out

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ys10 was even easier to mod, if you change shadow filtering it spawns a new lighting shader for each one

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in ys10 it was all inside of one lighting shader

dapper mountain
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@jaunty dragon You have any ideas what kind of approach I should do to fix this? I used performance dlss to demonstrate the effect. It gets better at DLAA but it still happens

jaunty dragon
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You'll have to figure out where its coming from first

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is it some sort of motion blur

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or maybe the temporal jittering is wack

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Could also be heavily compressed motion vectors similar to Midfield

tired stream
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motion blur doesnt exist in falcom games

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🤷‍♂️

jaunty dragon
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rip

tired stream
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YS8 is buggy above 60

jaunty dragon
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if its MV based you can try this

// Catmull-Rom 4x4 interpolation for history color (16 taps, reduces wobble/ghosting)
float2 texelPos = r2.xy * cb0[82].xy - 0.5;
float2 f = frac(texelPos);
float2 base = (floor(texelPos) + 0.5) * cb0[82].zw;

// Catmull-Rom weights
float2 f2 = f * f;
float2 f3 = f2 * f;
float4 wx = float4(
    -0.5*f3.x +      f2.x - 0.5*f.x,
     1.5*f3.x - 2.5*f2.x + 1.0,
    -1.5*f3.x + 2.0*f2.x + 0.5*f.x,
     0.5*f3.x - 0.5*f2.x
);
float4 wy = float4(
    -0.5*f3.y +      f2.y - 0.5*f.y,
     1.5*f3.y - 2.5*f2.y + 1.0,
    -1.5*f3.y + 2.0*f2.y + 0.5*f.y,
     0.5*f3.y - 0.5*f2.y
);

float2 txsz = cb0[82].zw;

// Sample 4x4 grid
float3 c00 = t3.SampleLevel(s0_s, base + float2(-1.0, -1.0) * txsz, 0).xyz;
float3 c10 = t3.SampleLevel(s0_s, base + float2( 0.0, -1.0) * txsz, 0).xyz;
float3 c20 = t3.SampleLevel(s0_s, base + float2( 1.0, -1.0) * txsz, 0).xyz;
float3 c30 = t3.SampleLevel(s0_s, base + float2( 2.0, -1.0) * txsz, 0).xyz;

float3 c01 = t3.SampleLevel(s0_s, base + float2(-1.0,  0.0) * txsz, 0).xyz;
float3 c11 = t3.SampleLevel(s0_s, base, 0).xyz;
float3 c21 = t3.SampleLevel(s0_s, base + float2( 1.0,  0.0) * txsz, 0).xyz;
float3 c31 = t3.SampleLevel(s0_s, base + float2( 2.0,  0.0) * txsz, 0).xyz;

float3 c02 = t3.SampleLevel(s0_s, base + float2(-1.0,  1.0) * txsz, 0).xyz;
float3 c12 = t3.SampleLevel(s0_s, base + float2( 0.0,  1.0) * txsz, 0).xyz;
float3 c22 = t3.SampleLevel(s0_s, base + float2( 1.0,  1.0) * txsz, 0).xyz;
float3 c32 = t3.SampleLevel(s0_s, base + float2( 2.0,  1.0) * txsz, 0).xyz;

float3 c03 = t3.SampleLevel(s0_s, base + float2(-1.0,  2.0) * txsz, 0).xyz;
float3 c13 = t3.SampleLevel(s0_s, base + float2( 0.0,  2.0) * txsz, 0).xyz;
float3 c23 = t3.SampleLevel(s0_s, base + float2( 1.0,  2.0) * txsz, 0).xyz;
float3 c33 = t3.SampleLevel(s0_s, base + float2( 2.0,  2.0) * txsz, 0).xyz;

// Combine rows with x weights, then columns with y weights
float3 col0 = c00*wx.x + c10*wx.y + c20*wx.z + c30*wx.w;
float3 col1 = c01*wx.x + c11*wx.y + c21*wx.z + c31*wx.w;
float3 col2 = c02*wx.x + c12*wx.y + c22*wx.z + c32*wx.w;
float3 col3 = c03*wx.x + c13*wx.y + c23*wx.z + c33*wx.w;

r2.xyz = col0*wy.x + col1*wy.y + col2*wy.z + col3*wy.w;
tired stream
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60fps without MB

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looks super juddery to my eyes

jaunty dragon
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in the vid only some parts of the scene have that juddery wobble like the player character and the glass on the right

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but then the NPC doesnt

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so it might be some issue with skinned meshes

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Pumbo and Luma bois might know more

dapper mountain
dapper mountain
tired stream
dapper mountain
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All daybreak titles had it

tired stream
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daybreak = kuro no kiseki right ?

