#The Legend of Heroes (Falcom/Phyre Engine)
1 messages · Page 2 of 1
so im probably better off with specialk retrofit?
also cold steel 5 😭
specialk retrofit won't make any difference because the game saturates at the end, unfortunately
oh man
give this a try
who knows if it works
but like Sen games, this game has MSAA so renodx will have massive performance drop
i'll try later, thanks
since kyoto xanadu got announced, i wanted to give tokyo xanadu a shot
also totally forgot that the game is 32 bit lol
I wonder if playing it on ns2 would be better atp
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
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
light sources are fine tho
also the game runs at 60fps and there isn't really any graphic settings, i'm not getting by any strange perf impact
I did force msaa to 2x via senpatcher, so maybe that's why?
Yes most of the game is sdr
I think that's "Reverie". I finished it with the RenoDX mod and it works fine.
And I play it with LSFG 2x to get to 120 fps. Nvidia smooth motion doesn't work with it.
yes its "Reverie" its more or less Cold Steel 5
Does lsfg work with hdr? Thought it would be broken
Will have to redownload it, I used it ages ago for scaling only because I had a laptop
Thanks for the info
this is somewhat cursed
Is there a cold steel 1-2 mod?
I couldnt see any addon on github or here so I watched Ritsu's DX11 RenoDX Guide and ended up with this
If there is no artifact its good 👍
The characters at equip screen looks bugged because of resource upgrade
I will test more later
quite a lot of details were lost in SDR
Indeed reverie corridor was the first place I wanted to check because I remember that portal looked so bad to me even when I was SDR pleb
Oh man what a difference
@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?
I also got this problem but its probably related to more than pixel shaders

I hated how incorrect the cubemaps look in this game so tried to hide them a bit 

Yeah it is
I am working on ssr and some shadow filtering stuff then can send you
Which game is that?
Latest one Beyond the Horizon
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 
screen space shadows
Might need to check more locations to finalize the settings
is that better ambient occlusion
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.
What game is this? Looks cool
.
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
if senpatcher can force MSAA x 4, you can try forcing SGSSAA from driver to x4
ah AMD has no SGSSAA so probably not
@cobalt charm
Now that I tested it more it might be better if you just yanked the screen space shadows inside lighting shader ngl 
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.
I will integrate later, maybe I need some pointers to add toggle options
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
thanks a lot
SSGI off / on
Game has his own SSGI but as you can see here it doesnt applies to characters
I applied game owns GI to characters here
Still need to finetune it but it looks promising

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

Could be worse
👀
I wonder if a lot of problems rose from using srgb encoded colors in their pipeline
the only games that I know doing AA, BLoom etc in srgb
Pumbo's fog color correction
Off / On
🤔
is that an fx or do you mod the fog shader
What black magic is this?!
Looks much better on
It retains the original scenes color
Yoinked from @jaunty dragon 's rendering.hlsl 

So this is what you've been working on
I see you on VS code
I am thinking what is this fella working on
that looks weird, its as if the SSGI is removing AO?
Mostly just telling stuff to AI and having it implement
My slop smorgasbord is leading to improvements
Had nearly 0 coding experience before this
Theres plenty of online resources
combine that with clanker
and you pick up very quickly
Also learn how to use renderdoc, Nsight ect
Reno devkit helps but it also cant show everything
What are you using them for
For colour stuff e.g tonemapping it is fine
to use Reno devkit
thats what it was made for
but renderdoc, nsight ect help you see buffers better
I was just undrawing bunch of stuff in reno devkit and take whatever I need
some games it wont be easy since undrawing wont actually remove elements in a scene
it might just bug them out
but overal just stuff that I picked up from Miru
lets say a shader uses a specific drawcall for X element
you wont see that drawcall index in reno devkit
so lets say you want to hide only a portion of the UI
some of the stuff in rendering.hlsl requires mipmaps for instance
and you will be able to see that in renderdoc
whilst it might not be clear in reno devkit
Vanilla thats looks funky
Now that could be a 'artistic' intent thing
unless you know for certain they just borked the code
but since Pumbo's method is about restoring fog chrominance based on the 'pre fog scene' right looks better
You could do a 50/50 blend
to maintain a bit more of the original visionTM
Let me know if rendering.hlsl blows up becasue some of the code didnt support sm4/5 so I had to rewrite
Yeah might make 50 the defaults.
100 does also work as light pollution
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?
niiice
@dapper mountain I am guessing the game uses SSR?
If you want you can take a look at Hi-Z roughness based mipmap SSR
I havent added it to rendering yet
its a better way of doing raymarching in SSR using hi-z buffer
Is there a doc or something for that
This section goes over the hi-z specifically
Low Volumetrics
Tricubic B-spline filtering
On / Off
@jaunty dragon

