#Dying Light: The Beast
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The point is you have to be far
ye
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
my couch is like 1.5m from my monitor
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
I would not on your place
But not do good brightness
well mine isn't bright
I like the Asus one bit damn 1000us
I'm using 1st gen LG OLED
Must be my monitor model
its peak brightness is around 700nits
But oled
but still looks good
mine second monitor is IPS
Monitor LG 27GS75Q-B 27" QHD IPS 200hz
also LG 27" but 1080p
my second
I posted above
that's first gen OLED
The same as o have or mu shoppijf cart list
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
Monitor LG 27GS95UE de 27 pulgadas, actualización de 240 Hz y velocidad de respuesta de 0,03 ms. La nueva revolución OLED gaming 4k con la la innovadora tecnologĆa Dual Mode (240/480Hz) que se adapta a tu estilo de juego en un solo click. SumĆ©rgete con el sonido envolvente de Pixel Sound y disfru...
Are you sure ?
Hahaha
check name
u post Gs i posted gr
this is 2nd gen
Do you have theink for the 3er gen ?
not sure if exist
O.o
cuz mine is almost 2y old
this is 1y old
I bought mine right before this was introduced
:/
El ROG Swift OLED PG27UCDM es un monitor gaming 4K de 27 pulgadas y 240 Hz que cuenta con la tecnologĆa QD-OLED de cuarta generación para proporcionar imĆ”genes sĆŗper nĆtidas y texto claro. El panel QD-OLED de vanguardia ofrece una mayor longevidad en comparación con las tecnologĆas OLED anteriore...
That's the one I wanna get wgej I finish paying my 5090
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
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
Brightness isn't about mat or glossy
Abs I'm aware about the pinkish color
It's about subpixel
Lg has 1 additional subpixel which is white. That's why it's called WOLED
Tbh
No matter what u will gett, u will be happy
-_-
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 š
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
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
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 š
for me something between 48 and 55 is best for general HDR gaming, i do use ultrawide tho so its not as tall
48 is really too big on the desk, I've tried with the C2 and I was tilting my head to reach Windows folders
Also the C/G5 doesn't support DTS audio, which is mind boggling
Yes but your old movies/Blue Ray, how you manage?
i dont really watch movies
dont have a single bluray
kek
Thatās how I use the G5
Peak
Is it 48?
55
How deep is your desk?
Mine is 67
that way i can push the base of the tv a bit further back
so its effectively more like 100cm
That's me, I'm blocked on the back by a wall
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
KEF makes amazing Bookshelves speakers. The best in terms of size/performance
Did they fix HDR issues on the G5?
not even sure if HDR10 ever had any issues
only aware of dolby vision beeing cooked on release
6/12/2025 see update to the issue here
http://youtube.com/post/UgkxfG7y_XWu8rbt6WhJuOmCYQ_dXKgETBDn?si=WPrr0oFIkf6p1eA6
LG 77G5 OLED playing Avowed in windows HDR with TV in game optimizer mode and game optimizer preset displays horrible gradient banding.
This is not present in my HDR 34 inch 1440p QD OLED monitor nor is it so horribly prono...
Reviews nv. show/says this thou ^^
ohhhhhhhhhhhhhh such a nice lightinghing which leds are you using_
very battlefield themed i like that also
i feel poor for the way my wall is š im sorry
Nanoleaf Canvas
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
the guy who made that video posted this later on so i guess was improved
It's a mix of Hue Play light and Stripe from the Desk itself
why battlefiled themed xd
hahaahhaaha
whaaaaaaaaaaaaaaaaaaaat
6k?????????????
dude wtf did you bought? does that tv gives you a blowjob or somehting?
O_O
the orange color, is like touching my g gaming spot
I think guys we are just chatting off topic on Dying Light, we should move somewhere else š¬
ah hehe
is not the first time we talk about monitors and tv, im sure that short wont mind
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
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

