#Dying Light: The Beast

1 messages Ā· Page 4 of 1

fossil aurora
#

but for using pc is too big

dusty stream
#

The point is you have to be far

fossil aurora
#

ye

dusty stream
#

And I can't be far for the LC bckz the keyboards

#

And I'm sure if I use the tv near will burn my eyes

fossil aurora
#

my couch is like 1.5m from my monitor

dusty stream
#

Keep in mind that I wear glasses

#

So idk I'm not sure about getting a tv as main monitor even if is oled

#

The one of LG OLED monitor I was able to see one for 600

fossil aurora
#

I would not on your place

dusty stream
#

But not do good brightness

fossil aurora
#

well mine isn't bright

dusty stream
#

I like the Asus one bit damn 1000us

fossil aurora
#

I'm using 1st gen LG OLED

dusty stream
#

Must be my monitor model

fossil aurora
#

its peak brightness is around 700nits

dusty stream
#

But oled

fossil aurora
#

but still looks good

dusty stream
#

I have the one of LG which is ips hdr

#

400 nitw I think

fossil aurora
fossil aurora
dusty stream
#

Monitor LG 27GS75Q-B 27" QHD IPS 200hz

fossil aurora
#

also LG 27" but 1080p

dusty stream
#

That my monitor

#

Probably you have the next one With oled

fossil aurora
#

my second

dusty stream
#

And your main ?

#

Which model ?

fossil aurora
#

I posted above

dusty stream
#

Yup

#

Is the one that cost 600uw

fossil aurora
#

that's first gen OLED

dusty stream
#

The same as o have or mu shoppijf cart list

fossil aurora
#

u can't get it now

#

now u can get 2nd or even 3rd gen

#

it's brighter

#

first gen wasn't bright, but still looking good

fossil aurora
#

u post Gs i posted gr

#

this is 2nd gen

dusty stream
#

Do you have theink for the 3er gen ?

fossil aurora
#

not sure if exist

dusty stream
#

O.o

fossil aurora
#

cuz mine is almost 2y old

#

this is 1y old

#

I bought mine right before this was introduced

dusty stream
#

:/

#
#

That's the one I wanna get wgej I finish paying my 5090

fossil aurora
#

I heard qd oleds look bit better in HDR but black gets crushed a lot of even a little light u put on it

#

I mean cuz ow white subpixel lg oleds cannot get as bright as those made on Samsung panel

#

also mine is mat finish so I don't see my face in it, in glossy u would

dusty stream
#

I heard that also

#

By glossy is brighter

#

But gets scratches Easy

#

I was looking a Review about not getting quantum dot oled

#

But idk

fossil aurora
dusty stream
#

Abs I'm aware about the pinkish color

fossil aurora
#

It's about subpixel

dusty stream
#

What monitor you recommend?

#

If you have to tecommended me one ?

fossil aurora
#

Lg has 1 additional subpixel which is white. That's why it's called WOLED

fossil aurora
#

No matter what u will gett, u will be happy

dusty stream
#

-_-

#

Just help the guy

fossil aurora
#

It's true

#

Even the cheapest one that u will get is enough

dusty stream
#

-_-

fossil aurora
#

There are only 2 manufacturers who make panels: LG and Samsung.

#

All monitors use one of those 2 panels

#

So all should be similar. Ofc there is difference between generation, but still

#

Lg monitors have pilot šŸ˜„

dusty stream
#

I was aware of that

#

I was looking at guy who said the same thing

#

What is the smegma

#

Near the tv control remote?

#

O.o

#

Hahaha just joking

#

I swear

#

I never looked so much fkr. Monitor

#

Idk why with oled ls do much complicates

#

4k for me is insane

#

Not even a 5090

#

Can push a game at 144fps

#

At 4k

#

But I am aware that at 4k things looks better

#

For me 2k ka fine but idk the price is almost the same and those assholes puts Goodies on the 4k models

#

Is insane -_-

#

So many reviews o watched that my brain will explode

fossil aurora
#

like I've said. for OLED no matter what u pick u will be happy

#

like really

#

QD OLED is brighter in HDR but it's only for some colours that rarely are present

#

Depends what u want. I'd buy cheapest tbh right now

polar flume
#

meanwhile G5 in Filmmaker with flawless latency

hexed pasture
gusty flame
# polar flume meanwhile G5 in Filmmaker with flawless latency

Man, I swear I'm trapped with the C Series and I can't get out my set up. I feel 42 is the sweet spot and there is nothing around better than the C Series. Then I thinking, ok maybe for a 32 Tandem Oled Monitor I can try to downgrade the screen size...But as of now no 32 inches Tandem Oled. And who knows coming from 42 if I would be even able to get used to 32 😭

polar flume
#

for me something between 48 and 55 is best for general HDR gaming, i do use ultrawide tho so its not as tall

gusty flame
#

48 is really too big on the desk, I've tried with the C2 and I was tilting my head to reach Windows folders

polar flume
#

yeah in 16:9 i wouldnt do that

#

tho there is insane mfs like dio who do that

#

kek

gusty flame
#

Also the C/G5 doesn't support DTS audio, which is mind boggling

polar flume
#

i couldnt care less xd

#

i use headphones 99% of the time

gusty flame
#

Yes but your old movies/Blue Ray, how you manage?

polar flume
#

i dont really watch movies

#

dont have a single bluray

#

kek

#

That’s how I use the G5

#

Peak

gusty flame
#

Is it 48?

polar flume
#

55

gusty flame
#

How deep is your desk?

polar flume
#

95cm

#

i have the desk slightly pulled away from the wall

gusty flame
#

Mine is 67

polar flume
#

that way i can push the base of the tv a bit further back

#

so its effectively more like 100cm

gusty flame
#

That's me, I'm blocked on the back by a wall

polar flume
#

good speaker choice sir

#

i wanted to get those too or the LS50 wireless II

#

but im gonna be moving like end of the year into some flat soo i cant really use speakers properly

gusty flame
gusty flame
polar flume
#

only aware of dolby vision beeing cooked on release

gusty flame
wicked marsh
#

Reviews nv. show/says this thou ^^

dusty stream
dusty stream
#

i feel poor for the way my wall is šŸ™ im sorry

dusty stream
#

link ?