it werks
I dont have any games on me rn that have bad volumetrics so I havent tested Tricubic yet
but its based that it does, GoT talk came in clutch
It's very good
4 ALU cost
Which is nothing
When otherwise you would have to increase volumetric res
And nuke perf
You can also apply it to other techniques that need filtering
Added fog color correction to volumetrics too.

Only now you have a slight issue
You can see the low draw distance
suffering from success
I am going to create that IS-FAST texture
then ship it to authors
If you find any shader that uses blue noise or any shader that is stochastic
You can replace or add the IS-FAST texture
and you will just have better results
IS FAST and gives you better convergence with less noise and artefacts
does what is says on the tin
@dapper mountain
EA had the resources on their github, I took it and generated for our use case
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
per the paper it was
Uniform - good for everything as a base
Cosine hemisphere - SSAO
Henyey Greenstein - volumetrics
and so on
This is a 128×128×32 RG8_UNORM two channel 3D texture
Setting it up now for Endfield
Do I use swapchain v2 to bind this?
No
Textures can be bind by Reshade API alone
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
Let me post example in a bit
Since I got it working on Endfield
Devkit won't show the texture as loading
So you will want to add some sort of debug message
// --- 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);
// 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;
}
}
reshade::unregister_eventreshade::addon_event::init_device(OnInitDevice);
reshade::unregister_eventreshade::addon_event::destroy_device(OnDestroyDevice);
So double check but all these go into addon.cpp
I will need to set up better instructions since its a bit of a mess
I was testing a bunch of things since I thought it wasnt working at first
Thanks
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
the .txt also has debug log info with it
so to test and see if its all working, look at reshade.log
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
just ctrl + F and search for IS-FAST in the log pretty much
You dont include the texture as part of the addon
the texture has been be dropped manually into the directory of the game
(I havent figured out if we can ship it as part of the addon yet)
Yeah I thought we were gonna add with addon at first
I am cleaning it up now
I will try and write a step by step instruction for other games
DX12 has a few extra steps that are needed to get it working
This also means you can now load other textures
Maybe you want a custom LUT or I figure out other rendering techniques that require a precomputed texture
For DX11 you can do native D3D11 bidning
but for DX12 or VK you will need to do Reshade API
-
Globals — g_hmodule, g_isfast_texture, g_isfast_srv, g_isfast_sampler (4 vars)
-
shared.h — Add float isfast_noise_bound; to ShaderInjectData, define ISFAST_NOISE_BOUND
-
OnInitDevice — Load fast_noise_ea.dds from DLL directory, create immutable Texture3D (R8G8_UNORM), SRV, point-wrap sampler, set isfast_noise_bound = 1.0f
-
OnDestroyDevice — Release all 3 D3D11 objects, reset isfast_noise_bound = 0.0f
-
BindISFASTNoisePixel/BindISFASTNoiseCompute — 5-line functions that call PSSetShaderResources(15, ...) or CSSetShaderResources(15, ...) via cmd_list->get_native()
-
Register — reshade::register_event<init_device>(OnInitDevice) + destroy_device, assign on_draw = BindISFASTNoise* to target shader entries
-
Shader side — Declare Texture3D<float2> isfast_noise : register(t15) + SamplerState isfast_sampler : register(s15), gate sampling behind ISFAST_NOISE_BOUND > 0.5
TLDR instructions
@manic palm
Low volumetric feels like ultra with IS-FAST and tricubic applied
This is what optimsation should be
@jaunty dragon Tried it out on PCSS too
this is so good
It is not perfect it has kinda "lines" after using it but I doubt it is the fault of IS-FAST
PCSS did not had this behaviour on daybreak 1 and 2
Seems like durante "optimized" the filter