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
shoulda bought an oled instead of 5090 :P
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
oof
believe it or not i paid cheaper than what is actually costing right now here
isnt a 5090 like ultra expensive then compared to income in your country
i almost max my credit card
it cost 5k usd
in you put that to pesos is like 5.000.000$
1 usd = 1000 pesos
google says like 500-700 USD is like an average monthly salary in Argentina, is that accurate?
depends..
some have a salary of 1000
thats still crazy tho
idk it depends is not something that you can take it as just the way it is
bros paying over half a year of their salary for 5090
and believei t or not with milei

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
i mean ofc i cant tell you what to do, but going into debt just for gaming is a bit yikes
lmao
pf is not just for gaming
i work with ai and plus of that i do eevetything with my pc
so idk for me is like an investement
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 (?)
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?
Can you give me link to nexus ?
We should at least get the nexus mod page pinned to this channel
its in the main post, I'll just pin that
Thank you Musa š
New Dying Light: The Beast Update and Community Event!
Still no update for RT, I'm still waiting to play it 
We all are š
if u cant play game just bcoz it doesnt have Rt, then its something wrong with u
dying light games are pretty mediocre gameplay wise imo
a lot of the appeal is the shiny rt features
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
I liked 1 though and I thought 2 was ass
like there's probably some fun to be had still
but I'd be surprised if the game is anything more than mediocre
see and i liked second for me 1st was shit
I just don't wanna be the beta tester of an unfinished game man! I will play it when it will get all the promised features
it isi finished
it just odnt have RT
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
Played through the beast, I think it manages to be at least as good as 1.
2 sucked
Like itās mid I guess, just no reason for it to exist as a sequel to 1
How long did it take you to beat it?
Around 24 hours I think
Did they fix the zombie grab? It annoys me badly
Like when zombies stumble toward you and grab you?
Yes, it happens from way too far and it's the first thing they do too
Yeah itās 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
Yes, but I saw I post from Techland and this will be addressed next patch
They already made it so that you donāt get damaged when they grab on you
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
That's great, the game must feel much more in flow now! I'm holding up until the RT update though
Of course it could very well be the 11th week itself! 

"On further inspection, we've located an additional breakage in our RT implementation... As such we are postponing it into early 2026
Merry Christmas"
BBC news: "Tragedy in Poland. A guy attacked the headquarter of Techland bracing a shovel and parkour-ing himself into the art direction office..."
- Some would say it was not a Merry Christmas -
Atleast itās confirmed to come somewhat soon
But what about the DL2 update that backports stuff from The Beast?!
the roadmap is for the beast specifically
though idk if it was actually confirmed if they were back porting stuff to dl2 or if that was just speculation
Iām pretty sure they mentioned it exactly once, many months ago, but havenāt brought it up since. Instead we get dozens of updates that are only about cosmeticsā¦
š¤·āāļø
that kind of thing isn't easy so I get it tbh
IMO Dying Light 2 will get nothing. It seems to me they want to pretend it never happened š¤£
if we weren't talking about techland I would agree
when does the game actually come out?
2030
maybe
depends if techland decideds to do a retouched update for the beast like 10 years from now
At least they keep supporting DL 2's community events, they just posted another recently
Dying Light 3 also having community events right now
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
Is the nexus hdr fix version the latest??
ya i hadn't made any changes since then
just found i typed the wrong number, its 0.0015nits
#1190011429953212426 message
use this instead
Yeah that vid is great
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)
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 š
hi, anyone else have problems with renodx and xefg/ fsr fg?
This is not true, you have to pick pretty old RT games where the benefit is not extremely noticeable like Resident evil 8 for example. The non RT reflections are a huge downgrade
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


lmao
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
can finally play lol
My RT is completely broken , is it because of reno? Enabling it just remove all shadows lol
remove the hdr add on. mine was like that too
wait for the fix
oooof lol
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 š still screenspace