#

oh i found it

#

no but i mean the leds on the wall not the ones hunging from the walls

#

the ones from the bottom i mean xD

polar flume
dusty stream
#

wtf is the lg g5

#

let me take a look

gusty flame
polar flume
dusty stream
#

hahaahhaaha

#

whaaaaaaaaaaaaaaaaaaaat

#

6k?????????????

#

dude wtf did you bought? does that tv gives you a blowjob or somehting?

#

O_O

dusty stream
gusty flame
#

I think guys we are just chatting off topic on Dying Light, we should move somewhere else 😬

polar flume
#

ah hehe

dusty stream
#

is kinda related to the image xD

#

i will stop looking at monitors and tvs

#

because my head will explode

#

i been like 1 month watching

#

¬¬

#

enough

dusty stream
#

Closer hope someone knows who he is, he was the best šŸ™

polar flume
#

that aint no oled

dusty stream
#

dont you start -_-

#

it has less than 1 year and half of use

#

i bought it new ¬¬

#

i was with the pg278q from asus

#

tn panel non hdr xD

polar flume
dusty stream
#

was a big improvement going to an ips with hdr

#

even when is not the best the image quality did improved alot

#

upgrading my whole setup wasnt easy -_-

#

is all brand new, the mouse, the keyboard, the audio, the monitor, the camera, the mic, my whole case, my psu

#

all is new

#

but the 5090 killed me

polar flume
#

shoulda bought an oled instead of 5090 :P

dusty stream
#

no way

#

i was with a 3080 ti

#

and i was tired of messing with settings and all of em looking like shit

#

here in argentina dealing with the inflation

#

and prices changing whole the fucking time

#

is insane

polar flume
#

oof

dusty stream
#

believe it or not i paid cheaper than what is actually costing right now here

polar flume
#

isnt a 5090 like ultra expensive then compared to income in your country

dusty stream
#

i almost max my credit card

dusty stream
#

in you put that to pesos is like 5.000.000$

#

1 usd = 1000 pesos

polar flume
#

google says like 500-700 USD is like an average monthly salary in Argentina, is that accurate?

dusty stream
#

plus the interest of doing the price in 6

#

¬¬

#

so is like 5.5k xD

dusty stream
#

some have a salary of 1000

polar flume
#

thats still crazy tho

dusty stream
#

idk it depends is not something that you can take it as just the way it is

polar flume
#

bros paying over half a year of their salary for 5090

dusty stream
#

and believei t or not with milei

polar flume
dusty stream
#

just reclently i am to able to buy things from amazon

#

and buy us dollar from a bank

#

before wasnt possible

#

but i have to wait until next year becasue i only have 5 shippings free of taxes

#

otherwise you have to put 21% of whatever of taxes

#

so every time im excceding that

#

i have to bother my friends and some of em are like "nahh"

#

and i am oh fuck here we go

#

i will in debt for 6 months again

polar flume
#

i mean ofc i cant tell you what to do, but going into debt just for gaming is a bit yikes

dusty stream
#

before i haved to buy dolalrs in a cave

#

or a black market

polar flume
#

lmao

dusty stream
#

and is expensive in there like 1 usd = 1600

#

xDDDDD

dusty stream
#

i work with ai and plus of that i do eevetything with my pc

#

so idk for me is like an investement

polar flume
#

i see

dusty stream
#

keep in mind

#

that i ahve 39 years old

#

im not just a kid let say borrowing his father credit card

#

xD

#

do maths
9950x3d
x870e
5090
64 gb of ram ddr5
the evga 1300w psu
the case
4 audios system
the keyboard
the monitor
the mouse

#

bla bla bla

#

is lots of money when you think about it

#

but im hoping to last longer (?)

feral wedge
#

Guys,any working mode for this game ?

#

For hdr

desert charm
#

Oh, the pinned comment is gone

#

The RenoDX mod used to be pinned to this channel but now is gone. Should the Nexusmod page not be a pinned comment at least?

feral wedge
gleaming hollow
desert charm
#

We should at least get the nexus mod page pinned to this channel

maiden tide
desert charm
#

Thank you Musa šŸ™‚

desert charm
#

New Dying Light: The Beast Update and Community Event!

gusty flame
desert charm
#

We all are šŸ™‚

fossil aurora
maiden tide
#

a lot of the appeal is the shiny rt features

fossil aurora
#

1 didnt have Rt

#

second one had but it was decent

#

well, like ive said before in 90% of the games RT doesnt give much and its just a gimmic

maiden tide
#

like there's probably some fun to be had still

#

but I'd be surprised if the game is anything more than mediocre

fossil aurora
#

see and i liked second for me 1st was shit

gusty flame
fossil aurora
#

it just odnt have RT

gusty flame
#

Man, if I didn't care about image quality or features I wouldn't be hanging out in this server. It is a fun game, not RDR2, The Witcher or whatever that I'm missing out so bad. So, I will just play it when all the features promised (AND SILENTLY REMOVED UPON LAUNCH) will be available

plain stump
#

2 sucked

#

Like it’s mid I guess, just no reason for it to exist as a sequel to 1

gusty flame
plain stump
#

Around 24 hours I think

gusty flame
plain stump
#

Like when zombies stumble toward you and grab you?

gusty flame
plain stump
#

Yeah it’s still a thing and it is in fact annoying lol

#

I use the accessibility option that lets me hold the button instead of mash lol

#

Hate when games regularly ask me to mash a button

gusty flame
rich stag
#

And in higher level you learn instant escape so it becomes a skill issue

#

And you can counter grab in early game with blocking or attacking when they are about to grab on

gusty flame
solid sorrel
#

Le RT

gusty flame
#

Of course it could very well be the 11th week itself! kekpepehands

solid sorrel
gusty flame
polar flume
#

Atleast it’s confirmed to come somewhat soon

rancid agate
#

But what about the DL2 update that backports stuff from The Beast?!

inland ravine
rancid agate
inland ravine
#

šŸ¤·ā€ā™‚ļø
that kind of thing isn't easy so I get it tbh

gusty flame
inland ravine
#

if we weren't talking about techland I would agree

solemn flint
inland ravine
#

2030

#

maybe

#

depends if techland decideds to do a retouched update for the beast like 10 years from now

desert charm
#

At least they keep supporting DL 2's community events, they just posted another recently

desert charm
#

Dying Light 3 also having community events right now

stray hedge
#

64 isnt 0 nit

#

its 0.0005nits0.0015nits

maiden tide
#

Ok I thought it was ever so slightly visible but I decided to leave it as is instead of touching the shadows setting on my monitor

lapis lintel
#

Is the nexus hdr fix version the latest??