ofc
sloppy optimsation
what if you use warp CDF
so the noise is specifically optimised for shadows
Maybe Durante isnt filtering or something
So if you use Expotential Moving Average
you might be able to solve it
and again this is comparing white noise to IS-FAST
If a game doesnt even use white noise then the gains will be nutty
They have this online test you can view
@dapper mountain
AssAss Shadows is a mid game but it has good techniques
they approximated Bent normals from screenspace rather than having to precompute them offline then ship with the game assets/ textures
Yeah dont have issues with ubisoft on tech side lol
So this will give you better results that the current code I have for bent normals
the full POE2 method still works but that assumes a game has bent normals
(99% of them dont, you have to dedicated 3 extra channels to store AO info which they dont bother with)
Thanks I will look at that too
@dapper mountain how does foliage, trees and other alpha based things look in-game?
Shadows has a very good stochastic alpha test system in place
which we can combine with IS-FAST
Fix up alpha shenanigans
Also useful for shadowmaps
can improve hair
Is this for aliasing?
yesnt
its for improving alpha based assets
alpha is generally a PITA
which is why we started moving away from it with nanite opting for actual 3D geometry
With RT for instance, alpha is a massive perf cost
which is why OOMs were created
I will take look at it tomorrow then
Crimson Desert trees for instance looked cooked
and that might be alpha shenanigans
so all the leaves just look abysmal
Too bad I have no space left on my computer and that game is like 6362236 gb
SE probably cooked it to shit via giga dithering
refer to this
but now imagine you implement stochastic alpha coverage
alongside IS-FAST
just dither everything bro
all the noise in those trees would disappear
I am going to guess theyre using a static ordered dither like bayer
and since it doesnt modulate with TAA
its just has the same ass holes from the dither
so yh AC shadows method would solve all this slop
We can fix it in part 3 because 100% they are not fixing shit
ya'll are putting in work into these games
my mods where simple displaymappers added
nice job
I started this as a small project but it keeps growing 
Vanilla Dof 144 Fps / Alt Dof 150 Fps
thats how every mod starts off
you think its going to be a quick fix
and then you find a thing you can improve
damn
their alpha was really asscheeks
would all this stuff be retrocompatible for other games using the same engine?
for example Ys X, i'm looking forward to play that one
Probably easily with all FDK titles
ys10, daybreak 1,2 and sky remakes
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
ys10 was even easier to mod, if you change shadow filtering it spawns a new lighting shader for each one
in ys10 it was all inside of one lighting shader
@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
You'll have to figure out where its coming from first
is it some sort of motion blur
or maybe the temporal jittering is wack
Could also be heavily compressed motion vectors similar to Midfield
rip
YS8 is buggy above 60
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;
in the vid only some parts of the scene have that juddery wobble like the player character and the glass on the right
but then the NPC doesnt
so it might be some issue with skinned meshes
Pumbo and Luma bois might know more
Funny thing is they have motion blur option at menus but I couldnt see any difference whetever its on or off
Time to dig deeper then 
was it added in Beyond the Horizon ?
All daybreak titles had it
daybreak = kuro no kiseki right ?
i actually dont know the english name of those games