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i actually dont know the english name of those games

dapper mountain
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yes kuro

tired stream
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hmm

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proud nordics doesnt have that option

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maybe its only applied in turn based combat ?

dapper mountain
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Honestly I ran with it on for most of the game and I didnt realize it

tired stream
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Honestly in japanese games i only find fromsoftware motion blur looks good

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either no mb or just bad mb

loud loom
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@cobalt charmminor thing, but in zero/azure there's some negative colors appearing every once in a while

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top of the screen here, also in the quest reporting ui in the background

cobalt charm
loud loom
dire bison
#

@cobalt charm I just finished db2 , would you perhaps have one for horizon as well , idk is horizon better when it comes to hdr ?

cobalt charm
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@dapper mountain is developing a rendering improvement mod

dire bison
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I tried a mod called vanilla plus improved graphics but it keeps crashing when I use it together with optiscaler with fsr4 file

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It works with fsr3 directx11 but when I switch to fsr3 dx12 it crashes

dapper mountain
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Idk what could be causing it

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I can test with int8 FSR4

cobalt charm
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I don't know that Horizon has a dx12 mode

dapper mountain
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It just uses dx12 for the upscaler

dire bison
#

Im using an amd gpu with an intel cpu, enabled it to use dlss options ingame, set it to dlss 4.5 well tbh doesnt matter , it seems like switching the upscaler to dx12 ver it crashes but all dx11 upscalers work up to fsr3

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But I really want to use fsr4 which is only done by dx12

dapper mountain
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Yeah I just crashed using

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I think I have an idea whats might be the problem

dire bison
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If you manage to make it work your god send

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🙏

dire bison
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Should I use the same parameters as daybreak 2 ?

dapper mountain
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He means use the same addon for horizon too. If you deleted it, it is in the pins

dire bison
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Damn i deleted it

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Its not in the pins I think ?

dapper mountain
dire bison
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Thanks , if you manage to make the addon work pls ping me here!

#

@cobalt charm I see theres been some changes since then , theres psycho and hermit is hermite now ?

#

With less options ?

cobalt charm
#

I just cleaned up, psycho is the state of the art.

dire bison
#

Not sure if I should put 460 or 1000 for peak brightness

cobalt charm
#

Ah Oled dilemma

#

460 with 100 paper white Imo

dire bison
#

Im using oled true black hdr

cobalt charm
#

I used 100 on my laptop (oled 550 peak) not bad at all

dire bison
#

So smth like that ?

cobalt charm
#

Game brightness 100

#

If the UI is too dim you can increase the in game slider

dire bison
#

Oh yeah its so much better

#

Feels a little dark tho

#

I think iwas playing at 140 or 130 on db2

cobalt charm
#

You can remove gamma correction if its too dark

#

PsychoV has some contrast boost

dire bison
#

The game itself is good but when I go to the menus I feel its a little too dark and I have the ui slider already at max

#

At 100 paper

#

Hmm I'll leave it at 120 game brightness and 51 saturation

#

Which mode do you think horizon is hdr true black or peak 1000 , my monitor can switch to both

dapper mountain
#

I will try making a proper fix but you can use that in meantime

dire bison
#

Thanks!!

dire bison
dapper mountain
dapper mountain
dire bison
#

What do ypu mean by lower fog options

dapper mountain
#

The game has settings for volumetrics. Turning the option to low makes them low resolution but increases performance.

#

I made improvements to fog so low option doesnt looks so bad

dire bison
#

Wait i thought the new fog option ingame doesnt affect performance cuz it didnt mention it in the description

dapper mountain
#

Techincally it doesnt

dire bison
#

But the one that super tanks performance is the detail level on the ground , grass,pebbles etc

dapper mountain
#

But with those enabled, you can select lower vol fog options and it can still looks decent

dire bison
#

Oh you meant volumetric lighting

dapper mountain
#

Yes

dire bison
#

Yeah I have it on default cuz I literally see no difference

dapper mountain
#

Yeah in most scenes there is no big change

dire bison
#

Thats was fast ! Thanks for updating

#

Can I use this addon together with renodx ?

dapper mountain
#

Yes I am using with renodx too

dire bison
#

Neaat

dapper mountain
#

Didnt touch any shaders HDR mod is modifying since they are not needed for improving rendering

#

@jaunty dragon Just a heads up if you will be using IS-FAST on a DX11 title. It will crash with FSR 4 w DX12 using optiscaler. You gotta think about DX12 too.