maiden tide
#

ya i hadn't made any changes since then

stray hedge
#

just found i typed the wrong number, its 0.0015nits

#

#1190011429953212426 message

#

use this instead

polar flume
#

Yeah that vid is great

stray hedge
#

leave it clipped at 68-70

#

we dont have displays can process that range

tiny roost
#

Hey gang
Had some questions in setting up RenoDX with Dying Light: The Beast and wasn't sure where to start. I'm new to both RenoDX and HDR (just got an OLED after having a 7 year old IPS)

Is there a thread of any kind I should read before I ask potentially silly questions? (I followed the nexus page instructions; they were pretty straightforward)

maiden tide
#

don't have a thread for FAQ

#

we should add one

tiny roost
#

All good, you did address the question I had. I just missed it on the first read of the Nexus mods page. Thanks for doing all this btw šŸ™

glass crypt
#

hi, anyone else have problems with renodx and xefg/ fsr fg?

slim finch
#

Jedi Survivor another one where it's probably not worth it.

#

I feel like anti RT people just don't have the hardware for it and cope about the performance hit

maiden tide
solid sorrel
gleaming hollow
hexed pasture
#

lmao

solid sorrel
#

babes

#

RT dropped

#

Musa, whats stopping SDR path for this game?

#

Considering that discussion with shortfuse

#

where their HDR looks way different from SDR and them quantising everything a trillion times over creating banding

sonic vault
solid sorrel
#

Depends...

#

Now we wait for Miru to fix

restive garden
#

My RT is completely broken , is it because of reno? Enabling it just remove all shadows lol

solid sorrel
#

Broken how?

#

Hmm

#

Let's test

restive garden
#

With RT enabled i gained 100fps lol

#

Im trying to do a fresh install

sonic vault
#

wait for the fix

solid sorrel
#

RT on / off

sonic vault
restive garden
#

Can confirm removing RenoDX fixed it

#

Shadows are back and RT is on

#

( Removed all reshade files + addon + integrity repair )

#

RT doesn't touch water reflections šŸ™ still screenspace

solid sorrel
#

Practical joke

#

What if we added RT

#

But still had the largest bodies of water not use RT

restive garden
#

For real lol , the screenspace toggle even stay enabled

solid sorrel
#

Raster / RT /s

#

uremytoy was right

#

RT is slop /s

#

raster / RT

#

surprise surprise

#

their dodo 2d billboard grass still doesnt cast shadows or have ao

#

just as it was in the Nvidia showcase

restive garden
#

I was so hyped but damn what a low effort implementation

#

It was better in DL2

solid sorrel
#

we have GI

#

and the edges of shadows dont have the wierd sizzle

#

holy shit is native HDR ass

inland ravine
#

pumbo will fix the game in 10 years trust

polar flume
solid sorrel
#

Musa's slop was breaking the game

polar flume
#

ah

solid sorrel
#

I am applying some code Miru shared to improve RT

polar flume
#

smh why didnt Musa already fix it pre launch

#

shouldve predicted the shaders

solid sorrel
#

if this was ubishit, he would have

polar flume
polar flume
solid sorrel
#

Special sauce optimsation

#

Lets cap RT to 2 metres

#

then again their default LOD multiplier is utter ass

#

everything beyond 10 metres uses the worst possible billboards

#

and the lowest possible LODs imaginable

maiden tide
#

Honestly I don’t wanna mod this game

#

Or even play it

#

They ruined it by making us wait this long

solid sorrel
#

Agreed

#

RT is mid here

#

unless we wait for Miru to cook

maiden tide
#

Don’t really see a point in having a mod cause hdr is so cooked that I put that shit ass hdr look button in anyway

#

And people just complain cause they want cooked

#

And I can’t make it look like sdr

solid sorrel
#

he give up

#

Well I run Reno with fukkin 0.3 exposure

#

because the game is COOOKED

#

can't set exposure to 0.3 via in-game settings without the game looking like utter garbage

maiden tide
#

The mod conflicting with rt is probably cause of some cbuffer shit

#

Probably can’t even fix that without pumbo or shortfuse’s help meaning I’d have to hijack in game cbuffers

#

Maybe pumbo will help

solid sorrel
#

in 2035

#

when they ship the last update

maiden tide
#

Ya after I said I was gonna mod it I realized they update their games all the time and I would inevitably have to redo the mod constantly

solid sorrel
maiden tide
#

Can’t justify spending this much time on jump slop

solid sorrel
#

WaitTM for E3 The Beast Experience

#

Me omw to slop out a SDR path addon

desert charm
maiden tide
#

I’ll do what I can

#

But if cbuffers are broken then I’ll have to hijack in game sliders which means only a couple sliders

desert charm
#

Here's a little dancing kitty to encourage you šŸ™‚

slim finch
#

Im still coping that dying loght 2 will ever be renoed

cerulean python
#

dying light 2 was kind of shit tier in my eyes does anyone know if the beast is actually better? i loved dl1

#

but dl2 was genuinely not it imo

inland ravine
#

the beast was muuuch better imo

turbid cliff
#

im incredibly impressed with the games texture work

#

in some ways its one of the best looking (and optimized!!!) games this year

#

rt on vs off

turbid cliff
plain stump
#

Game was quite fun

solid sorrel
#

Wait for RT only to be disappointed + having reno break was even more fun

true smelt
#

like i'm standing under a bridge during sunrise and everything is brightly illuminated with the sun still behind the buildings?

solid sorrel
#

RT is broke with current Reno

#

Needs an update

true smelt
#

reno breaks rt? what a weird interaction

turbid cliff
#

its a bad interaction now

true smelt
#

oh wow yeah i just tried it without reno

open obsidian
#

is someone updating reno for update?

slender mural
#

would love to play the game with rt and reno, is there a fixed version or will there be?

sonic vault
ancient hound
#

but I find the interiors lighting change not pleasant, wish it was optional

#

also so many lights not casting shadows šŸ™ too bad reshade REST crashes the game

inland ravine
ancient hound
#

maybe Musa can collaborate with him

inland ravine
#

probably would be ideal

polar flume
#

yeah i saw that too xd

#

i was like whuut

inland ravine
#

I mean if reno is good enough to add hdr it's good enough to do a shitton more things

inland ravine
solid sorrel
#

It just werks

#

Can find rim lighting shader for games and disable that

#

So yh, Reno is way ahead of just HDR

ancient hound
#

if you have some tutorial video or something, I wouldn't say no

solid sorrel
#

So I was wondering if we could add RT to large bodies of water instead of the SSR shenanigans we have right now