yes kuro
hmm
proud nordics doesnt have that option
maybe its only applied in turn based combat ?
Honestly I ran with it on for most of the game and I didnt realize it
Honestly in japanese games i only find fromsoftware motion blur looks good
either no mb or just bad mb
@cobalt charmminor thing, but in zero/azure there's some negative colors appearing every once in a while
top of the screen here, also in the quest reporting ui in the background
I think its related to tonemapping, hopefully this fixes it
seems fixed, very nice
@cobalt charm I just finished db2 , would you perhaps have one for horizon as well , idk is horizon better when it comes to hdr ?
The kuro addon should work for horizon
@dapper mountain is developing a rendering improvement mod
I tried a mod called vanilla plus improved graphics but it keeps crashing when I use it together with optiscaler with fsr4 file
It works with fsr3 directx11 but when I switch to fsr3 dx12 it crashes
yeah thats mine
Idk what could be causing it
I can test with int8 FSR4
I don't know that Horizon has a dx12 mode
Its an opti feature
It just uses dx12 for the upscaler
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
But I really want to use fsr4 which is only done by dx12
Can you link it please ?
Should I use the same parameters as daybreak 2 ?
He means use the same addon for horizon too. If you deleted it, it is in the pins
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 ?
I just cleaned up, psycho is the state of the art.
Not sure if I should put 460 or 1000 for peak brightness
Im using oled true black hdr
I used 100 on my laptop (oled 550 peak) not bad at all
Oh yeah its so much better
Feels a little dark tho
I think iwas playing at 140 or 130 on db2
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
@dire bison The problem was IS-FAST so I removed it until I can fix the problem
I will try making a proper fix but you can use that in meantime
Thanks!!
This addon also increases fps right ? Horizon is actually heavier than db2
Improved SSR decreases slightly because of increased step counts.
Custom DOF is faster than vanilla so in places with DOF you should get higher fps.
Tricubic filtering and IS-FAST makes low resolution volumetric fog look better so with lower fog options it should look better.
Rest of the stuff doesnt affects performance much.
.
.
What do ypu mean by lower fog options
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
Wait i thought the new fog option ingame doesnt affect performance cuz it didnt mention it in the description
Techincally it doesnt
But the one that super tanks performance is the detail level on the ground , grass,pebbles etc
But with those enabled, you can select lower vol fog options and it can still looks decent
Oh you meant volumetric lighting
Yes
Yeah I have it on default cuz I literally see no difference
Yeah in most scenes there is no big change
Okay I completed the fix will be uploading this to nexus too. Thanks for feedback
Yes I am using with renodx too
Neaat
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.
AMD always fail
Have too much cbuffers = FSR4 fails
Import a custom textures and bind SRVs = FSR 4 fails
I think the problem in this case was having to use FSR4 w DX12 because AMD couldnt be bothered to release for other apis

i think some mods dont even work on amd
AMD Wooooooooooooooo!
Pumbo explained this, FSR needs a trillion inputs going into it and still looks dogshit or doesnt work
DLSS, you give it some duct tape and a can
Doesnt complain and just worksTM
Jensen AI too superior
I also heard 11bit upgrades dont work in ayyymd either
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
ah....
rip
You already know this page about to drop some heat
abysmal contrast
90s web design
Forge reading wrong papers
There was this
Insane how you can use displacement to achieve this
from a 2d texture
What is this, tesellation on steroids?
Its not using tesellation

Tessellation free displacement
Displacement mapping is a powerful mechanism for adding fine to medium geometric details over a 3D surface using a 2D map encoding them. While GPU rasterization supports it through the hardware tessellation unit, ray tracing surface meshes textured with high quality displacement requires a significant amount of memory. More precisely, the input ...
Requires messing with BVH so above my skill level
You will need engine side CPU changes
Way out of our scope then
Why are we even using nanite

apparently RTX mega geo is meant to supercedes this
We generate ICARUS env map then replace any existing ones in game
Giving us improved IBL lighting
Is this better than what you used before?
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
Alpha windows and cubemap
So it's the same goofy shimmer as with the chain link fences?
Nah I just hate how it looks. Its looks foggy and cubemap visibility is too high.
@jaunty dragon Do I need compute shaders to implement XeGTAO?
yes
xeGTAO needs 4 passes
the main pass
temporal element
denoise
prefilter
The game uses multiple passes for HBAO+ but it does in pixel shaders
It might be joever then
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
maybe not the full xegtao
but you could try gtao
just Renderp Ass your own xegtao
With renderpass can I do it with compute shaders?
Alright i will give it a try
Vanilla HBAO+ vs XeGTAO (WIP)
man that's pretty cool
Do you have something like a roadmap of other stuff you want to fix?
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