jaunty dragon
#

AyyyMD memes

tired stream
#

AMD always fail

jaunty dragon
#

Have too much cbuffers = FSR4 fails

#

Import a custom textures and bind SRVs = FSR 4 fails

dapper mountain
#

I think the problem in this case was having to use FSR4 w DX12 because AMD couldnt be bothered to release for other apis

tired stream
#

i think some mods dont even work on amd

dapper mountain
#

Eternal meme

#

💀

dire bison
#

AMD Wooooooooooooooo!

jaunty dragon
#

DLSS, you give it some duct tape and a can

#

Doesnt complain and just worksTM

#

Jensen AI too superior

dapper mountain
#

I also heard 11bit upgrades dont work in ayyymd either

jaunty dragon
#

yes

#

Musa started doing r9g9b9e5 ugrades instead

#

Which, every bloody vendor should start supporting r9g9b9e5

#

it looks better than 11bit

#

and runs better than 16bit

jaunty dragon
#

You already know this page about to drop some heat

#

abysmal contrast
90s web design

dapper mountain
#

I literally cannot read blue text

jaunty dragon
dapper mountain
#

Forge reading wrong papers

jaunty dragon
#

There was this

#

Insane how you can use displacement to achieve this

#

from a 2d texture

dapper mountain
#

What is this, tesellation on steroids?

jaunty dragon
#

Its not using tesellation

#

Tessellation free displacement

#

Requires messing with BVH so above my skill level

#

You will need engine side CPU changes

dapper mountain
#

Way out of our scope then

jaunty dragon
#

Why are we even using nanite

#

apparently RTX mega geo is meant to supercedes this

dapper mountain
jaunty dragon
#

We generate ICARUS env map then replace any existing ones in game

#

Giving us improved IBL lighting

dapper mountain
#

Is this better than what you used before?

jaunty dragon
#

current code examples work with any game

#

above is more work

#

this requires generating custom env map

#

and replacing the vanilla one

#

it uses some neural special sauce at runtime but we can avoid that

dapper mountain
jaunty dragon
#

What's up here

#

Alpha windows?

#

Or is it a roughness texture

dapper mountain
#

Alpha windows and cubemap

jaunty dragon
#

So it's the same goofy shimmer as with the chain link fences?

dapper mountain
#

Nah I just hate how it looks. Its looks foggy and cubemap visibility is too high.

dapper mountain
#

@jaunty dragon Do I need compute shaders to implement XeGTAO?

jaunty dragon
#

xeGTAO needs 4 passes

#

the main pass

#

temporal element

#

denoise

#

prefilter

dapper mountain
#

The game uses multiple passes for HBAO+ but it does in pixel shaders

#

It might be joever then

jaunty dragon
#

I guess you could cope out a pixel shader version but the whole reason why it uses compute shaders is becasue is faster + better visuals

dapper mountain
#

I am doing that right now

#

I wonder what kind of abomination is gonna bring out

jaunty dragon
#

maybe not the full xegtao

#

but you could try gtao

#

just Renderp Ass your own xegtao

dapper mountain
#

With renderpass can I do it with compute shaders?

jaunty dragon
#

yh

#

renderpass works with compute

#

you can dispatch compute, pixel or vertex

dapper mountain
#

Alright i will give it a try

jaunty dragon
dapper mountain
#

Vanilla HBAO+ vs XeGTAO (WIP)

latent mirage
#

man that's pretty cool

#

Do you have something like a roadmap of other stuff you want to fix?

dapper mountain
#

I just play the game and try to fix whatever annoys me

#

But for Sky remake I have some stuff in mind. Basically everything in horizon + adding shadow filter options + maybe porting Horizon's SSGI to Sky

dapper mountain
jaunty dragon
#

Time to set up local model

dapper mountain
#

There are still problems I need to fix too. When XeGTAO is enabled bloom and vol fog doesnt work. And has lines like this. Fiddling sliders dont help so it must be a problem in implementation I am guessing. Anyways gonna continue tomorrow.

dapper mountain
#

Adding XeGTAO might be cooked ngl

jaunty dragon
#

Skill issue

#

Renderp ass it

dapper mountain
#

I am doing it but ordering s̶l̶a̶v̶e̶ clanker blindly kinda seems endless. This is what clanker said about the problem

XeGTAO dispatch runs during AO/draw-time renderpass flow (same frame as lighting).
Result: low AO latency if it works.
Tradeoff: compute work inside active renderpass path can disturb graphics state/resource bindings, which can break fog/bloom/volumetrics in this game path.

