#Silent Hill F
1 messages · Page 2 of 1
Here's the link to generic addon, btw: https://clshortfuse.github.io/renodx/renodx-unrealengine.addon64
that means the game didn't precompile all the lutbuilders that it uses on startup
which is super annoying
That's rare, right?
ok let me give it a go
Usually the shaders we get in starter area are generally that's used throughout?
after you turn the lut dump option you will have to restart for it to take effect
then after the restart go to the same area where the sliders broke
do i need any specific settings enabled before lut dumping?
nah they aren't used but the precompilation step usually catches most of the shaders and allows them to be dumped, then I can just search through the entire dump for all the lutbuilder shaders
no just that dump lutbuilder slider is all
I had an issue with the mod today where, randomly after a cutscene it would get capped to SDR brightness. The only fix was exiting to the menu which seemed to fix it
so I think it was not the missing shaders
it happened right after the cutscene that kicks off the escape from monster sequence
ok it generated 4
I didn't actually edit the third one there
since its just straight up aces I figured it didn't run at all
oh the last one I also didn't edit
ya that last one isn't even in my dump
i bet thats it
That's concerning. Could be missing effects in HDR path
It means unreal mod already has the shaders
possibly, but from what I saw all the other hdr lutbuilders had an sdr path in them
the game also has some lutbuilders that only have sdr output
such as the main one used in sdr
but when I forced sdr output in the hdr lutbuilder it matched SDR perfectly
For a standalone
mod, it's fine if you can confirm it. Could be meaningless like during menus
ya the unreal mod has some of the shaders already
If you’re gonna keep playing back up your save here
Will need you to double check it’s working when I add the shader in a couple minutes
Oh, I thought _new was only dependent if the game itself dumped something for YOU only.
That makes more sense, and definitely more ideal.
😄
Lutbuilder? 
Lutbuilder_new? 
Prepackaged zip be nice to have as well, where you can point people to download and drop next to exe, and it already had preset with LUT dumping enabled.
Dumb way of it, but probs gonna help mod authors during WIP process.
Just link to #1408262263017574431 or whatever.
Only problem is maintaining it with latest generic UE build.
OUTDATED - CHECK PINS FOR LATEST BUILD
~~Silent Hill F - BETA 2
- Requires HDR on in game
Known Issues:
- Sliders in the
Tone Mapping & Color Gradingsection do not apply in real time. Toggle HDR off and back on in order to apply changes to sliders. Alternatively opening the journalup on the d-padmay work - Text/Images in the journal appears gray and faded
- Using this addon alongside Lilium's shaders may cause crashes
Changes:
- Added missing lutbuilder
Compatibility:
- External DLLs/injections such as Optiscaler/SpecialK may not work, please test without them first to confirm whether the mod works without them
Instructions:
- Install ReShade 6.5.1 with add-on support (don't need to select any shaders or addons in the setup)
- Paste
renodx-silenthillf.addon64intoSILENT HILL f\SHf\Binaries\Win64, next toSHf-Win64-Shipping.exe - In the ReShade add-ons tab you can disable
Effect Runtime SyncandGeneric Depthas they are unneeded, may boost performance - Press
Hometo open the ReShade window and select theRenoDXtab to see the sliders and make adjustments~~
@leaden cedar
awesome trying it out

@coarse gate @hasty garden somebody else mentioned opening journal to apply settings so just hit Up Dpad and back out and its quicker - can confirm that works
ah very nice
@coarse gate sorry for ping but even with this beta 2 version sliders arent working for me im turning off/on HDR in game and still changes arent applying :((
Alright then it might just be the aces lutbuilder. I’m just gonna make that one return a white screen so you can confirm quickly
only ui slider is working
@coarse gate confirmed the new LUT works on the 2nd map
@neat halo press dpad up to open journal, and then back out to see if bars refresh
Can you send your save file
You could be in an area with a lutbuilder we don’t have yet
that’s odd
i havent played because im waiting to fix this issue
Just to confirm
If you set the blowout slider to 100
And toggle hdr off and back on again
Do you get a black and white image
journal fixed?
Ill fix that tonight
so could u describe whats the difference between first one?
Hey im kind of a noob but is thereba reason the game wont boot when i add the file to the win64 folder? I just get a crash
There was an area where the mod didn’t apply because it was missing a shader. That’s now been added
Can you post the reshade.log file
@coarse gate idk if this issue is because of optiscaler but yeah, i have paper white in 48 just for testing and sh1t still bright asf haha
can you delete the addon and use this one instead. once you've loaded it up can you set the settings mode slider to advanced and scroll down and turn on the dump lut option. then restart and open the game again. then load into the area and it'll dump a .cso file into the game directory, that will give me whatever lut file was missing
oh ok maybe its optiscaler
you could try without optiscaler first to confirm
ye ill go try
@musa another lut popped up mid level, from foggy to foggier
tried that and is not optiscaler issue
the issue persist
@neat halo you are using latest reshade with addon support? hdr enabled in windows and ingame?
ofc sir
i have it working with all settings on high/max, full screen bordered, dlss on quality
nope, because optiscaler already disables steam overlay
and im not using rtss+msiafterburner
tried without optiscaler and still same issue
@coarse gate this all the .cso files i got on my game directory
@neat halo are there any other mods or tweak files you added? any command line stuff making it use dx11 or something? you have reshade installed as "dxgi.dll" in your "SHf\Binaries\Win64\renodx" right?
Nope, only optiscaler
with optisclaer i need to set reshade dll as ReShade64.dll for it to load
but rn i removed optiscaler and im using dxgi.dll for reshade
same issue
open your journal ingame and on renox DX look for UI brightness and move that around, that should change the brightness immediately
move it between far left and far right
set the top sliders to this and try
then set blowout to 100, press Dpad Up or G for journal, press B to back out or escape, then your screen color should be black and white
Musa told me to do that and it didnt work :((
im living in silent hill rn with this issue fr
maybe you need to advance the story a bit
like you're in some prologue tutorial area
try going to the first shrine and testing
okay
i read one comment about the game loading stuff after you go to a shrine and save
I'll check those out in a bit
need your save file, this uses some code I haven't seen yet so I need to manually test it
when you load turn around and find this scarecrow and walk toward it
then once you walk into the bush the scene changes color
same issue for me
reached there and nothing
Can't get away from asinine decisions like that
Getting a new game is a coin toss in what bs will be included. Will it be 30 fps cutscenes ✅ UE traversal+shader stutter ✅ near unusable HDR ✅ or an unholy trifecta of all 3? ✅
Other usual suspects are garbage frame pacing and wild requirements for the presentation
I've never understood the reasoning for that. Or when some games have a video intro, and the quality of the video is so low. Like, why is the video not high resolution?