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.
Adding XeGTAO might be cooked ngl
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.
This looks great. Makes it look similar to how the prerendered scenes look
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?
@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.
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
the mod is fine just need to use the older version of reno that Toru just posted
I only sync with renodx core from upstream, let me see
Im talking about this one, idk what else happened xD
I copied your source code and recompiled it, and it is good
That is the latest one for now. I didnt pushed a new patch yet
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
I think, your base renodx code needs to be synchronized with upstream
I tried downloading latest snapshot of devkit just to check and it still crashes with HDR mod + devkit alone 🤔

I refactored, can you help me check if it crashes on your side?
It works fine 👍
HBAO+ vs XeGTAO
I am planning to upload it today
@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 
lololol
should be good now, I am going to update my repo after rebasing
can't wait for the new ambient occlusion
Yes its good thanks
Hbao is costly, how much fps does it take ?
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
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?
Damn thats a big visual difference, i wonder what i prefer hmmmm thats a hard one
In reshade there is a tab for controlling mods settings
XeGTAO itself has quality settings there
Ahhh okay i know i know , gotcha
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
So by default if i have High or ultra local shadows im using HBAO+ , correct?
is XeGTAO superior tech comapred to HBAO+ ?
Ah wait XeGTAO works together with HBAO+ its not like one of them replaces one another
no
XeGTAO is superior yes
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 ?
Neither of them is physically correct
I am using the info from HBAO+ to feed into XeGTAO
That is true
It is screen space technique at the end of the day
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?
XeGTAO should give better performance
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
they definitely use lightmaps
unless you mean probe based gi
then i dont think there is either

Unrelated/random question, is that other Horizon mod that changes the difficulty good ?
Yeah meant this
Never tried it
I doubt they would implement SSGI if they used probe based gi 🤔
They barely cast shadows too
so real time gi barely matters
but...the highest shadow settings on pc is super demanding

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
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
Btw for now the mod works if i have Local shadows at ultra right?
Ill try and play a little with ultra
I remember in daybreak 2 durante implemented something called shadow caching it would improve performance drastically. I dont see it in horizon but it must be enabled by default. No reason to not use it
Yes
You can try to switch to high and see what happens

Not pretty
shadow caching should increase vram usage
but its not an issue for their games anyway
If i wanna test/see/compare XeGTAO, do i leave local shadows at ultra and just enable XeGTAO from the mod settings?
Yeah it was around 200 mb in db2
Yes
Okie wheres the broken file
this it?
i think Falcom games generally look worse since the ps4 era
Is precision r32?
I thought I set that default to r32
Change to intermediate settings and check
where is that
there is a slider at top
Im in the intermediate settings but theres a lot of stuff
Where is this place
AMD always fail
I tried FSR4 since you used it but I still dont have those
Wait, no way AMD's fault 🤣
no we are serious
Can you change depth precision to 16 and back to 32
AMD gpus have issue with some mods
the lines on the wall btw rotate based on how i move my caemra around
Because I get these lines only if precision is 16
But it fixes on 32
R16 vs R32
Nope
Umm personally ill probably play without XeGTAO cuz it tansk my fps, but it looks so much better than ultra HBAO+,
How much you need FPS? Arent you on RDNA4? Game should run pretty good for you
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
are you playing at 4k with a 9060xt ?
dont remember those game being this demanding
nooo i am 2K and i have 7800XT
ah ok
FSR 4 int8 slower
int8 fsr4 is a lot slower
and 13600K :C
that doesnt matter
Cpu shouldnt matter
Yeah
Oh yeah high local shadows is breaking xegtao
Wait so the lines are because of int8 fsr?
I prefer the look of Sky Remake and the new Xanadu game
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