Practical joke
What if we added RT
But still had the largest bodies of water not use RT
For real lol , the screenspace toggle even stay enabled
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

we have GI
and the edges of shadows dont have the wierd sizzle
holy shit is native HDR ass

pumbo will fix the game in 10 years trust
?????????????
Musa's slop was breaking the game
ah
I am applying some code Miru shared to improve RT
if this was ubishit, he would have
are you though
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
All post processing is different
Honestly I donāt wanna mod this game
Or even play it
They ruined it by making us wait this long
Donāt 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 canāt make it look like sdr
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
The mod conflicting with rt is probably cause of some cbuffer shit
Probably canāt even fix that without pumbo or shortfuseās help meaning Iād have to hijack in game cbuffers
Maybe pumbo will help
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

Canāt justify spending this much time on jump slop
Regardless, those of us who enjoy the game, can't thank you enough for all the hard work you put into modding it š
Iāll do what I can
But if cbuffers are broken then Iāll have to hijack in game sliders which means only a couple sliders
Im still coping that dying loght 2 will ever be renoed
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
the beast was muuuch better imo
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
Game was quite fun
Wait for RT only to be disappointed + having reno break was even more fun
rt looks bugged af? feels like it just removes all shadows
like i'm standing under a bridge during sunrise and everything is brightly illuminated with the sun still behind the buildings?
reno breaks rt? what a weird interaction
because reno hasnt had an update
its a bad interaction now
oh wow yeah i just tried it without reno
is someone updating reno for update?
would love to play the game with rt and reno, is there a fixed version or will there be?
Looking into it this week
I can def wait a little longer to play then lol
but I find the interiors lighting change not pleasant, wish it was optional
also so many lights not casting shadows š too bad reshade REST crashes the game
damn miru used renodx lol

maybe Musa can collaborate with him
probably would be ideal
I mean if reno is good enough to add hdr it's good enough to do a shitton more things
what would you want REST for?
if you really want to you can build a RenoDX addon that can place shaders before the ui like REST can
We already add
- RCAS
- Adjust post processing shaders like bloom or grading
- I've messed around with adjusting UI scaling / turning element on and off
- Added alternative lighting to world map
- I've messed around with Direct Lighting shader for Stalker Gamma
It just werks
Can find rim lighting shader for games and disable that
So yh, Reno is way ahead of just HDR
i want to add AO, because a lot of lights in the game dont cast shadows, and at least a bit of AO would compensate (especially in interior, like lamp desks and stuff
i've done some UE or LUA modding, but not at all familiar with developing a reshade addon (and game dev and shaders dev seems very steep to learn)
also it would need to be before UI, but also effects like FOG
if you have some tutorial video or something, I wouldn't say no
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
No shadow casting is just typical raster ahh goofyiness to save on perf. RT 'should' be handling it but its so subpar atm in TB that its nearly pointless
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)
After that, Shortfuse and Pmnox had a discussion about using Reno to replicate REST functionality over on https://discord.com/channels/1408098019194310818/1410855640112566375/threads/1421110516914327643/1421110516914327643
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)
i'd gladly sacrificy HDR for less floating in the air objects š
https://github.com/rj200/Glamarye_Fast_Effects_for_ReShade
this used to work pretty well with HDR
but since some recent Reshade versions, if feels messed
still works
and yes it supports both scRGB and HDR10
u KaN usE nvIdiA Rtx Hdr brO
MXAO just looks nicer
hmm in DLBT, Glamayre looks white AO, like its rendering is bugged
š¤·āāļø
Theres a bunch of settings
shader probably set to something it shouldnt be doing
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
you can already seen the shader hashes with Reno devkit
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
i opened the dev kit for the first time, but then, how to identify which shader is which? (or the less friendly is so less friendly its hard to identify what is FOG or UI etc.)
unless the game has the shader name embedded you have no choice but to toggle shit until you find it
would it make sense to use ShaderToggler to get the shader address first?
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
Send an email to the devs asking pretty pls as to which shader hash does what
We have to make do
part of the fun
figuring out what is going on and where
no sorry, what I meant is in REST or ShaderToggle, it is visual what shaders you select, you have visual confirmation you found the FOG or the UI, wondering if Reno Devkit is the same
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
ya there's a list where you can just press the draw button to toggle the shader on/off
can I convert this hash (shader toggler) to search on the devkit?
Ya just use an online decimal to hexadecimal converter
ok got some match in the dump
i guess its the moment i'd have to code something like that https://github.com/clshortfuse/renodx/blob/main/src/games/dyinglight2/addon.cpp
better to look at the dyinglightthebeast addon
oh i didn't merge to main repo
you going to try to work with miru to get their rt fixes into your addon?
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 š 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
renodx::mods::shader::CustomShaders custom_shaders = {__ALL_CUSTOM_SHADERS}; this tells it to use all the shaders in the folder
if you're just skipping a shader you can use bypassshaderentry
are the hlsl files generated from the cso dump? e.g. 0x00A04AE6.ps_5_0.cso
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
what does bypass mean in here?
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?
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, ...)
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
Youād need to tell it when to apply the shader basically
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)
i've got that so far https://github.com/jrouzies-fr/renodx/pull/1/files
but copilot is asking me for a shader file 0xXXXXXX...hlsl where to apply the shader mxao.hlsl, which seems different to what is done by addons for now
0x7D1BA5D4 is the REST shader I found that would apply effects before it, but I think its just the HUD
uhh did you modify the mxao shader from marty?
no it was generated by Copilot (Claude Saunet 4)
dont ask me if the code seems correct š
how do I make / compile an addon64 file?
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
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)
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?
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 š
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
look at this slop in WH3 for instance (their default SSAO(
Their AO is terrible
flickers
Has strength at 500%
abysmal
Now compare
with what I modded
Well, if ambient occlusion is what I think, it's a hack to fix baked/fixed ambient lighting
Night and day difference
yh
of course, if everything was well ray traced, there is no issues
its a cheap way to ground objecys in the enviroment
if Dying Light RT implementation was covering all lights...
((Ambient - occlusion) + diffuse + specular) I guess
Ambient = black lift. Thanks now I hate it
'AO' would be handled in GI for PT
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
Well Miru updated his mod and now has AO in interiors, looks so much better
stupid question maybe but is that Rt and shader tweaks mod also for hdr?
i use it with HDR enabled
link for that mod pls
Here
Interiors looks much better but somehow too dark. I guess they baked interior lights to simulate bounces without GI since RTGI doesn't work with lights. Also In SDR it looks brighter but why would I play with SDR. I just don't get how exposure is too aggressive in HDR.
Yeah he removed baked lighting, I asked on the discord if he could add it back as an option but no feedback yet
Is that even compatible with the Renodx HDR mod ?
Since youād have 2 renodx plugins