It's basically impossible to rationally explain any of them aside from complete disinterest from the devs
The performance is lightyears ahead of SH2 remake here at least
Yeah but stuttering seems to be about as bad or close to it judging by the DF review. I'll try it out in a few hours to see
@neat halo optiscaler replaces and adds a ton of files you might need to just delete all of these to test
Stutters made SH2 unplayable for me even if I could lock down good performance baseline
actual in game I only had stutters in one area where there seems to be a loading zone in the middle of the road and I'm about 4 hours in
there is some microstutter in a few other areas where stuff's loading in but compared to SH2 completely falling apart in some scenes it's way better
Sounds promising then, I gotta try it since the game itself does look cool
do u think it could be cuz of fsr 4 dll replacement?
because i removed optiscaler files but fsr 4 dll
well i surrender man, this thing just refuse to work for me 🙁
for me opticaler + reshade in ue5 only works when the former is installed as d3d12.dll
delete all those files and dump mine into that folder @neat halo see what happens
okay
all you do is go ingame and set the preset slider around between 1 2 and 3 and see if theres a difference once ingame
there is one really big reason for that: space. ppl cry about games being to big and videos takes up a lot of space
i dont have any stutters
yep nothing change
idk whats the problem
even generic ue reno isnt working well
the problem is u cant read
its stated that sliders dont change in real time
well seems the one who cant read is you
okay
@neat halo so you go to preset 3, then press Journal button then exit right? then try 2 and nothing changes?
You do, measure with RTSS frame graph and run fps above 30, they'll be there
nothing change
make sure hdr is on and use journal method
A shit ton of people aren't sensitive to stuttering judging by all the online discussions for games with confirmed stuttering issues. There are no magical configurations that are exempt from that.
@neat halo you have any weird settings on like color blind mode?
no sir
what nvidia driver version you on
@neat halo look up how to clear AMD shader cache after closing the game and then re-open
what im doing is what the mod says, after i change some settings i go turn off hdr and turn it back on
can u belive i literally did DDU on my driver this morning because of this issue
ig when u ddu amd driver it also clears shader cache
its possibly an AMD thing
do you have this on? With HDR active in Windows, go to Radeon Software > Settings (gear icon) > Display, then enable Custom Color. Once that’s on, you’ll see Color Temperature Control appear — disable it. Disabling this setting makes a huge difference
Yes i have that enable because on my monitor "xiaomi g pro 27i" if i disable color temperature control colors look oversaturated and wrong
which in my 2nd monitor doenst happen
ill try disabling it tho
Tried out the mod for a couple of minutes, and it's looking good! Can't wait to jump back in later tonight.
@neat halo if you are on windows 11 that allows you to turn HDR on/off it is WIN+ALT+B maybe try that out a few times
maybe autohdr is doing stuff
prob
im on win 10 and nvidia so i cant really test any of this stuff
there is something wrong on my PC 100% becuase im the only one facing this issue rn
this game stutters like hell
@neat halo make sure your dedicated graphics card is being used in game https://youtu.be/oIsM1nAa6u0?si=ISwmIAub_liZb-NB&t=147
Windows 11 tutorial to set a default graphics card for apps or games. Follow ➡️ link for full steps ✅
https://pureinfotech.com/set-default-gpu-apps-windows-11
This video will guide you through the steps to change the default options to choose the GPU an app or game should use on Windows 11 24H2, 23H2, 22H2, and 21H2.
⚡ Key Points
To cha...
my cpu doenst have iGPU so ye is using the dGPU
oh ok, this guy also made a good performance fix ini you can try out https://www.nexusmods.com/silenthillf/mods/25
oh ty
these are almost all fake, with ultra+ being the exception
the difference you saw is likely cause there were less shaders that weren't compiled, so you already had a warm shader cache when you loaded up the mod
Ye fsr and tsr without optiscaler
thehybred is a known donation points farmer
Who donates to these guys tho? I'm assuming if you're going through the trouble of actually donating to someone, you would at least know what they (aren't in this case) doing 😭
I think donation points just come from endorsements/download not actually donations
I have a bunch
you can't really do much with it
A direct incentive to scam then
you need an ass load of points before you get anything
ya
but these kinds of mods rack up donations fast
if you're early on nexus you can get a lot
You can enable FG on AMD also btw
Yeah especially when every single game has them lol
this guy is the most notorious of dp famers:
https://www.nexusmods.com/silenthillf/mods/9
P40l0X
he has a patreon where he just uploads his recommended hdr settings for games
i would say its the dumbest grift of all tiem but clearly its working
digital foundry called out his mod as bullshit on df direct and did actual test and he got super defensive on resetera
his ff7 mod destroyed performance and then he released an update that got it back to somewhat normal and people thought he fixed the game
I believe those are AI generated Engine files
But this one works well tbh
they're mostly copied and pasted
you can tell cause with UUU you can enter in commands and see most of them don't actually do anything
For AMD users - activate your extra frames if needed 🔥 Works
Yeah I have downloaded few of them and was digging through - a lot of stuff just not actually working as U mentioned but in most cases there is legit stuff inside those files
not worth it to download unless you wanna go and test each command and compare
it's all nonsense
better to just let the Ultra+ guys cook
they have a beta already
is it normal for the RenoDX addon to only effect the hud elements and setting menu?
Im toggling the addon on and off but the only thing that looks different are the hud elements
game looks the same
Read the note in pinned comment.
don't even need to read the pinned comment, you just gotta read the text right above the slider
!read command that spams this GIF with the message, lol.
omg im not the only one 2118hehpray
!read
ya i'll add that
or shortfuse can idk how to do that
@meager drum
!read command that spams the boondocks gif
Gonna need a bot added.
Probs have to decide which bot to use for admin stuff first, thogh.
Can use same as the one that was used in SK.
Plenty of free ones.
lmao vanilla hdr looks like ass
straight up skips the color grading
not even a horror game anymore
SDR 2.2 Gamma 100 nits / RenoDX Game Brightness 100 / Vanilla HDR
I also called him out with FF7 Rebirth and he deleted my comments and restricted me from posting on NexusMods
he's a fraud
I don't know
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▶About Game...
Silent Hill f is an upcoming 2025 survival horror game developed by NeoBards Entertainment and published by Konami Digital Entertainment. It is a standalone spin-off game in the Silent Hill franchise. Set during the 1960s in the fictional town of Ebisugaoka...
Imo looks nice maybe oversaturated a bit
most of the atmosphere is gone from this scene
areas that use color grading luts are broken
the start of the game doesn't use a lut iirc
tried it and looks pretty great thanks for this. is there a preferred type of tone mapping option we're supposed to use or is it personal preference? the default looks best to my eyes. thanks again
the default one Vanilla+ is the correct one, the others are just bonus options you can mess around with
what a difference tho seriously. game looks so flat without this
I was wondering why sdr gameplay looked more cinematic than hdr
So vanilla HDR is just busted
heres my dank config - hdr on ingame, brightness and contrast default levels
very nice ill try it out
im on an lg oled c3 so for me peak brightness is much lower. i have it set to 830 peak brightness and game brigtness at 350 everything else at default. looks good to my eyes but i want to experiment
do you have the brightness and contrast sliders at default in game?