Holy shit, Ultra HBAO+ 88 fps, High HBAO+ 97 FPS, XeGTAO 82 fps
i think the old ones look better
High HBAO+ ftw
I know the right option makes some lighting scenes black but what is the left one ?
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
I should be fine if I'm using ultra local shadows right?
Yes
I might try to "fix" half res XeGTAO by hooking up IS-FAST or something but that is for another day
@jaunty dragon I realized foliage in shadow gets too much dark with XeGTAO. Do I need to somehow target grass to fix this?
so
this is an inherant issue with grass and AO
you can do two things
-
Dont apply scene AO but instead have foliage have its own baked AO
-
split AO into one for scene and the other for foliage only
@cobalt charm any reason you haven't done cold steel 1 & 2?
They are 32 bit games, I made some initial works that unlocked hdr but crashed the games after a while.
I think @dapper mountain tried as well.
Yes I had the same problem with crashing
I thought I did something wrong 😅
Is this known behaviour for 32 bit games?
ah 
perhaps memory limits? should check if the exe is already large address aware
apparently yes
right
still might be memory limits, I guess. just not easily solvable

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
ya asian versions of falcom gsmes always use different shaders
so basically none of the mods work
Trail in the Sky works luckily
that game isnt ported by ph3
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
Asian and global version is unified for sky remake iirc
not the same probably
PH3 did a lot of extra work when porting those games
So maybe its actually the western release being different
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💀
Idk how is ysX port but I played Horizon with CLE's port and draw distances made me crazy
Ya their ports basically have no improvement over console versions (which are the vanilla faclcom verions)
cs 1 and 2 look like ass, why would you want hdr on it
I disagree
Everything is better with HDR
How is trails going to look with dlss5
Deep Learning Super Slopping.
Funny thing is this AI image is on the "better" side
I have seen more cursed shit thats for sure
That's just Floridan Estelle (Festelle)
That's probably dx11 proxied though
Which is part of the reason why Asian ports run worse
yeah, DX11 and DX12 subfolders in the shader folder
but again with optiFG it doesn't matter lol
@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?
Ambient occlusion
Alright give me couple minutes and I'll see . What do you want me to test ,the amd thing only ?
Yes if you see those lines
HBAO+ left, XeGTAO right
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
I tried improving the denoising but I couldnt do it. The resolution is too low in high
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
Yeah I am using it at very high too
sometimes i dont know if i wanna use PCSS or Default just to get free 11 fps out of it
Some features of mod breaks at default fyi
because it spawns a new variant of lighting shader
It supports only soft and pcss
Oh wait, XeGTAO only works with PCSS nvm
wait rly?
ah you said soft too? Let me see
yes it should work with soft too
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
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
You did? Because I am trying on my end and I cannot see XeGTAO with soft shadows
yeah
I mean some shadows are removed from the walls
but i thought thats because its soft's feature
No soft shouldnt remove shadows. Its just applying soft filtering.
oh then smths wrong
let me see again
left is pcss and right is soft with xeGTAO
Soft vs pcss
ok this fixes it
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
I am using winmm.dll for opti
dxgi.dll for reshade
why nexus didnt like it NOOO~1
so i install optiscaler with a different dll name and then i install reshade and it makes it dxgi?
ye
clang?
Nexooooooos doesnt like clang
have to use ninja or MS
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
new optiscaler UI and new INT8 ver
3ms upscaling oof
is thatgood?
Btw is there a way when you open optiscaler menu and when you move your camera the ingame camera also woudnt move?
I thought it was INT8 stuff
btw this stuff, i dont see anydifference, but it increases the fps by 1
I dont know any of that stuff so cant say anything
Does it really do it only in Trion tower for you as well?
Yes
i dont have many locations to check
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
@dapper mountain XeGTAO works now with high local shadows right?
yes
the difference between high and ultra when XeGTAO is enabled is insane
Whats your resolution
1440p
internal resolution?
wdym
100%
I wonder if its worth having XeGTAO with high local, or HBAO+ with high local
i want high local no matter what'
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
Take your time
Why does psycho tone mapper change the look based on peak brightness?
Like it gets more contrasty the higher it is
assume that's a cone contrast thing
Im trying in trails in the sky btw
Vanilla tonemapper doesn’t increase contrast with peak but looks like crap in comparison
Trails in the sky link is broken
Ahhhhh I see. It’s HDR bloom blending and PsychoV what’s causing the contrast ramp
Falcom bloom and Psycho looks good
Still not sure if I’m using the right addon tbh. I downloaded with RDXC
Found this. Is this latest? It´s has way more tonemappers than the "falcomengine" one I was using
falcomengine is the latest
with PsychoV there is no need to use other tonemappers
It was giving me this contrast ramp with the peak tho
I use 2468
It looked very wrong
With hermite or DICE it looks correct again at the same peak
interesting, I didn't know about that, let me readd at least 2 more options
Yeah I wouldn´t know what causes it exactly. I can send you screenshots when I try this build
It´s only when using HDR bloom blend
(I think)
can you check if this PsychoV build still over contrasts the scene with high peak?
@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
left is 1000, right is 460
@dire bison Fixes the issue in sky
Oh great, i was just doing quests in Trion, lemme see
yup no more weird sky lines , ty!
I removed the contrast boost that depends on peak
my file name is kurokiseki engine
Beyond the Horizon
Btw @dapper mountain what kind of change does the screen space reflections do ?
is it the reflections on the water?
Yes it is just increasing ray count nothing too radical
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
I am using detail draw distance very high and medium detail density
I hate pop in so much so
And medium detail density is dense enough
out of all distance settings, none of them really gave me even 1 fps
kuro and sora are merged into one
Oh theres a ui brightness slider too now , nice!
smth weird just happened, when i open the minimap, everythings gone o.0'
HUH
WHY?!
something is very wrong
Wait didnt you fixed that
thankfully i backuped the previous addon engine
sorry I stashed the fix
that was fast, wth xD
Minimap'
is back