XeGTAO compute dispatch runs in the present callback at end of frame, on queue immediate command list.
In code: OnPresentAdvanceFrame
Result: very stable for fog/bloom because it is outside risky draw/renderpass timing.
Tradeoff: AO is usually one frame late (visible lag), because dispatch happens after most current-frame lighting decisions.

ivory brook
#

Just wondering I seen in the latest update they mention something about fixing peak luminance slider will that mess with anything for the Reno mod?

ivory brook
#

@dapper mountain I am unable to load both Reno and your graphics addon at the same time game crashes instantly. I can only load one or the other.

dapper mountain
#

Thats weird because I made that with Reno on

#

Can you send reshade log

ivory brook
dapper mountain
#

Oh I was on the previous version of the mod

#

It crashes on the new one

#

@cobalt charm What did you add on the new version

#

@ivory brook You can use the previous version of renodx if you want to use both. I will try to look at compability with the new version but I am going to sleep soon so I cant work on it today

dire bison
#

Should i update the mod yet?

#

I know you gave me the one that works with fsr4

ivory brook
cobalt charm
dire bison
cobalt charm
dapper mountain
dapper mountain
# cobalt charm

I crash with this version of your renodx mod even without my mod installed 🤔

#

Let me remove other addons just to isolate the problem

#

Devkit was causing it

#

What in the salad is going on here

cobalt charm
dapper mountain
cobalt charm
#

oh crap

#

maybe its me who needs a rebase

dapper mountain
cobalt charm
dapper mountain
dapper mountain
#

HBAO+ vs XeGTAO

I am planning to upload it today

dapper mountain
#

@cobalt charm Minimap and map is broken in your latest version
Vanilla vs RenoDX HDR

#

I thought I broke it and was gonna go crazy kekpepehands

cobalt charm
#

lololol

cobalt charm
#

can't wait for the new ambient occlusion

dapper mountain
dapper mountain
#

Vanilla HBAO+ vs XeGTAO

#

Uploading to nexus aswell

dire bison
#

Hbao is costly, how much fps does it take ?

dapper mountain
#

117 FPS SSAO (Local shadowing default)
108 FPS HBAO+ (Local shadowing ultra it also increases the resolution of character shadows)
105 FPS XeGTAO ( High quality in Reshade)
101 FPS XeGTAO ( Very high quality in Reshade)
99 FPS XeGTAO ( Ultra quality in Reshade)

#

XeGTAO had low and medium quality too but I removed them because noise made it unuseable

#

Now that I realised using ingame high setting doesnt work with XeGTAO gotta fix this

dire bison
#

What do you mean by the different qualities in Reshade? How do i set it to Ultra or High etc?

#

And if i have HBAO+ enabled do i need to have local shadowing set to ultra for it to work?

dire bison
dapper mountain
#

XeGTAO itself has quality settings there

dire bison
#

Ahhh okay i know i know , gotcha

dapper mountain
#

Normally mod supported high and ultra local shadowing settings for screen space shadows to work correctly.

#

High is hbao+

#

Ultra hbao+ but full resolution

#

XeGTAO replaces HBAO+ but it is broken at high local shadowing because I forgot to check it

#

I am fixing that right now

dire bison
#

So by default if i have High or ultra local shadows im using HBAO+ , correct?

dapper mountain
#

Yes

#

Default is falcoms SSAO

dire bison
#

is XeGTAO superior tech comapred to HBAO+ ?

#

Ah wait XeGTAO works together with HBAO+ its not like one of them replaces one another

dapper mountain
#

No it doesnt run together

#

I skip HBAO+ when XeGTAO is selected

tired stream
#

no

dapper mountain
#

XeGTAO is superior yes

dire bison
#

Then why does it matter if it works or not if high settings local shadows are enabled? Can't you just switch it to ultra just to override XeGTAO activation, you know what i mean ?

tired stream
#

Neither of them is physically correct

dapper mountain
#

I am using the info from HBAO+ to feed into XeGTAO

dapper mountain
#

It is screen space technique at the end of the day

dire bison
#

Ahh okay, normally if you have high local shadows enabled XeGTAO would active and override HBAO+ but in this case HBAO+ and XeGTAO is not working when set to high ingame?

ivory brook
#

XeGTAO should give better performance

tired stream
#

which one looks objectively better depends how they are configured

#

also depends on how the baked lighting is done, in spiderman or ghost of tsushima, ssao looks better than both, they both looks pretty wrong in those games

dapper mountain
#

Doubt falcom even uses baked lighting

tired stream
#

they definitely use lightmaps

#

unless you mean probe based gi

#

then i dont think there is either

dire bison
#

Unrelated/random question, is that other Horizon mod that changes the difficulty good ?

dapper mountain
dapper mountain
#

I doubt they would implement SSGI if they used probe based gi 🤔

tired stream
#

theres no dynamic time of day

#

actually barely any dynamic lights in their games

dapper mountain
#

They barely cast shadows too

tired stream
#

so real time gi barely matters

tired stream
dire bison
#

day and knight cycle would be crazy but then Falcom would be in shambles trying to formulate the quests based on day and night and what day it is xd

dapper mountain
#

Yeah day and time cycle doesnt fit their gameplay loop too I doubt they would try it unless they want to change it at next arc

dire bison
#

Btw for now the mod works if i have Local shadows at ultra right?