oh nvm just read that you did
dafuq is that thing on her blouse/
*TheInbred 
now we just need a way to uncap the cutscene fps. it is so distracting when it transitions to and from 30 fps
(mfw he’s down to making fake UE .ini config files)
Are the graphics a bit PS4 level? Haven't played it yet but everything I've seen looks a bit dated
OUTDATED - CHECK PINS FOR LATEST BUILD
~~Silent Hill F - BETA 3
- Requires HDR on in game
Known Issues:
- Sliders in the
Tone Mapping & Color Gradingsection do not apply in real time. Toggle HDR off and back on in order to apply changes to sliders. Alternatively opening the journalup on the d-padmay work - Text/Images in the journal appears gray and faded
- Using this addon alongside certain ReShade shaders e.g. Lilium's shaders may cause crashes
Changes:
- Added another missing lutbuilders
Compatibility:
- External DLLs/injections such as Optiscaler/SpecialK may not work, please test without them first to confirm whether the mod works without them
Instructions:
- Install ReShade 6.5.1 with add-on support (don't need to select any shaders or addons in the setup)
- Paste
renodx-silenthillf.addon64intoSILENT HILL f\SHf\Binaries\Win64, next toSHf-Win64-Shipping.exe - In the ReShade add-ons tab you can disable
Effect Runtime SyncandGeneric Depthas they are unneeded, may boost performance - Press
Hometo open the ReShade window and select theRenoDXtab to see the sliders and make adjustments~~
its not like next gen or anything, its unreal engine so exactly like silent hil remake
You did not have the same PS4 as us, then
That's ok if that's the case, seems a bit less complex from the screens but they can be misleading
The screenshot is riddled with sharpening artifacts tho
Crack that shit down rofl
some screens
Idk man, Uncharted 4 still dunks on half the stuff that comes out.
Possibly one of the most visibly broken HDR as of late, no?
I forgot that TLOU2 is PS4, not sure how different it looks from the PC/PS5 code
@coarse gate @leaden cedar look at the issue, im doing exactly what the little note says toggling off/on HDR no change on the peak brightness for example
i got 100 sharpening level in nvidia, love that shit, im like 10 feet away from the screen so gotta jack that shit up
mfw I keep updating beta files, and new beta is out before I even get to launch the game with previous beta file.
set something super high or low like exposure, go to journal with G, exit, then see if theres a difference
100 sharpening is vile man
Jesus lol
same thing, only thing that works is ui slider
Why even do that given how much it destroys the image
Turns the game to cel shading
If you're on 4k, there's really no need especially with DLSS 4
its different when you're playing on a tv from the other side of the room
But the image is still destroyed, whether from one or ten feet away lol
checking these out now
The Nvidia sharpening is crazy aggressive too, even 30% at a distance would be a lot
Journal working fine?
not yet lol I'm still fixing lutbuilders, I'll have it at some point tonight
i love sharpness, feels like im there, 4k tv couch gamer 4 life
the journal is still visible, just appears gray
If you like it then that's fine, but at least give cas a try. Way better sharpening imo
gimme da cas command
A version of CAS should be included with lilium's hdr reshade shaders
Cranked up NIS makes you feel like a Japanese school girl, you heard it here 
100 NIS is my blanket setting for every game so i dont need to tweak everything i run, i even turn my tv sharpness to 50, bro im inside the game
i think only hdr analysis is broken with this mod so the other shaders included should work fine
Good to know
But also, not really needed as I don't need to use BFF.
As the mod has it all built-in.
Brother, you truly are one of a kind 😄
life of a pro gamer brother
Honestly? I can respect it cause he's self-aware.
He's more like that's just what tickles my fancy.
Could be worse, he could be making TI 2.0 channel and spreading this as gospel of truth. 
had to do this manually
its not a game, its a school girl sim
vanilla hdr looked so bad i was thinking the lighting was bugged
thanks for the mod beta
I see why the journal is broken
its part of the game render and runs through the lutbuilder but with a different output device
same issue as borderlands @sullen mulch
yeah, I just added a output device check to run the vanilla code if not hdr
uh
did anyone have this issue?
idk if game bug or if RenoDX bug
it looks like DLSS shitting itself
no issues here
Try enabling motion blur
upscaling bug, yes. forcing DLAA fixes it. Konami will need to release a patch to fix this.
Having a stable fps cap/motion blur enabled fixes it for some reason
its some problem with how they implemented upscaling
Yeah lol it's weird
i disabled it because i noticed some artifacts with it, but i guess i'll use it.
Also fps cap works if you don't want motion blur
But it needs to be hitting the cap exactly
if your PC can handle it and you're on an NVIDIA card, forcing DLAA fixes it without having to cap FPS.
or turning on motion blur
savior
it just happens with dlss and fsr
made a vid last night testing
I'd also recommend updating the DLSS binary to DLSS 4
since its on DLSS 3 by default
i did update the game to DLSS 4 but i noticed the transformer model sucks on this game
so i'm running a CNN model lol
it doesn't make much of a difference, I think the upscaling is completely broken currently.
which is why people are seeing these bugs
but its still worth updating for when they do fix the problem
DF mentioned this was a shader error from it's async shader compiling causing issues with upscalers btw
So best fix would for them to just fix the shader compilation step entirely probably
Not gonna happen tho, have never seen an Asian dev go back to fix anything related to shader comp issues lol
my game hasn't been stuttering at all, but its probably because I'm not upscaling at all
1% lows have been at ~70 FPS which is shocking for a UE5 title
There is a fix apparently, I haven't been playing the game so idk if it works, but loading back after saving, causes the shader comp step to work properly
ya so it sets output device to 8 which returns the preRRT color
Reno working fine with SK and RR with U+
U+ has yet to conflict with anything else for me, so that's been a good ride.
But I've only ever tested it with ReShade/RenoDX, so. idk how it is with SK usually.
Good to hear solid here as well.
whats u+
The Ultra Plus
Mods for tweaking engine files and such, make it prettier, etc.
Costs a lot more.
an asian dev
what makes you think western devs give a shit either?
they don't lmao
I did see Callisto fix it so imma have to give them this one for free lol
Looks like a gacha game and I don't play those 😭
Last time I tried one I think it was called wuthering waves and holy the stutters
Was unreal engine 4 I think
Not that bad, but had artifacts like that in menu.
Using any shaders with the game?
Enabled/disabled HDR analysis one? Artifacts came for me with the subsequent launch of the game when that crashed my game.
Rebooting PC fixed it.
i was anti motion blur until i hit 40
now give me that shit lol
Bad motion blur is bad, old stuff used to be terribad.
Most modern stuff I've seen, I like it.
So.
- i left my glasses in the car so it's blurry anyway right now
As i said before
I like motion blur normally, it's just that i saw a lot of artifacts on Hinako with motion blur on
so i disabled it because i thought it looked ugly
maple trying not to look like a pcmr dweeb that hates post processing
this is why i had it off too
RR looks to fix this now
I feel like a weirdo for thinking that motion blur actually helps me read things in motion. Like sure it's not ideal for clicking heads in counter strike...but honestly I only feel that way because things are so slow in that game to begin with. It helps me more quickly understand the motion of objects, even if there's a visual clarity hit.
Halo Reach 
ya it makes animations more readable
the trail behind a moving object
lol what is this cope I'm reading 😂 most of you guys wouldn't have motion blur on normally if the game wasn't bugged with it off
Lol, no.