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 ?
hmm this could be the side effect of "HDR blending"
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
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
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
@cobalt charm Do i need to do smth about hdr blending on my end?
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
kuro is daybreak no ?
Daybreak 1 and 2 is kuro 1 and 2 , idk how the named Beyond the Horizon in Japanese
ed93 or kuro3
is this
bloom is too strong
I tried lowering Bloom color correct but its not that
I am too lazy to implement a tonemapper (an actual one that lowers the average brightness, like Reinhard) or bloom strength
I think in other sections it won't be that significant
like it was with Kuro 1/2
Isn't the eye glint going to remain forever tho?
I mean its fine i can just use the previous addon file, i gotten used to it
i was the opposite, didnt know the english names
wait i never seen this happen LOL, look at ALL the benches and look at the little girl
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 in this location are this walls and wooden pillars supposed to have those lines?I dont know if thats the design or smth else
I think yes but not sure
Sure! I will in a bit. I went to sleep last night
I guess I’ll use this one since it seems the latest
Found a new disgusting bug. Somehow enabling XeGTAO hard griefs volumetrics and causes extreme ghosting

This shits never ending

This works!
So there´s no difference between this and hermite splite tonemapper? Like Psycho is better in every way?
Also bloom blending in HDR tends to get rid of lightshafts it seems
Looks pretty great overall tho
that video is not playing for me for some reason
¯_(ツ)_/¯
Bloom Color Correction 100 / 0
@cobalt charm Color correction causes a rainbow like effect? I dont know how to describe it
thats bad, I wonder how MB can cause such isseu
I put it at 100 to show the effect but it still happens at default 75 value
do i have to turn on in game hdr for Trails in the Sky 1st Chapter renodx to work?
yes
now that I think of it, this game might be better with J
J ?
you doing max(x, 0) after your MB stuff?
Im setting it up now and I guess if M and L clip to SDR K is the way to go
I wonder why it clips with M and L tho
Yeah M still clips
Could you provide me with a save file for this specific area?
artifacts
If you tick this HDR button M and L doesnt clip
Yeah sure
@cobalt charm
Porting over stuff to Sky slowly
OHHHHHHHHH. Thanks!!
Dunno if this game even needs M with the perf cost tho tbh
But I’ll try it
I think I fixed the ugly bloom with HDR blending
Could you try this build, maybe the bloom is reasonable now
Yeah it looks good now ty
@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.