There is a toggle for it already. You can get it back easily.
the toggle also remove the AO improvements, from what he said in his RTGI Interior he removed the baked lighting left, would be good to have a version where it remains to avoid darkening issue
Ah, yeah that I forget that. Also I had some issues at night with lights popping off everywhere. So had to delete it
Yes
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 -.. -
Rt implementation was disappointed + renodx currently is not working properly with rt on. Currently waiting for a fix to the last one.
Does outdated Reno actually work with 1.4 if you turn off rt?
I think so yes
I didn't try myself but on my friend it worked. When used with RT it had missing lighting.
was the god damn driver
¬¬
the freaking game forcing me to update
well finally the game looks like the final product
wuhuuuuuuuuuuuu
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.
RTAO is automatically on if you turn on RTGI, same with DL2
(In DL2 turn on RTAO actually just turns on RTGI, just without applying it)
This is good to know but why would I only enable RTAO if the cost is the same with RTGI+RTAO. I thought RTAO didn't even apply at the first place in The Beast. What does your mod do additionally to enable RTAO in interiors?
In the beast, RTAO is applied for flashlight and rasterized GI. I just did some trick to apply RTAO to non sunlight lighting
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
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 
wait 2 years for final update
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.
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
make that ten years lol
techland updated dl1 earlier this year
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
based
Based? Where is my DLAA for DL1?????
shimmer is horrendous
sadly I am not a SharpTM enjoyer
I need my blurTM
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.
find me the camera matrices for the game and I'll do it :p
**Grok... Find the camera matrices **
meh
wait 10 years
techland will implement
for the second anniversary
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 š¤
is the reno mod still in the works or is it too complicated to do? If not I would just play in sdr I guess
funny I just saw a video from gamingtech and he says the game has like the best hdr hes ever seen
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
yeah I dont think he cares much for accuracy I saw people here clowning on him before
This is just
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
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
is there anything stopping you from upgrading the sdr path?
fair
would have to fix some ui stuff with srgb resource views, could try it
also dlssfix is still beta
so fg would potentially still not work
š¤
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
you're forgetting that HDR also has abysmal banding
Will be hilarious if once Redstone MFG is out
It doesnt suffer from FG flicker
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
@subtle hinge figured out some way to use shader callbacks to change tonemapping point depending on what draws. It didnāt end up making much sense to me but it worked.
Ya I can use that to track the last post processing shader
Could be a pain depending on the amount of post processing
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.
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
shrug try it
Don't have the game yet š was waiting for RT to get added, which it finally did but since HDR is broken I'm back to waiting 
same, but I bought it to then realize the mod was broken with rt 
Well can YOU try with Shadows on a non-RT setting?
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
RT doesn't work with RenoDX HDR. RT Shadows just breaks the rendering, other options don't do anything.
You will play SDRim and ENJOY IT
I was wondering why the game looks fucked
This breaks RT?
I guess it hasn't been updated since the RT patch
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
turning off rt shadows seem to make it look mostly normal but something still looks wrong
Hopefully you can fix it
Update 1.5 for Dying Light: The Beast is here, prepare to face the toughest difficulty level! š
Hunger, new flashlight behavior, Alpha Volatiles - do you have what it takes to overcome then and beat the Nightmare?
šļø Full patch notes: https://t.co/tAPm8tAZ9u
some RT fixes also
Does this update break reno?
was already broken with the last update 
Based on critical feedback from users.