We have it enabled in every game.
that's crazy
I always play with motion blur unless it's legitimately detrimental to the game
I always have motion blur on
Only disabled in games where it's broken, and I can't name one where it's been broken in a long time.
liking motion blur off is a pcmr opinion
like in cod I don't play with camera blur but I keep the object blur on
its basically threat interactive type opinion
I'm sorry i'm not a sweaty gamer with bad taste
motion blur on unless it looks bad or is broken
Yeah, and built off old prejiduces. There was 100% a moment in history (idk when don't ask) where it was mostly bad implemented, but that's not the case anymore, hasn't been for a really long time I'd say.
my gpu gets pretty hot so now I'm a sweaty gamer with good taste
Unless the motion blur is broken or it looks awful, i'm using it.
So, if you're following it from way back then, where it was regularly bad, you really need to go in modern games with an open mind and try it.
You'll be surprised.
in some ue games they don't properly tie it to framerate and theres a command to fix that
On this game i don't even think it looked bad, it just looked broken
@granite halo do you know if the motion blur command is needed here
almost always needed
like in a souls game if an enemy is swinging a sword, its a small thin object on screen so the trail behind it is super useful to help read its movement
I disabled it initially but I was also moving my camera with mouse, I planned on enabling it again when I actually play the game, with controller.
So, I've yet to decidd.
that's the other issue with motion blur though, it's so often poorly configured for higher framerates
Shutter speed to me looked odd
I think in MGS Delta I felt it was a bit off, and might have disabled it there? But that game was 60fps locked and needed fixes to unlock bunch of shit, so maybe why.
OHHHHHHH
bruh
I thought y'all meant actual fucking TEXT reading

why would text have motion blur...
unless you mean you're reading a sign and moving the camera around wildly
LMAO
I was like why are you even reading text with crazy camera like.
I was re-reading Jon's comment to make sure if I read it right first, and then you agreed.
And I was like either I'm taking crazy pills, are y'all.

But yeah, overall I like motion blur in pretty much most things.
Also, how it's applied. Like on the gun/arm or whole world.
Some games give you option and that's dope, cause some games I'd prefer one or the other, or both.
I would disable it in comp stuff, of course. But that's cause I'm being sweaty there.
But that's 1% of my game library.
That's PRECISELY what I thought y'all were saying. 
I have a meme for this.
this is mainly subjective but I'm going to have to disagree entirely with having motion blur on. there is no benefit in my opinion to having it on, it makes things harder to see when in motion, which is detrimental in action games especially. maybe in something like a racing game its not too bad, but in action and FPS games it is bad.
Trying playing a game at 30fps, with motion blur on/off
Off is unplayable to me, on actually makes it bearable
I would never play a game in 30 FPS man, if the game is running that badly I'm not playing it
lol
makes it hard to see the movement of small or thin objects without it
even at high framerates, if I'm playing with a mouse I need motion blur for it to look smooth. Maybe I'll change my mind at like 500hz or something
That sure is your opinion and i sure don't care about it.
welcome to public chat rooms! 😂
I had it enabled in DOOM, I think. And I play that game like a kid on sugar. Like I said, very well depends on how it's implemented in game.
Look you said it had no benefits lol, some games like on consoles are gonna be capped at 30, and motion blur is insanely beneficial there
that is a coping mechanism for the game performing badly on consoles in the first place
But as Maple said, you're all in for your own opinion. But you should definitely have an open mind and try it, if you haven't in a long time.
Is the pinned file always the most recent one?
lets not ignore that fact
I honestly don't particularly like the argument that it's needed at 30 fps because it's usually implying it's not needed at 60+.
performing badly
30FPS
just like DLSS is a coping mechanism to increase framerates, motion blur is similar in the example you mentioned @spiral badger

that's my point... it increases framerates but you have issues such as ghosting and artifacting
yes, 30 FPS in 2025 is terrible, people were just complaining in here about 30 FPS cutscenes lol
I pasted the add on and it doesn't appear to be changing the HDR at all.
vastly depends on the game, you often have issue with TAA too (native res)
I find the 30FPS cutscenes in this game annoying because their frame limiter is trash and can't pace 30fps properly
but i think 30fps is perfectly fine
if it's consistent
(and paced correctly)
that's insane but you do you man
DLSS is almost always an upgrade over TAA unless the game botches it. Uncharted 4 for example has many shitty side effects of DLSS regardless of the version (flickering shadows and highlights)
I mean i'm playing the video games and i'm having fun
You can be a sweaty gamer if you want
I've never once seen a game that has artificial limiters have proper frame pacing in those moments. It's always some janky garbage that looks even lower than 30
I spent over $1000 on a GPU, if a game is running at 30 FPS I'm not playing that crap, that is unnacceptable in today's age. its not about being sweaty, people spent good money on their hardware, games should not be running worse as a result of that
Why did you buy the game then? Are you stupid?
the game runs great on my PC, that's why I'm playing it? it runs at 90 FPS+ with DLAA
what is happening here
???
Cutscenes are 30FPS capped, unless you mean you're okay with cutscenes at 30fps.
the cutscenes are messed up yes, not much I can do about that until they release a mod to fix it. the game itself still runs great so I can manage. if the entire game was running like that then no I wouldn't play it
cutscenes are tolerable since I'm not actually playing the game and dealing with input lag
im just watching
seems to be quite rare these days, a lot of the time, dlss integration is great. FG sometimes not so much.
accepting 30 during gameplay in this day and age is having rock bottom standards tbh, expecting better doesn't make one a sweat gamer tm
I mean, it's all about trade offs in my opinion, between playing a game at 30FPS or not playing the game
i'd rather play the game
and on consoles for instance, if the game has a 60FPS mode but it looks like trash
eh, I'd sooner not play it, that's why I gave up on consoles a long time ago
i'm playing the game at 30FPS
it feels like absolute shit if you're used to 100=
+*
but then again, locking cutscenes to 30 is absolutely unjustiable
lyall comes out with a mod a few days after these come out, and fixes it entirely with 0 downsides
No amount of optimization will make this game run at 60FPS on a Steam Deck
it's just impossible
I was doing the same with a PS4 Pro years ago, but I only had a 60hz monitor at the time so going back and forth wasn't as massive of a difference
FF7 rebirth moment
then your choice is
play the game at 30FPS or not play the game at all
what will you do?
don't buy a Steam Deck
moving to 120 completely killed 30 for me, and made 60 feel bad
😂
I go from 144Hz to 30/40FPS mode often on consoles with exclusives.
Takes me maybe 15mins to adjust, if at all.
Ok then, i'm going to carry around my desktop on the bus, i'm sure it will go well.
you can play other games on Steam Deck that actually run well, like Hades
40fps mode on spiderman was great yeah
Yuh, only time it's jarring if you constantly switch between high/low fps but it's completely fine once you adjust
you're trying to shove a mack truck into a tunnel it won't fit in
makes no sense to me
i don't have any issues adjusting to it tbh
it's very simple actually
i want to play the video game
its like expecting a Game Boy Advance to run Mario Sunshine
I only have it if it's like I jsut stopped playing Helldivers 2, and jumped on couch, and playing.
and so i will
15mins is excessive, I guess.
it's not that the game is unplayable at 30FPS lol
Broken game is broken game, 30fps or 60fps won't fix it.
I'd MUCH rather take a consistent 40fps experience, than an inconsistent 144Hz.
ANYTIME of the day.
devs are already undersampling tons of effects in order to get them running properly, DLSS unifies it. Devs just need to not make dumb sacrifices to boost performance like doing effects like DoF/bloom before upscaling
or 120Hz for that matter, since I had that panel at that time.