#

Ill try and play a little with ultra

dapper mountain
dapper mountain
#

You can try to switch to high and see what happens

#

Not pretty

tired stream
#

but its not an issue for their games anyway

dire bison
#

If i wanna test/see/compare XeGTAO, do i leave local shadows at ultra and just enable XeGTAO from the mod settings?

dapper mountain
dire bison
#

Okie wheres the broken file

dire bison
dapper mountain
#

Its on nexus

#

yeah

#

or that too

tired stream
#

i think Falcom games generally look worse since the ps4 era

dire bison
#

I get this lines when XeGTAO is enabled

#

disabled

dapper mountain
#

Is precision r32?

#

I thought I set that default to r32

#

Change to intermediate settings and check

dire bison
#

where is that

dapper mountain
#

there is a slider at top

dire bison
#

Im in the intermediate settings but theres a lot of stuff

dapper mountain
#

it says basic

#

At the top

#

Under XeGTAO options

dire bison
dapper mountain
#

what the hell its set to r32 in yours too

dapper mountain
dire bison
#

Its uh

#

🤣

dapper mountain
#

Is this AyyyMD moment again
@jaunty dragon

tired stream
#

AMD always fail

dapper mountain
#

I tried FSR4 since you used it but I still dont have those

dire bison
#

Wait, no way AMD's fault 🤣

tired stream
#

no we are serious

dapper mountain
#

Can you change depth precision to 16 and back to 32

tired stream
#

AMD gpus have issue with some mods

dire bison
#

the lines on the wall btw rotate based on how i move my caemra around

dapper mountain
#

Because I get these lines only if precision is 16

#

But it fixes on 32

dire bison
#

Nope

dapper mountain
#

I'll look at that too. Play with off in meantime

dire bison
#

Umm personally ill probably play without XeGTAO cuz it tansk my fps, but it looks so much better than ultra HBAO+,

dapper mountain
#

How much you need FPS? Arent you on RDNA4? Game should run pretty good for you

dire bison
#

XeGTAO high vs HBAO+ ultra local shadows

#

I am at 77-80fps with XeGTAO and 86 fps with ultra HBAO+, ill also switch to high HBAO+ when it workks

#

i prefer to play trails around 90fps but its ok

tired stream
#

are you playing at 4k with a 9060xt ?

#

dont remember those game being this demanding

dire bison
#

nooo i am 2K and i have 7800XT

dapper mountain
#

Ohhh

#

that is why

tired stream
#

ah ok

dapper mountain
#

FSR 4 int8 slower

tired stream
#

int8 fsr4 is a lot slower

dire bison
#

and 13600K :C

tired stream
#

that doesnt matter

dapper mountain
#

Cpu shouldnt matter

tired stream
#

13600k isnt a slow cpu

#

9060xt with real fsr4 might be faster ngl

dapper mountain
#

Yeah

dire bison
#

Oh yeah high local shadows is breaking xegtao

#

Wait so the lines are because of int8 fsr?

ivory brook
dapper mountain
#

Sky Remake suprisingly casts more real shadows from light sources too

#

I saw lamp and fireplace cast multiple shadows in the same scene

#

I cried

tired stream
#

well tbh

#

ive only played YS games

dire bison
#

Holy shit, Ultra HBAO+ 88 fps, High HBAO+ 97 FPS, XeGTAO 82 fps

tired stream
#

i think the old ones look better

dire bison
#

High HBAO+ ftw

#

I know the right option makes some lighting scenes black but what is the left one ?

dapper mountain
#

I dont use FSR4 so idk

#

Ask opti discord

tired stream
#

FSR4 int8 on nvidia is slow af

#

none hardware accelerate

dapper mountain
#

Ok I fixed half res (High local shadow) to work with XeGTAO but it looks so ass

#

It uses internal resolution and half res

#

I am on %75 so internal 1080p

#

then halves it 540p

#

It is so noisy

ivory brook
#

I should be fine if I'm using ultra local shadows right?