I swear I saw a msg from MUSA that reno for this game was fixed yesterday. Am I imagining that? š
so disabling rt shadows and it works fine with reno is that true? I mean rt shadows arent that great anyway
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)
got it thanks for clarification š
where can i get miru's fix?
I am waiting for a new release of the fix and stopped playing after the RT update due to vanilla HDR being too overexposed .. but I may try this out myself .. but this would mean loseing grass shadows (miru's fix) as well ..oh .. just noticed grass is screen space shadows anyways ...
Did you try Reno without miru fix and rt shadows off and is it good to play? Also still waiting on the fix to start but if it's fine like that I might just start
Rt straight doesn't work with RenoDX HDR. If you don't wanna play with RT you can go for it.
TY...disabled RT for now.
Where is Miru fix?
I think it's holiday season, but it was mentioned it will get fixed some time...
Happy New Year to everyone waiting for a Renodx/RT Combo! š„š¾š
Special love to @maiden tide responsable for our fate! š
i believe in musa

oh fyi the dlss m seem to work pretty well in this game
had to turn down the sharpening though
Here is a nice chart made by S.Bako using Claude Opus and the Nvidia Programmer Guide. It gives an idea going from preset K to M at 4K using DLSS Performance mode for all GPUs in the guide:
https://claude.ai/public/artifacts/5a8010fc-c05e-4ab3-beda-a3e5a358900a
S.Bako?
ai sloppa
any update on the fix or is it not coming?
@maiden tide is an upright guy who would never abandon this project 
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 isnāt too annoying
Also idk how Iām 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
We believe in you š«”
if it comes down to it making seperate hardcoded peak 1,000 and tb400 addons would work, no?
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
ah yeah
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
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
dl2 didn't have any problems with cbuffer stuff
SDR upgraded to HDR would look fine in the game
rip
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