#

Miru going to be in the RTgulag for a billion years

solid sorrel
#

DL2 has RTAO which is missing in TB? RTGI should in theory replace the need of AO but again, everything is kinda of subpar so a bunch of material recieve iffy occlusion

#

For AO via reshade you'll have to either port xeGTAO to reshade first or modify an existing shader like MXAO to work with HDR (it is easy) but..... modified shaders you wont be able to share

#

that'll be for your personal use only

#

unless you port over xeGTAO (has MIT loicense)

#

I managed to hack something together with a modified MXAO to work with HDR

#

but its borky so I havent shared it yet (the REST in Reno process part)

ancient hound
#

i'd gladly sacrificy HDR for less floating in the air objects šŸ˜›

#

but since some recent Reshade versions, if feels messed

solid sorrel
#

and yes it supports both scRGB and HDR10

ancient hound
solid sorrel
#

MXAO just looks nicer

ancient hound
#

hmm in DLBT, Glamayre looks white AO, like its rendering is bugged

solid sorrel
#

šŸ¤·ā€ā™‚ļø

#

Theres a bunch of settings

#

shader probably set to something it shouldnt be doing

ancient hound
#

anyway, would still need a way to have it apply before UI / fog etc.

#

ShaderToggler works on all games to detect and hide shaders, but REST crashes in a lot of DX12

Wouldn't an in between, less heavy solution work? Like ShaderToggler gives us the shaders address, if we could just copy / paste them to another addon more stable that REST

solid sorrel
#

Reno can already do what REST does

#

its just not set up in a user friendly way, you'll have to code the functionality into the addon per title

ancient hound
maiden tide
ancient hound
#

would it make sense to use ShaderToggler to get the shader address first?

maiden tide
#

well you could dump all the shaders and look for patterns or cbuffer stuff and find the shader names that way

#

you can open the shader view in renodx

#

which is just a list like shader toggler

#

left side its the floppy disk icon I think

solid sorrel
#

We have to make do

#

part of the fun

#

figuring out what is going on and where

ancient hound
solid sorrel
#

undraw the shader

#

in Reno

#

ofc some shaders will require another to functionally work so if you undraw one you might just end up with a broken screen

#

but I havent yet ran into that for fog / volumetric shaders

#

you can also go through the shader hash RTV, resource and blah blah

#

Luma has it a lot better in this department

maiden tide
ancient hound
maiden tide
ancient hound
#

ok got some match in the dump

maiden tide
#

better to look at the dyinglightthebeast addon

#

oh i didn't merge to main repo

inland ravine
#

you going to try to work with miru to get their rt fixes into your addon?

maiden tide
#

probably don't conflict

#

well maybe if they're using upgrades

ancient hound
# maiden tide https://github.com/mqhaji/renodx/tree/dyinglightthebeast/src/games/dyinglightthe...

well I've tried to read the code, but not even sure where is the part that references the 0xXXXXX shaders files and saying to render where (there has to be as I know Renodx is aware of what is UI, I also see some for Glow (bloom? flare?))

i'll just wait for Reno team to maybe do a REST working alternative šŸ™‚ my .NET and scripting knowledge is clearly of no help here and I wont lose much of your time. If one day one Reno dev does a tutorial video from scratch (identify a shader with devkit, code the addon to render stuff behind it, etc) I might give it a try

its sad as REST works well without RT enabled, but crashes as soon as it is

maiden tide
#

if you're just skipping a shader you can use bypassshaderentry

ancient hound
#

are the hlsl files generated from the cso dump? e.g. 0x00A04AE6.ps_5_0.cso

maiden tide
#
renodx::mods::shader::CustomShaders custom_shaders = {
    BypassShaderEntry(0x00000000)
};```
#

you don't need the cso for bypass

#

but ya we use 3dmigoto to decompile the cso files

ancient hound
#

what does bypass mean in here?

maiden tide
#

haven't used it but I assume its doing teh same thing as toggling draw off in the devkit

#

what are you doing with the shader

#

just skipping?

ancient hound
#

i suppose the same way Renodx can change the game scene, e.g highlights, without impacting the HUD, it might be able to render an MXAO shader behind it also

#

so not sure what technical term correspond to that (skipping, bypass, ...)

maiden tide
#

ah ok shortfuse has stuff for that in his oblivion addon

#

if you clone the repo in vscode

#

copilot can probaby vibe code the stuff for you

#

that doesn't require you to decomp any shader

#

You’d need to tell it when to apply the shader basically

ancient hound
#

i'll give it a try, but I guess I need to wait for an RT fix anyway (lets see if I can do anything without it first)

ancient hound
inland ravine
ancient hound
#

no it was generated by Copilot (Claude Saunet 4)

#

dont ask me if the code seems correct šŸ˜„

#

how do I make / compile an addon64 file?

near cloud
#

AO is more held back by needing multiple passes and textures . You need to building the logic in ReShade. Not a lot sample material. ReShade own fx code language abstracts. You can build textures in fx code. But somebody would have to write the code to work with general ReShade API and then support DX/GL/VK. Ultimately will probably come down to me. Have some stuff with make custom passes. But like how Ersh essentially came up with a custom pass by copying how ReShade draws swapchain, and then I copied that for swapchain proxy pass, I'd have to see how ReShade lets you build custom compute shader passes.