I think I'll have a 90fps lock for this game with my rig? So I don't do any dips, I'll have to check when I play but that's the limit I saw ideal.
Sometimes it goes above 100+ but some areas were dipping to about 90-ish.
Rather have a stable experience. 
tbh hades is hideous I can't stand it
Ok so uh, consider this
this might be very hard for you to consider, but try this
I agree, but its also giving these devs an excuse to not optimize their games as well. "Just turn on frame gen" is like a cop out. That's what's happening with Borderlands 4 right now. The game runs terribly on most PCs and they're like "frame gen!"
I already played Hades, i do not want to play Hades
I want to play this trash
And so i will.
it's that simple
platinuming bloodborne on base ps4 will teach you to love a consistent 30fps
wait this doesn't even have FG lol
LOOOOOOOOOOL
it just seems like taking shortcuts to me, in some ways DLSS is beneficial, but it is also creating new problems
upscaling is the optimization, they just need time to spend on other fixes
I'll still happily play Bloodborne (already platinum'd it)
With that dogshit fucking pacing.
Cause the game is just that fucking good.
and its also being locked to one vendor which kinda sucks. FSR is good but not as good
yeah no, I did and I still despise it
i replay it often that game rocks
Not making excuses for FS cause .. FS be FS.
But not gonna skip out on from playing teh game.
play it on shadps4 60 + LSFG and it's infinitely better
I think my save file rn is NG+17 or something.
30 sucks donkey dicks, especially in BB
I do a whole run in co-op whenever I get someone to try it.
I like my game to not crash
that's kinda important to me when i'm playing
crashes like every 2 hours or so
not a big deal if you're losing on 120 vs 30 with drops
well my tolerance of crashes is very much 0
shadps4 is cool tech but yeah visual glitches and crashing is more interruptive than low fps to me
That sounds far more infuriating to me.
tbh I don't even know whether and how often it crashes with no resolution patches
I'll emulate it for sure once it's stable, though.
at 1440p it looks far better, but yeah VRAM craps up after 2 hours or so
i'm taking the 30FPS if it means the game won't crash, but also, in order to play BB on my Intel CPU, i had to install a mod that disabled a bunch of VFX to make the game NOT crash in the first minutes.
So uh
there are no glitches, it's essentially perfect now or 98% there
there are no missing effects
i'm taking the real hardware
you can do what you want of course, it just doesn't make sense to me personally. I'd rather play games that I know work well with a device, then try to force a device to play something that it clearly isn't designed to run. this is why console sales have been plummeting lately and PC gaming is on the rise, because the consoles just can't keep up in terms of performance.
There is if you are on an Intel CPU
oof forgot to expose the by luminance tonemap slider
"real hardware" means shit if the game runs horribly
idk if its just passing 0 or what
I can only get the UI slider to work. Am I doing something wrong?
From is thoroughly incompetent, so all of their games run poorly without mods and workarounds
maybe ill give it a shot now last time i tried was several months ago
did you see the tooltip on top of the sliders
Well you do what you want i don't care.
Randy Pitchford seems to think the game is fine 🤣
toggle hdr on and off, but I think just opening the journal does the same thing
but I agree, seems like they should have delayed the game a bit more
If you're on AMD, it's by far the absolute best way to play it
AMD CPU to be precise
he knows its not, he's lying. I guess you could say it gives them more opportunities to deflect from bad performance but it's blaming something that isn't the issue
not sure how close intel is with mods for SFX
the mods are pratically the same as disabling it.
yeah im on amd ill give shadps4 another look when im in a BB mood
with the old build i had to run it at 900p
I'm not seeing any change to the image, but I'll keep trying and report back.
you have hdr enabled in game?
someone said they had to restart the game for it to show their changes
From what Tim Sweeney, the founder of Epic Games and creator of Unreal Engine has said, it is mainly due to the game devs ignoring weaker hardware since they mainly develop the game on top of the line rigs. they don't take the time to actually optimize for weaker hardware. They wait until after release or until the last minute to do so. It's sheer negligence and laziness. He's trying to teach devs not to do this through Epic Games documentation
which is just wild
I do. It's working now. When I open and close the journal, I see changes. Thanks for all your work!
that's why people on 4090s and 5090s are like "the game runs fine for me" and everyone else is like "this game runs like crap!!!" 😂
What is RR?
ray reconstruction I believe
its mainly beneficial if the game has ray tracing, it can work without ray tracing but you will barely see a difference
it can have some pretty big effects on SW Lumen but uh yeah.
he's lying cause the stutters are impossible to brute force
It usually makes performance worse btw
like bloober obviously knew silent hill 2 was an unplayable stutter fest on top of the line hardware
and it'll never be fixed
the stuttering is just one part of the problem, Epic is already aware of that problem and have made blog posts about it. that doesn't excuse the poor framerates though
stuttering is the biggest problem
those people are all blind
doesn't matter how good your specs are
can't brute force the stutter
That game still has overwhelmingly positive on Steam
yeah I agree 100%, but even if you remove the stuttering, the bad framerates are still there
i am pretty happy that shf nowhere near as bad as sh2 was performance wise
that won't just go away until devs take optimization more seriously
Yet another proof that most people are blind to stutter
Oh boi, yeah, no.
lack of time, technical knowhow
He's just shifting the blame.
We've had lengthy convos about this already in this server.
epic marketed things like nanite as just working like magic
Does Fortnite still stutter like insane with shader comp 😂 ?
They make it like UE5 is an epitome of WYSIWYG, but it's far from that.
Or did they finally clean their own backyadd
and I've seen how stupid some of the stuff that happens in code is, I was looking at jedi survivor and they have a lutbuilder and run ACES on the UI if HDR is enabled while in SDR it just encodes in gamma and that's it, that can only happen if someone who doesn't program is just using the UE GUI to do shit.
Jesus
Albeit, it's never been TOO bad for me. Even in other games were people swear that it's unplayable, I don't feel that way.
it doesn't, that is cap. if you download the precompiled shaders, the game does not stutter. I have hundreds of hours in Fortnite
Some games are bad, though. And .. not just UE5, even on UE4.
What was that cowboy game
its like 40 extra GB
JS is probably the worst AAA port of the decade, so that tracks
Epic implemented the solution that Microsoft is proposing
I remember it having some issues with its built in HDR and FG when used together
yeah that is definitely another issue
lack of knowledge of the engine
That cloud precomp bs? I sincerely hope that never gets mass adopted
poor marketing from Epic
I think it comes with the territory of off the shelf engines. They're literally selling devs on not having the talent to make the tech in-house
it will, you don't have a choice lol
it does fix the problem, but I agree its not the best solution
since it relies on internet connection
Doubt it, Microsoft are incompetent af with stuff like that
Much of the web, and overall pretty much everything out there is put together with spit, to be quite honest with you.
But it all works, cause the people handling it are generally competent, and they know what 'shortcuts' they took, etc.
UE5, as you mentioned being marketed as 'it just works', that just makes for bad practices far more abhorrent.
re: that convo about UE5 experts being hired at studios.