dapper mountain
#

Yes

dapper mountain
#

I might try to "fix" half res XeGTAO by hooking up IS-FAST or something but that is for another day

dapper mountain
#

@jaunty dragon I realized foliage in shadow gets too much dark with XeGTAO. Do I need to somehow target grass to fix this?

jaunty dragon
#

so

#

this is an inherant issue with grass and AO

#

you can do two things

#
  1. Dont apply scene AO but instead have foliage have its own baked AO

  2. split AO into one for scene and the other for foliage only

loud loom
#

@cobalt charm any reason you haven't done cold steel 1 & 2?

cobalt charm
dapper mountain
#

I thought I did something wrong 😅

#

Is this known behaviour for 32 bit games?

loud loom
loud loom
#

still might be memory limits, I guess. just not easily solvable

dapper mountain
tired root
#

Ys X Proud Nordics mod doesn't work on Asian version

#

then again the Asian port is DX12 for some reason, so that probably explains it

tired stream
#

so basically none of the mods work

tired root
#

Trail in the Sky works luckily

tired stream
#

that game isnt ported by ph3

tired root
#

except the vibrancy slider is always 0 upon loading the game and has to be adjust, or idk if it's the same for western version

dapper mountain
#

Asian and global version is unified for sky remake iirc

tired stream
#

not the same probably

#

PH3 did a lot of extra work when porting those games

#

So maybe its actually the western release being different

tired root
#

yeah YsX PH3 port has loads of bells and whistles according to PCGW

#

asian port is just, here, use DLSS/FSR/XeSS and call it a day lol

#

BUT asian port being DX12 allows me to enable framegen w/ optiscaler, which probably beats all the features brought by PH3💀

dapper mountain
#

Idk how is ysX port but I played Horizon with CLE's port and draw distances made me crazy

tired stream
#

Ya their ports basically have no improvement over console versions (which are the vanilla faclcom verions)

dire bison
#

cs 1 and 2 look like ass, why would you want hdr on it

dapper mountain
#

Everything is better with HDR

dire bison
#

How is trails going to look with dlss5

dapper mountain
woeful cipher
#

Deep Learning Super Slopping.

dapper mountain
#

I have seen more cursed shit thats for sure

hot rock
#

That's just Floridan Estelle (Festelle)

latent mirage
#

Which is part of the reason why Asian ports run worse

tired root
#

yeah, DX11 and DX12 subfolders in the shader folder

#

but again with optiFG it doesn't matter lol

latent mirage
#

I mean I'd rather play an optimized port than a badly optimized game with fg

#

lol

dapper mountain
#

@dire bison

Fix thick XeGTAO on foliage
Half res XeGTAO ( high local shadowing) is useable. Slightly higher noise and less accurate AO but faster to run
Potential AMD Fix

Can you test this?

dire bison
#

Sure

#

What's AO?

dapper mountain
#

Ambient occlusion

dire bison
#

Alright give me couple minutes and I'll see . What do you want me to test ,the amd thing only ?

dapper mountain
#

Yes if you see those lines

dire bison
#

Okay

#

I just saw this

dire bison
#

HBAO+ left, XeGTAO right

dapper mountain
#

Okay it fixed

dire bison
#

HBAO left, XeGTAO right

#

on XeGTAO high the white on the table has so much noise

#

but i see it reduces when i put it on ultra XeGTAO

dapper mountain
#

I tried improving the denoising but I couldnt do it. The resolution is too low in high

dire bison
#

I see

#

performance is so much better on xegtao now

#

i might play like that if it doesnt get too bad in forest areas

#

the difference between HBAO+ on ultra local shadows vs XeGTAO on ultra is 84.5fps vs 75.4fps

#

Btw i recommend everyone to put Shadow resolution to very high

#

the difference is almost none and it boosts the fps so much

#

71.4 vs 75.4 fps having it very high vs ultra

#

thats a whole ass 4.5 fps

#

for absolute no reason

dapper mountain
dire bison
#

sometimes i dont know if i wanna use PCSS or Default just to get free 11 fps out of it

dapper mountain
#

Some features of mod breaks at default fyi

#

because it spawns a new variant of lighting shader

#

It supports only soft and pcss

dire bison
#

Oh wait, XeGTAO only works with PCSS nvm

dapper mountain
#

wait rly?

dire bison
#

ah you said soft too? Let me see

dapper mountain
#

yes it should work with soft too

dire bison
#

Yep works with soft and pcss

#

hmm soft is ew, its like playing without shadows xD

dapper mountain
#

uh yeah it doesnt work with soft too

#

wait lemme patch that

#

I always play with PCSS so I forget to check soft shadows too

dire bison
#

XeGTAO works with soft i just saw it

#

when i had the shadow on default and tried to on/off XeGTAO i saw no difference thats why i said it doesn't work