#

From what I remember, pumbo does it all in DX11 code, which isn't really what I'm targeting

ancient hound
#

ok well I guess I'll stop my trying there as that's above my pay grade. I liked the idea of a "custom" REST addon for each game (but not customizable by end user, like it covers all the basics fog, HUD, etc), might be more stable than the REST addon itself (not sure why it crashes, i suppose trying to do too much)

near cloud
#

REST is carried (for lack of a better term) by all the .fx logic to build textures and passes. That's basically the issue here: trying to take that same fx logic and port it to addon logic

#

I also don't see AO as that bad probably because I don't fully understand it? Like, bad HDR or capped SDR I see and hate it so I fix it. But I think Ambient Occlusion is taking the Phong model of (Ambient+Diffuse+Specular) and reducing the ambient part. But in my head Ambient should not exist. So it's more of a "hack on a hack". It reduces the "baked lighting" that is ambient lighting and make less of it based on the depth and geometry? I think?

ancient hound
#

basic AO just applies shadowing around 3D geometry, to try to make it more "grounded"

#

if devs would stop putting lights not casting shadows, that would not be too much needed šŸ˜„

near cloud
#

It shouldn't be there in the first place. I think ambient lighting is a flat global lift applied to all geometry, so "occlusion" reduces that flat global

#

"true" path/ray tracing wouldn't have or need AO I think, unless you want to simulate fewer passes

#

Something like "light wouldn't bounce back out from under the table like that it should be darker" or something, and then I see and I hate it

#

So games like cartoonish/cel-shaded games (Persona) have little to no ambient occlusion and everything is mostly raw Phong

solid sorrel
#

Their AO is terrible

#

flickers

#

Has strength at 500%

#

abysmal

#

Now compare

#

with what I modded

near cloud
#

Well, if ambient occlusion is what I think, it's a hack to fix baked/fixed ambient lighting

solid sorrel
#

Night and day difference

ancient hound
#

of course, if everything was well ray traced, there is no issues

solid sorrel
#

its a cheap way to ground objecys in the enviroment

ancient hound
#

if Dying Light RT implementation was covering all lights...

near cloud
#

((Ambient - occlusion) + diffuse + specular) I guess

#

Ambient = black lift. Thanks now I hate it

solid sorrel
near cloud
#

An ambient light source represents an omnidirectional, fixed-intensity and fixed-color light source that affects all objects in the scene equally (is omnipresent). During rendering, all objects in the scene are brightened with the specified intensity and color. This type of light source is mainly used to provide the scene with a basic view of the different objects in it. This is the simplest type of lighting to implement, and models how light can be scattered or reflected many times, thereby producing a uniform effect.

Ambient lighting can be combined with ambient occlusion to represent how exposed each point of the scene is, affecting the amount of ambient light it can reflect.

#

"models how light" aka approximates

ancient hound
#

Well Miru updated his mod and now has AO in interiors, looks so much better

slender mural
#

stupid question maybe but is that Rt and shader tweaks mod also for hdr?

ancient hound
#

i use it with HDR enabled

azure kernel
ancient hound
#

Yeah he removed baked lighting, I asked on the discord if he could add it back as an option but no feedback yet

polar flume
#

Since you’d have 2 renodx plugins

azure kernel
ancient hound
azure kernel
#

Ah, yeah that I forget that. Also I had some issues at night with lights popping off everywhere. So had to delete it

dusty stream
#

Hello everybody

#

I what's new on 1.4?

#

Is rt already implemented?

hot rune
dusty stream
#

How the game looks like?

#

I couldn't played because my Palit 5090 died and needed to be replaced by rma to a 5090 astral lc which I got few days ago

#

-_-

#

So just yesterday I end up downloading the game again -.. -

torn cedar
#

Rt implementation was disappointed + renodx currently is not working properly with rt on. Currently waiting for a fix to the last one.

slender mural
#

Does outdated Reno actually work with 1.4 if you turn off rt?

torn cedar
#

I think so yes

dusty stream
#

im getting a black screen

#

on version 1.4

azure kernel
dusty stream
#

¬¬

#

the freaking game forcing me to update

#

well finally the game looks like the final product

#

wuhuuuuuuuuuuuu

candid siren
#

Yea, definite improvement. There could be some improvements (I hope they add RTAO), but the game looks better in general. Reno does not work with 1.4 and RT, But I can get used to the quite overbearing brightness and highlights. How HDR vanilla looks is also somewhat of an aesthetic choice. Still, I preferred the more "muted" natural look of RenoDX/Musa. Would be nice to see an update, but I can imagine spending your free time making these mods is a lot less interesting if you have lost interest in the game yourself.

rich stag
#

(In DL2 turn on RTAO actually just turns on RTGI, just without applying it)

azure kernel
rich stag
slender mural
#

so whats the best way to play rn? use renodx without raytracing or use raytracing with this mod? Idk if it works correctly and if it has correct hdr because it seems to be based on renodx https://www.nexusmods.com/dyinglightthebeast/mods/615?tab=files

Nexus Mods :: Dying Light: The Beast

Shader replacement mod that tweaks how RTGI is applied in game and also forces grasses to cast screen space shadows and AO

solid sorrel
#

Thats just using Reno addon to load the modified shaders. Miru isnt adjusting HDR code with the above

#

Musa hasnt updated the HDR addon yet

#

The best way to play is to not play at all frenzy

#

wait 2 years for final update

azure kernel
#

Somehow it gets almost blinding on my C3 and can beat my IPS brightness (600peak) at the same time. Usually when it becomes this bright it looks SDR'ish but with this game it's opposite.

solid sorrel
#

Native HDR is deepfried

#

abysmal

#

I tried testing to see how RT looked like with the update

#

unistalled the game after becasue HDR is straight ass

#

I need to run Reno exposure at 0.3 for the lighting to look 'natural'

#

Best would be to do SDR path addon to also fix all the banding that happens from them quantising every shader a billion times over in HDR

inland ravine
solid sorrel
#

it is what it is

#

maybe Pumbo will have DL2 HDR out by then

inland ravine
#

tbf I only want pumbo to take a crack at it to see what he finds lol

#

I honestly have no desire to play dl2 again

solid sorrel
#

I never even played it

inland ravine
#

based

solid sorrel
#

Based? Where is my DLAA for DL1?????