It's the worst case scenario for everyone who isn't a lifelong Game Pass andy
ya they hired UE experts instead of engineers
they're not just rolling out to the Xbox app, Steam will likely implement it too
they already do this with the Steam Deck
you download shaders from Steam
I know, and it intrinsically ties games to online functionality
yeah that's the crappy part
And there's no way to untie them if they start relying on it
it uses the AgilitySDK which anyone can download and use, so I wouldn't be surprised if someone develops a tool that allows you to compile the shaders yourself offline
That would turn an L into a massive W, hope it can be done
Still, shader comp is only the cause for some stuttering. Traversal and asset loading etc still rests on Epic and devs
And they're in competition for who gives less of a shit lol
I'd like to think that we'd still get shader precompilation as a local fallback still...but that's highly optimistic
yeah, they're at least aware of it, not sure if it'll be fixed but it seems like everyone is collaborating to try and fix it now. UE4 also had this problem but it was nowhere near as bad because games weren't as complicated
This is a good read about it: https://dev.epicgames.com/community/learning/tutorials/xjzE/unreal-engine-epic-for-indies-game-engines-shader-stuttering-ue-s-solution
they even explain that storing PSOs would be costly, but apparently Microsoft does not care and thinks the cloud can handle it so
conflicting information there 😂
I believe a big reason shader stuttering is such a big issue today is that no one really messaged this loudly enough; game developers just didn’t know. We also didn’t message this; we didn’t say, “Hey, you’re using DX12, make sure you’re bundling those PSOs” when packaging your UE game before we had PSO Precaching.
like @coarse gate said, these guys just don't know what they're doing 😂
game devs have fell off
The success of the system heavily depends on smart heuristics to decide which PSOs to keep. If the heuristics are suboptimal, performance or memory usage could degrade.
yup, Microsoft thinks they've figured it out so we'll see. They're rolling it out to handhelds first and then if that works well they're going to give the SDK out to everyone else
The confliction info is less about factual contradiction and more aobut different architectural philosophies and trade-off choices, these things aren't made in vacuums and every project is different.
People working at Epic are really smart, but one thing they've been bad at is how they've marketed the engine since UE5.
In the name of more accessibility, which they have 100% achieved, they have also opened the room for errors like these.
I am not one to talk shit about other devs, or say they don't know what they're doing when I don't have all the context.
I still find it insane that they are incapable of making sure the ONE game they are making doesn't stutter like crazy
I get that it's a different team but it's embarrassing
But the slopification with 'engine experts' isn't new to UE5 either, it just made it much worse.
it doesn't stutter man I'm telling you, I play it all the time. you just have to make sure you download the 40 GB "Pre-download Streamed Assets"
they already have PSOs and it works
Ah mb didn't see that
P40L0X was the real engine expert all along
Also, I remember reading that a while ago and one of my takeaways in my limited understanding was that the scalability in extreme cases gonna make their proposed approaches false. In very large or heavily dynamic games, with many material variants, custom shaders, runtime changes, et al. The system might still hit limits or fall back to on-demand compilation, which will still lead to stutters.
And as they pointed out as well pretty sure, not all stutter is shader related. Even a flawless PSO system doesn't solve CPU spikes, disk I/O, streaming hitches, etc.
Wtf is 40gb tho
all of the shaders, Fortnite has a shit ton of assets
Compiled shaders for a game are ranging in hundreds of mb max usually?
that's why they were saying it would be TBs of data and it might not be feasible to store
#1419910883479519323 message
That's not how any of this works LOL
they got fossilize extremely wrong
Great if it does actually work for Fortnite but it's kinda insane. Games that DON'T have shader comp stutter don't have massive shader folders on hand either.
this man is arguing with Epic Games themselves
that is wild
I'm eager to see if Coalition can unfuck UE5 for the next Gears
They were the most competent studio with 4 by far
I've seen Epic's HDR code, I don't trust them with shit
She is very well versed with Vulkan/Proton stuff, and that's that Fossilize is about. I wouldn't discredit it entirely either.
Well, last time i checked, Epic doesn't do anything for Linux
you can see all the nerd shit on her github she knows more than any of us
so i don't think they are qualified to talk about Fossilize
For existing games, GoW Ragnarok is insanely well optimized and it takes a few minutes to precompile. Whatever Jetpack was doing, they cooked well.
based on this error, I don't think Epic is wrong here: https://forum.paradoxplaza.com/forum/threads/fossilize-error-on-launch.1597770/
Fossilize INFO: Overriding serialization path: "C:\Program Files (x86)\Steam\steamapps\shadercache\1158310\fozpipelinesv6\steamapprun_pipeline_cache".
it does handle PSO cache
Dude you have no idea what you are talking about.
lol okay
why would Fossilize be looking at pipeline caches if it was doing absolutely nothing with it
and overriding paths for it
Fossilize captures not the compiled PSO from your driver, but the pre-compiled PSO that is bundled with the game, and if you see a PSO that it's not on the distributed shader cache on Steam, it will get uploaded to the cloud and shared across all Steam users.
The thing Fossilize captures is meant to be replayable from any device, and that's what it does on Linux
you download the game, Valve ships you a fossilized cache, and then you replay the capture before starting the game
the way game devs build a shader cache for you to build is very similar to this.
but Valve does it generically for every game on Steam
and you just build the pipelines before the game start
I don't see how they're wrong here then, they said that the shader cache that was built for Steam Deck would not work on DX12
what is wrong about that
You are blind and you missed the part where i said it's REPLAYABLE FROM ANY DEVICE
the shader caches on Steam aren't for the Steam deck
they are for ANY COMPUTER RUNNING LINUX
YOU CAN GET THEM RIGHT NOW.
If you install Linux
Many terabytes of data: Every PSO for every game for every GPU type, architecture, and driver version would be an immense amount of data. Developers would still need to manually gather all the PSOs for each game for every GPU type, architecture, and driver version.
this is FLAT OUT WRONG
but not everyone is on Linux though
Because Fossilize does not capture, and Valve does not ship PSOs for your GPU
there are Windows users
Well Valve doesn't give a fuck about you
This system does work on Windows, but it only works with Vulkan native games
not with Direct3D
yes, so they were correct in saying it won't work with DX12
Is there a carbon monoxide leak in all your houses? The motion blur looks absolutely horrid in this game
so you don't get shader caches basically
Well, yes, Fossilize itself will not, but here's the thing
Shutter speed looks weird in this game to me yeah
there is nothing stopping anyone from implementing a system like this for DX12
Valve just didn't do it
can't you change the shutter speed with an ini edit in UE
yeah I know, that's what Microsoft is doing
because they don't give a fuck about non-Linux OSs
But like, this is objectively objectively wrong
this is not what Fossilize does at all
We don't capture the built PSO from the driver
I don't think you read the whole thing, they never said Fossilize does this
We capture the PSO the game engine uploads to the driver to be compilled
THEY DID SAY IT
YOU ARE THE ONE WHO CAN`T READ
SteamOS on the SteamDeck uses a Vulkan plugin (Fossilize), so it’s not available for DX12 games. However, it can be used by other handhelds, and Bazzite (a Linux distro) also uses that plugin for handhelds.
The thing is, it’s only practical for fixed hardware like SteamDeck and other handhelds. Doing it for all DX12 games on all PC configurations would be impractical:
"The thing is, it’s only practical for fixed hardware like SteamDeck and other handhelds."