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
a lot people of are convinced that cp2077 has good native hdr
its bright and contrasty with vivid (broken) colors everywhere

the existing mod is awesome. only thing missing is RT update. are the changes by Techland so massive you'd need to do a full rewrite?
I donāt really understand how it works under the hood but it has the same issue as some other mods like hitman and the resident evil games before 4
Those crash when I try to add sliders
but the existing one has sliders. everything is fine with it prior version 1.4 of the game and the RT addition
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. Itās better than vanilla but I canāt truly say itās a fix
Exposure is all over the place compared to SDR which I think has a better balance
ah -- ok. I get it. that's what I asked. So the issue is really the Techland RT update 1.4
Ya
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
Another thing I could do is just use the gameās own sliders for hdr
Wouldnāt have as much customization but it would work
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
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
that's fine .
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
Native is peak
for my eyes thjat looks neat
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
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
You've got dldsr smoothing set to 100%?
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
DL1 foliage looks better compared to The Least
the foliage looks way better pre retouched update lowkey
his DL1 mod is probably my favorite reno mod lol
so for oled hdr just shoot the contrast to 100 and good luck?
while using the renodx?
no
just use the default settings
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
godspeed turning the least into the most
game just looks like ass no matter what
just gotta fuck around with sliders and find something I think looks ok
- 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
wdym?
what do i set the graphics settings to in game
what settings should be lowered from ultra
oh I just have most things set to high + rtgi
skipped rt reflections
using dlss balanced with preset M
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
RT reflections are more good
Since the rasterized reflections are so lacking
For interiors itās 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
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
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
no .. 55
should be 100
anything lower adds artificial sharpening with DLDSR
and with the full 4x normal DSR it should be 0
yeah you need to put that to 100% then
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
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...
anything below 100 is sharpening your image
there is no blur filter applied between 50 and 100%
No 100 is neutral
I tired it out and 100% blurred the image. Which can be desired with DLSS 4.5
55 was the most neutral sweetspot
anything below 100 has awful nvidia sharpening applied
No reason to use it
just apply cas if you want more sharpness
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
no, thats just how downsampling works
nvidia is not applying a blur filter in dldsr, the whole bar is a sharpen filter
you can continue the discussion here .. I am good. No need for further advice. Thanks
https://www.reddit.com/r/nvidia/comments/1c43ux1/the_best_smoothness_level_for_dldsr/
i can continue the discussion on a 1 year old post that no longer allows comments?
someone already has the correct answer here too
sorry .. was just an example. I am fine with DLDSR as it's set up
of course, did i say you SHOULD use 100%? i use 33% most of the time
because i want the sharpen filter
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
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
100% is zero post processing in DLDSR
But thats the fact
to match the sharpen of what native looks like will change on every game
the extra blur is because 2.25x downsampling cant be perfect
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
they do some DL process to smooth that
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%
to be clear though L or M doesnt actually apply a sharpening filter
its more like it tries to undo the taa blue
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
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
well i never used 1.78
pretty much the only way to use it with a 4k screen for those of us not using 900w gpu
so heavy
then its just 2880p
like 4x dsr on 1440p
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
@maiden tide - I am sure the folks at Nexusmods are eagerly awaiting the new version š
how hard is it to make proper comparison pics wtf
does this guy have any backing for his claims about the RT
yh but you can unslop the banding
or just unslop the banding in HDR
every light source has banding
go into a dark corner
banding
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...
that talk is about their raster graphics
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 
Previous Reno + raster / Current Reno + RT + Miru's mods
@inland ravine
The Least looks serviceable now ?
yes has aura now
find it interesting that the more saturated colors of the previous reno tweaked make it look more flat
Its becasue its lacking Preset Focus M
I mean there's more visual contrast with the new one
everything feels like it has more room to breathe
look at the railings here, Preset M giving HDR HIGHLIGHT POP
oh that too lol
that could be a part of it lol
I just grabbed the older pics here
unfair comparison

lmao
this has to be some kind of bug or overzealous algorithm. sharing files, ok, that might be copyright infringement in some twisted sense, but sharing a LINK to a file? or talking about it?
thank youuu
normal version or alt version?
description doesnt seem to mention the difference after a quick chekc
alt has a pak file and the other only the addon

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
getting this error with the miru mod
i dont think its because of reno
there was a small update today
alt version?
nvm you said you use alt
weird
as soon as i uninstalled the pak
it worked
Yes
Thatās what I meant by pak
yup tried it again, putting the pak into ph_ft/source throws that error