#

shimmer is horrendous

#

sadly I am not a SharpTM enjoyer

#

I need my blurTM

azure kernel
# solid sorrel Native HDR is deepfried

I could say it has it's own taste but yeah it's pretty hard on eyes most of the time. Still I much prefer fried HDR than playing with SDR. I also like to get my eyes hurt.

inland ravine
solid sorrel
#

**Grok... Find the camera matrices **

#

meh

#

wait 10 years

#

techland will implement

#

for the second anniversary

inland ravine
#

the motion vector look fine so that's the only limiting factor to my knowledge

#

-# wonder if I could create a signature for the camera matrices from the dead island pdb and then scan dying light for the signature šŸ¤”

solid sorrel
#

How about making adding HDR to Skyrim instead

slender mural
solid sorrel
#

Musa is playing / modding ubislop now

#

so you're going to be waiting

slender mural
solid sorrel
#

Gamingtech

#

He did drop in here at first

#

GT likes beeg contrast

#

Vast amount of comments on his vids were talking about how Reno looks bad compared to native

#

because it lacks 'punch'

#

meanwhile native is nuclear in how it clips

slender mural
#

yeah I dont think he cares much for accuracy I saw people here clowning on him before

solid sorrel
#

This is just KMS to me

#

its SDR levels of clip but in HDR

#

The game has no range because its nearly a brickwall

#

looking back at it I dont even like the tweaked here

#

but Native is NUCLEAR

#

Tweaked here looks bearable to play

maiden tide
#

I'll get aronud to seeing what I can do

#

I think I copied HDR look to look more like tweaked anyway

#

problem is game's exposure matches SDR indoors and looks good

#

but outdoors the exposure is way higher

#

i think the mod looks better than native because its so insanely cooked

#

but the mod isn't up to the quality of my other mods

#

isn't a true fix

#

it just makes the hdr not complete aids

inland ravine
#

is there anything stopping you from upgrading the sdr path?

solid sorrel
#

zero interest in the game

inland ravine
#

fair

maiden tide
#

also dlssfix is still beta

#

so fg would potentially still not work

inland ravine
#

šŸ¤”
you don't need the fix for amd frame gen, right?

#

personally would rather have the proper auto exposure with fsr frame gen over dlss frame gen with the funky auto exposure

#

-# assuming upgrading the sdr path isn't super difficult in this game

solid sorrel
#

Will be hilarious if once Redstone MFG is out

#

It doesnt suffer from FG flicker

maiden tide
#

also they have a lot of post processing after tonemap

#

can't make a new render pass in reno yet

#

so can't insert a tonemap shader

#

maybe they have a final gamma shader

plain stump
#

@subtle hinge figured out some way to use shader callbacks to change tonemapping point depending on what draws. It didn’t end up making much sense to me but it worked.

maiden tide
#

Ya I can use that to track the last post processing shader

#

Could be a pain depending on the amount of post processing

subtle hinge
#

Yea I do a lot of stuff with callbacks. Uhm, I believe the only fancy thing I figured is to also use OnPresent (kind of duplicated/delayed variables) so logic is based on previous frame's callbacks.
Point being to be able to use whole frame's information to eventually change behavior before the end of next frame.
Or uuuh, guess future based on last frame kinda.
Came up with that a bit randomly in Castlevania addon (sunshafts) after I failed in several other mods.

hot rune
#

So right now this doesn't work with RT at all or just not with RT Shadows option?

I saw some Nexus comments talking specifically about RT Shadows On breaking Reno

spring fog
#

shrug try it

hot rune
# spring fog shrug try it

Don't have the game yet šŸ˜” was waiting for RT to get added, which it finally did but since HDR is broken I'm back to waiting kekpepehands

torn cedar
#

same, but I bought it to then realize the mod was broken with rt despairge

hot rune
hot rune
#

Well I got someone to test it out and it seems to work just fine with RT Shadows off

#

At least he didn't notice any obvious blemishes or broken rendering

azure kernel
#

RT doesn't work with RenoDX HDR. RT Shadows just breaks the rendering, other options don't do anything.

fleet steppe
humble vale
#

I was wondering why the game looks fucked

#

This breaks RT?

#

I guess it hasn't been updated since the RT patch

maiden tide
#

i can take a look tomorrow but fi the shaders aren't different then its some bullshit pipeline stuff that could mean having to remove cbuffers

humble vale
#

turning off rt shadows seem to make it look mostly normal but something still looks wrong

torn cedar
#

Hopefully you can fix it

violet tundra
#

some RT fixes also

open obsidian
#

Does this update break reno?

maiden tide
#

was already broken with the last update pepeToast

hexed pasture
#

LOOOOOOOOOOOOOOOOOL

#

Checkmate!

polar flume
#

Musa now only updates after 2 years of game release so no more updates can break it

hexed pasture
polar flume
open obsidian
#

I swear I saw a msg from MUSA that reno for this game was fixed yesterday. Am I imagining that? šŸ™‚

slender mural
#

so disabling rt shadows and it works fine with reno is that true? I mean rt shadows arent that great anyway

slate gulch
#

Did they finally add proper shadows to ground?

#

I haven't played since like release.

solid sorrel
#

no, if you're expecting RT to be some major improvement on the visuals... its not

#

grass is still missing AO and shadows (you need Miru's mod to add SSAO and shadows)

slate gulch
#

got it thanks for clarification šŸ™‚

torn cedar
sharp schooner
slender mural
azure kernel
#

Rt straight doesn't work with RenoDX HDR. If you don't wanna play with RT you can go for it.

open obsidian
#

Where is Miru fix?

knotty dock
#

I think it's holiday season, but it was mentioned it will get fixed some time...

violet tundra
#

Happy New Year to everyone waiting for a Renodx/RT Combo! šŸ„‚šŸ¾šŸŽ‰
Special love to @maiden tide responsable for our fate! šŸ’€

spring fog
#

i believe in musa

violet tundra
inland ravine
#

oh fyi the dlss m seem to work pretty well in this game

#

had to turn down the sharpening though

sharp schooner
spring fog
#

ai sloppa

slender mural
#

any update on the fix or is it not coming?

wanton flume
maiden tide
#

Have some ~~javaslopt ~~ typeslopt to write this weekend

#

Never liked this mod anyway

#

A proper mod needs to be done on the sdr path I think

#

But they use some srgb view stuff for the UI so hopefully that isn’t too annoying

#

Also idk how I’m gonna deal with cbuffers

#

With SDR path I guess I can just tonemap in the proxy shader but that also means no ui brightness slider

wanton flume
#

We believe in you 🫔

inland ravine
maiden tide
#

their post processing is probably complete ass like dying light 2

#

so a ton of stuff running after tonemap

#

I would be able to run displaymap in the swapchain shader

#

over ui

inland ravine
#

ah yeah

maiden tide
#

no grading controls though

#

and people like the deep fried bullshit

#

so they'd just say the mod is worse

#

basically nothing good comes from this mod

#

gamingtech said it was good -> digitalfoundry said it was good -> all the slop twitter accounts like synthpotato said it was good