Any computer running Steam for Linux
Probably, don't know the cvar tho
has Fossilize
and uses those shader caches
ANY COMPUTER
Not the Steam Deck, not the handhelds
ANYTHING
it is not
there is nothing about DX12 that makes this impossible
DX12 pipelines work in much the same way
they didn't say its impossible, they said its not practical. I know its possible because Microsoft is doing it: https://devblogs.microsoft.com/directx/introducing-advanced-shader-delivery/
This year at gamescom, Microsoft is highlighting new gaming features coming for Windows, particularly for handheld devices. We want to highlight one of the DirectX team’s most exciting new contributions to the PC gaming ecosystem, which will make its debut on the new ROG Xbox Ally and ROG Xbox Ally X. Advanced shader delivery addresses one […]
they also said "Maybe I’m missing something, and there’s a golden business opportunity waiting for someone to seize it."
they are doing something more weird
Well yeah he's fucking wrong
At least he admits it
What Microsoft wants to do isn't exactly "ok, let's ship a bunch of pre-compiled PSOs for your computer to compile", like Fossilize does
what they want to do is "ok, we're going to build PSOs for you in the cloud with an offline version of the driver shader compiler"
This is much more complicated to do generically
which is why they are only doing it for the ROG Ally
Because on this scenario, they do have to compile infinite permutations
But this is unnecessary.
yeah which only someone like Microsoft who owns all of Azure could possibly do currently. Not sure if Steam would be able to do something like this. Microsoft also said this: "Our initial launch of advanced shader delivery requires no work from game studios to integrate. As we expand support across more games and devices, we will collaborate with game developers to integrate the capability directly into game engines — ensuring games can take advantage of advanced shader delivery on launch day."
so it seems like they want to make it so anyone can do it
not sure how but
I mean uh, it's easy to make this work for everyone
they just gotta buy some cloud nodes from Microsoft, they're about to rake in some cash 😂
SODBs is practically what Fossilize is
instead of shipping PSDBs, just ship SODBs and compile things locally on your PC
this is what Fossilize does on Linux
and there's no reason why it wouldn't work on Windows either
you don't need this cloud building nonsense
what this cloud building nonsense is, is instead of you building the precompilled shaders on start up
we just shipped the compilled shaders for your GPU
doesn't Steam provide the shaders during download as well for the Steam Deck?
I thought they did
Did you ignore the thing i said
where they ship that for everyone
and you have to build it before the game opens?
I didn't know you were gonna keep typing, I started replying here: #1419910883479519323 message
lmao
my bad
I know how it works I read up on it already
Epic was probably talking about it being impractical for them to do it themselves now that I think about it. They don't have Microsoft money
They did it for Fortnite but to do it for all games is definitely costly
I think Epic misunderstood a bit the way the system works.
The way Valve's System works is "what if we added a shader pre-compilation step for every game on start up"
The way Microsoft's System works is "what if we took the shader pre-compilation step and did it on the cloud for you so you don't have to wait"
Epic thought Valve was doing something like Microsoft
but they are not.
*a random guy at epic that made a blog post on their website
lmao really?
the Microsoft system does in fact have the issues that Epic mentioned of scaling
you would need to compile shaders for any GPU and any driver version
but the Valve system doesn't care about any of this
no lmao he's an Unreal Engine staff member
Unreal Engine Evangelist at Epic Games.
Former Lead Programmer on Returnal for PS5 at Housemarque.
yeah this isn't some random guy
motion blur looks like dogshit in every UE5 game, save maybe Hellblade II
Valve's system is practically how the game engine itself handles shader caching building
Ask this guy why Returnal stutters like a mofo on PC to day 😭
he was the lead programmer for Returnal which was an excellent game
but outsourced across the entire Steam userbase
oh okay I get you now
Its just doing it before you launch the game instead of after on first launch
yes, on Linux
its not actually stored in the cloud or anything like that, yeah I understand now
if you install a game, what will happen is, you will need to wait a few minutes for your PC to build the shaders
before you can run it
yup, I get it. its a post-install step
he hopped on UE5 too soon 
Anyway, there is nothing about this system that could not work on Direct3D12
If this was not possible, having any form of shader pre-compilation with the game would be also impossible.
tbf, I haven't played the game yet, I simply got pinged and have been yappin
@coarse gate possible to add the lut dumping to your versions? again im seeing multuple lut/shaders load in the same level as before (second level)
btw, that message is just Fossilize saying they saving the results of it's capture on the path it logged.
An easy way to understand how Fossilize is by seeing this:
https://dev.epicgames.com/documentation/en-us/unreal-engine/manually-creating-bundled-pso-caches-in-unreal-engine?application_version=5.6
Fossilize is doing the recording step for any Vulkan game, it will capture any PSOs that haven't been compiled yet by your GPU driver, the Steam client then takes that recording and merges them with a database they have for every single app, and after a while, Valve will send that database to everyone with the app installed on Linux, which you then build when starting the game up.
It's basically doing that entire collection and bundling proccess to any Vulkan game on Steam.
yeaaah
that's why people say some games don't stutter on Linux
because games without pre-compilation by the developers just get a pre-compilation step from crowdsourced data
The process seems sound but it's far too limited with Linux and Steam, I still cope that devs will start reigning in shader permutations and implementing competent precompcs because it can he done on a per game basis without tying yourself to an OS of a storefront
Neither is a great practice if it can be avoided
There is nothing stopping anyone from doing a similar process on Windows
and even with pre-compilation, the game can still stutter since it will miss some shaders during the pre-comp step
It's just that nobody wanted to be that person and do it on Windows.
but yeah crowdsourced data is a good solution
it will catch all shaders that could possibly be missed with a regular local pre-comp
it still relies on internet which is bad though
On UE yeah because it's trash, but it can be done as is demonstrated by game that don't have the issue
its in the shaders that sample the lutbuilder and since the shader precomp step sucks I can't catch all of them without actually playing
but that unfortunately is gaming in general, internet-reliant 😔
Big sadge
it is a good solution but it has quirks, because the crowdsourced data can get very big, not terabytes, but for instance, shader caches for live services on Linux are like 1GB-2GBs
Because imagine if the game gets updated and a new shader permutation shows up, with the old one getting deleted
we can't really know that the old permutation got deleted
so the shader cache just grows, it never shrinks
not exactly a downside
but more of a quirk
gotcha, that's pretty much Fortnite right now. 40 damn GBs of shaders
live service games are cooked lmao
now the game is over 100 GB because of it when before the shaders its only like 60 GB
you can work around this problem by just wiping the shader cache after it grows too big
and then collect everything again for the latest version
for a few hours people will have extra stuttering but eh it will solve itself in a day or so
I think it's still important for game devs to do that themselves, because yeah, it relies on the internet
which isn't ideal
But having the option of crowdsourced shader pre-comp is very useful for the games that just don't bother.