#

Im also going to try it with the new INT8 4.0.2 file

dapper mountain
dire bison
#

I mean some shadows are removed from the walls

#

but i thought thats because its soft's feature

dapper mountain
#

No soft shouldnt remove shadows. Its just applying soft filtering.

dire bison
#

oh then smths wrong

#

let me see again

#

left is pcss and right is soft with xeGTAO

#

Soft vs pcss

dapper mountain
dire bison
#

Question, i installed a new optiscaler version but i can't open reshade again, which file do i rename again?

#

I forgot how i did it before

dapper mountain
#

I am using winmm.dll for opti
dxgi.dll for reshade

dire bison
#

so i install optiscaler with a different dll name and then i install reshade and it makes it dxgi?

dapper mountain
#

ye

jaunty dragon
#

Nexooooooos doesnt like clang

#

have to use ninja or MS

dapper mountain
#

It didnt liked 7zip

#

But they it says they want the file to be 7zip or zip

#

Then I uploaded as zip and it accepted it

dire bison
#

new optiscaler UI and new INT8 ver

dapper mountain
#

3ms upscaling oof

dire bison
#

is thatgood?

dapper mountain
#

I mean no but there is nothing you can do about it

#

fsr4 slower on rdna2 3

dire bison
#

Btw is there a way when you open optiscaler menu and when you move your camera the ingame camera also woudnt move?

dapper mountain
#

use arrow keys and enter to navigate optiscaler

dire bison
#

I noticed something weird

#

with the sky

dapper mountain
#

🤔

#

It does it on trion tower only

#

I will check it

dire bison
#

I thought it was INT8 stuff

#

btw this stuff, i dont see anydifference, but it increases the fps by 1

dapper mountain
#

I dont know any of that stuff so cant say anything

dire bison
#

Does it really do it only in Trion tower for you as well?

dapper mountain
#

Yes

dire bison
#

i dont have many locations to check

dapper mountain
#

I checked few other locations and it was only there

#

But it didnt appear that vanilla and closing volumetric fog fixes it so I know something is wrong in my volumetric fog shader

dire bison
#

@dapper mountain XeGTAO works now with high local shadows right?

dapper mountain
#

yes

dire bison
#

the difference between high and ultra when XeGTAO is enabled is insane

dapper mountain
#

Whats your resolution

dire bison
#

1440p

dapper mountain
#

internal resolution?

dire bison
#

wdym

dapper mountain
#

What upscaling setting you are using

#

like %

dire bison
#

100%

dapper mountain
#

Okay yeah when its at high XeGTAO is 720p

#

Thats why its massive

dire bison
#

I wonder if its worth having XeGTAO with high local, or HBAO+ with high local

#

i want high local no matter what'

dapper mountain
#

I can try making a custom %75 res option but it might be pain in the ass

#

I will look into it after I fix volumetrics

dire bison
#

Take your time

pastel lintel
#

Why does psycho tone mapper change the look based on peak brightness?

#

Like it gets more contrasty the higher it is

manic palm
#

assume that's a cone contrast thing

pastel lintel
#

Im trying in trails in the sky btw

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Vanilla tonemapper doesn’t increase contrast with peak but looks like crap in comparison

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Trails in the sky link is broken

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Ahhhhh I see. It’s HDR bloom blending and PsychoV what’s causing the contrast ramp

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Falcom bloom and Psycho looks good

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Still not sure if I’m using the right addon tbh. I downloaded with RDXC

pastel lintel
#

Found this. Is this latest? It´s has way more tonemappers than the "falcomengine" one I was using

cobalt charm
#

with PsychoV there is no need to use other tonemappers

pastel lintel
#

It was giving me this contrast ramp with the peak tho

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I use 2468

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It looked very wrong

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With hermite or DICE it looks correct again at the same peak

cobalt charm
pastel lintel
#

It´s only when using HDR bloom blend

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(I think)

cobalt charm
dire bison
#

@cobalt charm actually thats true ididnt notice , as i increase the peakbrightness so does the contrast increase as well, i dont know if thats intended

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left is 1000, right is 460

dapper mountain
dire bison
dire bison
cobalt charm
dire bison
#

Beyond the Horizon

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Btw @dapper mountain what kind of change does the screen space reflections do ?