#

ori 2 level disaster for the perception of hdr

inland ravine
#

honestly wonder if it's just worth waiting for pumbo to do dl2 and porting some of his fixes to the beast alongside fixing anything tonemapping / hdr wise

maiden tide
#

dl2 didn't have any problems with cbuffer stuff

#

SDR upgraded to HDR would look fine in the game

inland ravine
#

rip

maiden tide
#

its just that it can't be modified

#

so people are gonna see less contrast

#

and say its trash

#

and that's it

#

people want it to look like ACES in this

solid sorrel
#

Wtf is this

#

BDO effect

#

Guess I am waiting another trillion years for Beast, native HDR is unusable considering I had to use 0.3x exposure in Reno

stray hedge
#

its bright and contrasty with vivid (broken) colors everywhere

sharp schooner
maiden tide
#

Those crash when I try to add sliders

sharp schooner
#

but the existing one has sliders. everything is fine with it prior version 1.4 of the game and the RT addition

maiden tide
#

And since people want their games deep fried

#

Well what I mean is rt shadows at least is causing some issue that idk how to fix

#

I was never really satisfied with the mod anyway. It’s better than vanilla but I can’t truly say it’s a fix

#

Exposure is all over the place compared to SDR which I think has a better balance

sharp schooner
#

ah -- ok. I get it. that's what I asked. So the issue is really the Techland RT update 1.4

maiden tide
#

Ya

sharp schooner
#

I'd be fine with using RTX HDR but the UI elements will fry my oled .. so that's that

#

when you use the old mod, you lose RT shadows and RT reflections and Miro's mod (added grass shadows) does not work

#

The game is great - the HDR it comes with is so overdriven .. sad

maiden tide
#

Another thing I could do is just use the game’s own sliders for hdr

#

Wouldn’t have as much customization but it would work

sharp schooner
#

that would be great .. just a note in the renodx window with the information to turning ingame HDR to >on< and to use the ingame sliders for max brightness.

#

Miru's mod (GI, grass) is fine as well. it only features an on/off switch

maiden tide
#

The Miru mod probably works by loading/unloading custom shaders

#

While the renodx mod works by injecting a cbuffer to add sliders

#

I would only be able to add an on/off switch for the mod that would load / unload shaders

sharp schooner
#

that's fine .

sharp schooner
#

I just played it for a bit again and checked out dlss 4.5
man, the HDR is so overexposured, it burns my eyes. terrible
your mod is the only real solution. RTX HDR is fine, but the UI elements can not be controlled using it

fossil aurora
#

for my eyes thjat looks neat

sharp schooner
#

After a while I set it up like this .. it's playable

#

scene brightness 0.90 and shadows 0.90 plus Lilium's shader to tweak black floor

stray hedge
sharp schooner
#

using the new DLSS 4.5 presets in concert with DLDSR is great.
A tiny bit oversharpened maybe, but still looking awesome.
This game would deserve a functional RednoDX HDR tonemap

turbid cliff
inland ravine
#

so techland is purposely desaturating the GI lol

#

Miru has a mod that fixes it

#

idk if it impacts the RT but I'm really losing faith in Techland's graphic programmers

solid sorrel
#

DL1 foliage looks better compared to The Least

inland ravine
#

the foliage looks way better pre retouched update lowkey

solid sorrel
#

HDR also looks better

#

(Since Musa code works and is using SDR path)

inland ravine
#

his DL1 mod is probably my favorite reno mod lol

sterile wind
#

so for oled hdr just shoot the contrast to 100 and good luck?

inland ravine
maiden tide
#

it is time

#

mod isn't gonna have any sliders though

#

just gonna hijack the game's own sliders

#

cbuffer injection is what's breaking rt

plain stump
maiden tide
#

game just looks like ass no matter what

#

just gotta fuck around with sliders and find something I think looks ok

maiden tide
#
  • requires HDR enabled in game
  • works with RT enabled but has no sliders
  • overrides in game sliders
  • HDR Max. Luminance slider still controls peak brightness
  • Scene Brightness slider is now disabled
  • HDR Min. Luminance slider now controls game brightness. 0 = 100 nits, 0.5 = 200, 1.0 = 400. 0.5 is recommended for a moderately lit room.
  • Shadows slider controls shadows. 0.45 is recommended
  • UI brightness slider still controls UI brightness
inland ravine
maiden tide
#

what are the optimized settings

#

using miru's mod

inland ravine
#

wdym?

maiden tide
#

what do i set the graphics settings to in game

#

what settings should be lowered from ultra

inland ravine
#

oh I just have most things set to high + rtgi

#

skipped rt reflections

#

using dlss balanced with preset M

maiden tide
#

i heard shadows were shit

#

still have reflections enabled

#

dumbass just blew his brains out in the middle of the room instead of just stepping outside

rich stag
#

Since the rasterized reflections are so lacking

inland ravine
#

I usually just skip them

#

for performance reasons

rich stag
#

For interiors it’s sad that the game is limited to single bounce and spot/omni lights are not included

#

And the screen space tracing part of the RT shaders overestimate pixel thickness a lot

solid sorrel
#

Holy

#

So do I now do a playthrough of The Least

#

Is there a way for us to control exposure? or did you fix the abysmal default exposure of the bat

maiden tide
#

I have exposure set to 0.575

#
#define RENODX_TONE_MAP_HUE_SHIFT  1.f
#define RENODX_TONE_MAP_BLOWOUT    1.f
#define RENODX_TONE_MAP_EXPOSURE             0.575f
#define RENODX_TONE_MAP_CONTRAST             1.1f
#define RENODX_TONE_MAP_SATURATION           1.05f
#define CUSTOM_BLOOM      0.5f
#define CUSTOM_LENS_FLARE 0.5f
#define RENODX_LUT_SHAPER 1.f
#

those are the custom settings

#

I changed the lut shaper from their log shit to pq

#

vanilla defaults / renodx recommended settings

solid sorrel
#

aight

#

let me download

sharp schooner
polar flume
#

should be 100

#

anything lower adds artificial sharpening with DLDSR

#

and with the full 4x normal DSR it should be 0

turbid cliff
#

dldsr uses that setting as a sharpening filter, drs on the other hand uses it as a smoothing filter. yes its confusing, nvidia sucks at this thing

sharp schooner
#

Anything below 50% is sharpening your image. 50/55 is basically baseline 0

#

Downsampling or super-sampling down from a higher resolution is a brute-force form of anti-aliasing. Nvidia's new DLDSR aims to do the same job with lower pixel counts, improved performance and maybe improved quality. What does it do? How does it work? Can a downsampled 1620p really look as good as a downsampled 2160p? And what happens if you co...