yeah its better than nothing
@coarse gate new luts, same level an hour in just runnng around
save game, from here run north to the forest and back to the old scarecrow shine to the south and theres about 3 different trasitions
OUTDATED - CHECK PINS FOR LATEST BUILD
~~Silent Hill F - BETA 4
- Requires HDR on in game
Known Issues:
- Sliders in the
Tone Mapping & Color Gradingsection do not apply in real time. Open and close the journal in order to apply changes. - Using this addon alongside certain ReShade shaders e.g. Lilium's shaders may cause crashes
Changes:
- Fixed washed out UI in journal
Compatibility:
- External DLLs/injections such as Optiscaler/SpecialK may not work, please test without them first to confirm whether the mod works without them
Instructions:
- Install ReShade 6.5.1 with add-on support (don't need to select any shaders or addons in the setup)
- Paste
renodx-silenthillf.addon64intoSILENT HILL f\SHf\Binaries\Win64, next toSHf-Win64-Shipping.exe - In the ReShade add-ons tab you can disable
Effect Runtime SyncandGeneric Depthas they are unneeded, may boost performance - Press
Hometo open the ReShade window and select theRenoDXtab to see the sliders and make adjustments~~
you do anything special to fix it or just run the vanilla code?
if it's better than just running vanilla I will lazily copy paste
ya just don't run any custom code if outputdevice is 0, since outputdevice at 0 just returns the preRRT color and I don't touch anything before that anyway
just make sure that generate output has an if that skips the code if outputdevice is 8 as well as the part before where you change outputdevice/expandgamut/outputgamut
@musa actually check this, i renamed the older ones but now its generating new ones with same name
Another beta downloaded and installed, but this time I might actually play a bit. 
only other thing im running is ultra plus which i dont think should affect
ultra plus could potentially spawn new lutbuilders but its prob best to play with ultra+ anyway so might as well support it
so i should only be sending ones that dont say _new?
ive been renaming them manually once they appear as _new back to without
Just send everything
let me know if i should wipe the folder from here or how should i proceed getting new files
ya you can wipe it after each send
just send everything every time
will do
going to do a round without ultra plus and see if it generates something different, i got no problem playing without it
i think it's extremely unlikely for ultra plus to spawn a new lutbuilder
I'm on a C2, but not sure what I should set game brightness to. I might settle on 300, but would like to know how you came to 350 for yourself?
entirely preference
I do 100 in a dark room with my monitor
I think on a tv the distance makes me prefer a little higher
I noticed this in an early cutscene and I thought it was just buggy behavior. Are you detecting all thous by eye haha. You're a true vanguard.
i ran around with no Uplus, closed game, then with uplus installed, using a trainer to run fast through everything in this area. hopefully these arent duplicates @coarse gate . not sure if you can build a special ver of the .addon that adds dumping to your RenoDX settings but i could just go through the whole game and send you everything per level
the game is weird af, the light/color changes are super obvious when you go into a new area, they did a real sloppy job
i used to do lots of texture mods using special K's texture injection years ago and had to run around collecting multiple copies of the same texture in different areas so i can see how much of a pain in the ass this is collecting the shaders\luts in every single area
🐐
the dumping stuff is kind of annoying to add tbh too lazy
how should i credit you in the about section
Special thanks to Drogean for help testing and gathering shaders
have to keep it professional now that df mentioned us in a video
Speaking of which, the addon for S2 seems broken to me. Highlights are blown out and the colours are too hot. I can't seem to find a good balance in colour, brightness/contrast in the game. In teh woods on a sunny day vs. being inside sircaa vs. being in a dark building, ... they are all so wonky if you tune for one and the others go to shit. Any idea wha ti'm doing wrong or if there is some other way to balance it on an aw3423dw?

OUTDATED, CHECK PINS FOR LATEST DOWNLOAD
~~Silent Hill F - BETA 5
- Requires HDR on in game
Known Issues:
- Sliders in the
Tone Mapping & Color Gradingsection do not apply in real time. Open and close the journal in order to apply changes. - Using this addon alongside certain ReShade shaders e.g. Lilium's shaders may cause crashes
- Someone experienced visual glitches that were fixed by resetting driver
Changes:
- Fixed UI transparencies appearing broken in some cases
- Added more lutbuilders
Compatibility:
- External DLLs/injections such as Optiscaler/SpecialK may not work, please test without them first to confirm whether the mod works without them
Instructions:
- Install ReShade 6.5.1 with add-on support (don't need to select any shaders or addons in the setup)
- Paste
renodx-silenthillf.addon64intoSILENT HILL f\SHf\Binaries\Win64, next toSHf-Win64-Shipping.exe - In the ReShade add-ons tab you can disable
Effect Runtime SyncandGeneric Depthas they are unneeded, may boost performance - Press
Hometo open the ReShade window and select theRenoDXtab to see the sliders and make adjustments~~
bruh these scarecrow girls are thiccc
yay, good work
@musa last batch, should be about 6 hours into the game at this point WHAT UP
incase i missed anything
so far there is basically a dungeon/cave area and a foggy town that takes up majority of the game so far, lets hope they use the same shaders throughout
the permutations of the lutbuilders I've seen so far are whether it uses 1 lut, 2 luts, or uses white balance adjustments
so I have all those 6
that might be everything
if not i'll be here all day tommorrow im NEETing this shit up
release that shit on nexus bro get those points
normies about 2 unlock the game
Is it today or tomorrow? I'm not expecting Konami to launch any patch within a week and NVIDIA does not seem to have game ready drivers for this or they'd advertised it already right?
tomorrow
I'll give it a little more time so that we know there aren't big issues
then I can upload it maybe tonight or tomorrow
heres my preset for 800 nit TVs and monitors, should work for all scenes
600 game brightness seems too extreme
only extreme if you about that SDR life brother
two hdr flavors
i put my face into the flame and i say "does this feel real" if not, pump up that brightness. pretty sure thats how LG does it in the color lab
hmmm, maybe i should try it lol. my tv is 2000 peak brightness and yet i still always use 203 paper white
if any of these settings were technical there would be a team of color scientsits grilling you on the best calibration settings
im that dude making these shitty reshades for 10 years on nexusi hope some of it translates into hdr settings
As you should
I use 203-250
On 2550 nit TV
(LG G5)
Wish this had a solution 😕
That banding is driving me nuts
im on a 2k nit tv apparently reddit says its 800 in games
thanks, that's good to know. i had lg c3 with 800 peak before, but now that i have g5 i thought paper white should be higher than 203
Well absolute max I would go is like 300
theres a few debanding plugins for reshade out there
is that with DTM on? windows calibration gives me 2000, but that's on hgig
That'll destroy the image in places where this isn't a problem.
I'll just live with it.
DTM doesn’t get brighter peak
Just makes whole image brighter
they have the standard UE lutbuilder that samples sRGB LUTs inside of it. Does that just introduce a quantization nightmare
majority of these games have some LUT or shader that makes it so none of these "technically 2k" and "technically paper white" settings mean that much
when was the last time these blacks werent actually just dark blue
most important thing I would say is to have a good ratio between peak and paper white
enough room for highlights to breathe
you guys are calibrating for games that are built like JJ abrahams movies
gotta learn to vibe code a bit
paper white should just be whatever you like
I’ve played around a bunch with my G5 since I have that much headroom compared to my old CX
I want something that is comfortable to look at and not eye searing
always paper white 100
If you run 500 paperwhite on that thing
maybe during the day time I'll go up to 140ish