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is it the reflections on the water?

dapper mountain
#

Yes it is just increasing ray count nothing too radical

dire bison
#

I just noticed that it uses a ton of fps at ultra, i just had my camera looking at some grass and trees and when i was setting it to ultra - default i got 10 fps out of it with 0 visual changes

#

Also Detail density is insane, like INSANE, that thing eats fps like its nothing in forest areas, i have it on low xD

dapper mountain
#

I am using detail draw distance very high and medium detail density

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I hate pop in so much so

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And medium detail density is dense enough

dire bison
#

out of all distance settings, none of them really gave me even 1 fps

cobalt charm
dire bison
#

smth weird just happened, when i open the minimap, everythings gone o.0'

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HUH

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WHY?!

cobalt charm
#

something is very wrong

dapper mountain
#

Wait didnt you fixed that

dire bison
#

thankfully i backuped the previous addon engine

cobalt charm
dire bison
#

that was fast, wth xD

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Minimap'

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is back

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and the contrast increasing with peak brightness is gone too! Ty @cobalt charm

#

quick question, did the eyes of the characters always had a shine ?

cobalt charm
#

hmm this could be the side effect of "HDR blending"

dire bison
#

I feel like theres smth wrong, the highlights are too bright i think

#

yeah switched back to the previous addon file with the "contrast as peak increases" and it doesnt have that eye shine and some yellow flowers are not super bright

dire bison
# cobalt charm sorry I stashed the fix

also just to mention, this new file only has Physcho, the other tonemappers are gone, vanilla and physcho is present, just wanna mention that, not that im gonna use them

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the screenshot with the yellow flower on the bottom right corner is the falcome engine file and the other screenshot is the previous one i was using

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@cobalt charm Do i need to do smth about hdr blending on my end?

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tho even with the old addon file compared to vanilla, the flowers do shine more than they need to i think?

#

out of curiosity i just booted the game with HDR disabled ingame and monitor and i deleted the addonfile so it woudnt enable the hdr, is the game THIS bright at SDR?!!?!? holy shit

tired stream
dire bison
#

Daybreak 1 and 2 is kuro 1 and 2 , idk how the named Beyond the Horizon in Japanese

cobalt charm
#

ed93 or kuro3

dapper mountain
#

Its kai

dire bison
cobalt charm
dire bison
#

I tried lowering Bloom color correct but its not that

cobalt charm
#

I think in other sections it won't be that significant

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like it was with Kuro 1/2

dire bison
#

Isn't the eye glint going to remain forever tho?

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I mean its fine i can just use the previous addon file, i gotten used to it

tired stream
dire bison
#

wait i never seen this happen LOL, look at ALL the benches and look at the little girl

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when you view the benches from the front they get cursed and when you view them from the back they are perfectly normal

#

why do i always find the weirdest things

dapper mountain
#

There are bunch of lights hanging out of thin air since the first game too

dire bison
#

@dapper mountain in this location are this walls and wooden pillars supposed to have those lines?I dont know if thats the design or smth else

dapper mountain
#

I think yes but not sure

pastel lintel
pastel lintel
dapper mountain
#

Found a new disgusting bug. Somehow enabling XeGTAO hard griefs volumetrics and causes extreme ghosting

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This shits never ending

cobalt charm
pastel lintel
#

So there´s no difference between this and hermite splite tonemapper? Like Psycho is better in every way?

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Also bloom blending in HDR tends to get rid of lightshafts it seems

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Looks pretty great overall tho

dire bison
dapper mountain
#

¯_(ツ)_/¯

dapper mountain
#

Bloom Color Correction 100 / 0

@cobalt charm Color correction causes a rainbow like effect? I dont know how to describe it

cobalt charm
#

thats bad, I wonder how MB can cause such isseu

dapper mountain
#

I put it at 100 to show the effect but it still happens at default 75 value

deep jewel
#

do i have to turn on in game hdr for Trails in the Sky 1st Chapter renodx to work?

dapper mountain
#

yes

deep jewel
#

what preset of dlss is recommended?

#

i saw in pins that L and M dont work

tired root
#

now that I think of it, this game might be better with J

dire bison
#

J ?

manic palm
pastel lintel
#

I wonder why it clips with M and L tho

#

Yeah M still clips

cobalt charm
#

artifacts

dapper mountain
dapper mountain
dapper mountain
pastel lintel
#

Dunno if this game even needs M with the perf cost tho tbh

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But I’ll try it

cobalt charm
cobalt charm
dapper mountain
#

@jaunty dragon Do you have any ssgi in your bag? Sky remake I am working on doesnt have it. I can port Horizon's maybe but I wanted to ask you first.

jaunty dragon
#

The GoT functions

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they have sun bounced lighting and SSGI