ā–¶ Play video
turbid cliff
#

anything below 100 is sharpening your image

#

there is no blur filter applied between 50 and 100%

turbid cliff
#

99% is 1% sharpen applied

#

98% 2% sharpen applied, etc

sharp schooner
#

I tired it out and 100% blurred the image. Which can be desired with DLSS 4.5
55 was the most neutral sweetspot

stray hedge
#

anything below 100 has awful nvidia sharpening applied

#

No reason to use it

#

just apply cas if you want more sharpness

sharp schooner
#

DLSS 4.5 is already sharpening the image. no need for CAS.
Just tune the DLDSR to the value you like.
I stick with 55% at 1.78x as it's fine. Maybe 56 or 57 is even better. But I am good to play like it is

turbid cliff
#

nvidia is not applying a blur filter in dldsr, the whole bar is a sharpen filter

sharp schooner
turbid cliff
#

i can continue the discussion on a 1 year old post that no longer allows comments?

#

someone already has the correct answer here too

sharp schooner
#

sorry .. was just an example. I am fine with DLDSR as it's set up

turbid cliff
#

because i want the sharpen filter

sharp schooner
turbid cliff
#

but im also going to tell people the facts, and the fact is that 100% = disabled, and 99% = 1% sharpen, and 33% = 67% sharpen

#

when used in DLDSR mode

turbid cliff
# sharp schooner

correct, this is because of how downsampling works, not because of a blur filter being applied

#

thats WHY you apply a sharpen filter to the output

stray hedge
#

100% is neutral

#

you dont have to use that

turbid cliff
#

100% is zero post processing in DLDSR

stray hedge
#

But thats the fact

turbid cliff
#

to match the sharpen of what native looks like will change on every game

stray hedge
#

the extra blur is because 2.25x downsampling cant be perfect

sharp schooner
#

that's correct. In 1.78, I run the best with 55% on my screen. It's most neutral. Sure there is processing. But I end up pretty much the same as native

stray hedge
#

they do some DL process to smooth that

turbid cliff
#

but if you have Preset M and L already applying a sharpen, the best solution would be to start at 100%, then work your way from there

#

maybe you end up at 75%

stray hedge
#

to be clear though L or M doesnt actually apply a sharpening filter

#

its more like it tries to undo the taa blue

sharp schooner
#

It also depends on how far you are ayway from your screen, what type of screen, lighting in the room .. just tweak it so as you like it ..
Both oversharpened and overblurred looks bad

turbid cliff
#

ive had games where i needed to use 0%

#

but most typically 25-30%, some 50%

#

havent tested with M or L in the mix yet

stray hedge
#

well i never used 1.78

sharp schooner
#

Dying Light the Beast at 1.78x is 55% for me

#

Quality DLSS 4K

turbid cliff
#

so heavy

#

then its just 2880p

#

like 4x dsr on 1440p

sharp schooner
#

yes .. with all RT features on 1.78x is fine on an undervolted 5090

#

2.25x is already getting heavy

#

If you turn off RT shadows, you gain a lot of performance

#

but RT shadows actually look nice in the trees

#

I don't know why Techland had so much trouble with RT in this game.
Their engine must have undergone a lot of changes from Dying Light 2
Nexusmods -> Games -> Dying Light: The Beast -> Mods -> Abilities -> RTX Enhanced

sharp schooner
solid sorrel
#

The banding

#

Truly need SDR path

maiden tide
#

SDR is banded to shit

#

sdr needs upgrades

#

causes crashes when I try

sharp schooner
#

@maiden tide - I am sure the folks at Nexusmods are eagerly awaiting the new version šŸ˜‰

maiden tide
#

Ya I think I can upload now

humble vale
#

does this guy have any backing for his claims about the RT

solid sorrel
#

or just unslop the banding in HDR

#

every light source has banding

#

go into a dark corner

#

banding

sharp schooner
# humble vale does this guy have any backing for his claims about the RT

You can tweak the RT settings for DLTB in varlist_dxrt.scr from the .pak archive

The "voxel claims" are legit.
https://www.youtube.com/watch?v=UOsPC_V6uxA

The talk presents and explains the lighting techniques behind the Dying Light 2 Stay Human. It explains how They manage to integrate voxel-based lighting to extract accurate bounced lighting. The talk continues with a description of the screen space ambient occlusion technique which allowed us to introduce a detailed occlusion to the lighting. T...

ā–¶ Play video
humble vale
#

that talk is about their raster graphics

maiden tide
#

nexus updated

solid sorrel
#

Vanilla / Previous Reno tweaked / Current with HDR min lum at 0

#

using miru's mods, RT aint too bad. Interiors have grounding now with RTGI and bloody grass has AO and shadows which DL1 had kekBomb

solid sorrel
#

Previous Reno + raster / Current Reno + RT + Miru's mods

#

@inland ravine

#

The Least looks serviceable now ?

inland ravine
#

yes has aura now

inland ravine
solid sorrel
#

Its becasue its lacking Preset Focus M

inland ravine
#

I mean there's more visual contrast with the new one
everything feels like it has more room to breathe

solid sorrel
inland ravine
#

oh that too lol

solid sorrel
#

you sure thats not the RT

#

since the previous pics are with no RT

#

or Miru's fixes

inland ravine
#

that could be a part of it lol

solid sorrel
#

I just grabbed the older pics here

inland ravine
#

unfair comparison

solid sorrel
inland ravine
#

trying to make the new reno look better

#

smh

solid sorrel
#

if Nvidia can do it

#

so can I

inland ravine
#

lmao

gleaming hollow
true smelt
true smelt
#

description doesnt seem to mention the difference after a quick chekc

#

alt has a pak file and the other only the addon

solid sorrel
#

I use alt

#

because the RTAO helps out

solid sorrel
#

I shitposted against The Least

#

but with all the mods and updated addon

#

its fine, I'll be able to play through it now

#

distant tree still not being occluded in shadow is bad but it is what it is

true smelt
#

getting this error with the miru mod

#

i dont think its because of reno

#

there was a small update today

solid sorrel
#

Just tried the game rn

#

werks for me

true smelt
#

nvm you said you use alt

#

weird

#

as soon as i uninstalled the pak

#

it worked

solid sorrel
#

You added the data file

#

and the addon

true smelt
#

That’s what I meant by pak

#

yup tried it again, putting the pak into ph_ft/source throws that error