#Arknights + AK Endfield
1 messages · Page 2 of 1
click click
done
I slopped out an arknights addon for those playing the original game on PC with mumuplayer
Arknights (not endfield) RenoDX mod for use with MuMu Player
Arknights HDR mod
To install
- put ReShade (Add-on) compatible and the HDR addon in (C:\Program Files\MuMuVMMVbox\Hypervisor)
- you need to change settings via reshade.ini, cannot use reshade menu with kb or mouse
Clicked.
I thought preregister was opened already is this new? Maybe I just registered for the beta.
So babes
the game is laucnhing with VK?
and that will have DLSS, FG and RT?
@woeful raven Will you want to pot arknights here then?
I'll change the title
to both games
Arknights + AK Endfield
Arknights endfields probably the main thing
arknights is like that side piece no one wants to touch

@dusky wave I just realized there's a reason why most people are gonna stick with DX11 for this game
gooner skin mods

yeah if they implement RT i'll move it to RT only but for now I think DX11 is gonna get the most users
unless vulkan performs like
100% better
we can have it within voosh's generic unity mod while still having any talk about the game here to not bloat up the chat too much
zenless has RT
Was it on console only?
Huh
you need the dx12 backend bud
That tempted me to try zzz ngl
don't
I uninstalled the game after finishing patching DX12

💀
rt is
compared to goon mods
it's kind of not needed in this game
in ZZZ all the time of days are defined
so the raster GI that they baked in is actually okay
Den of Wolves
Have some special sauce working alongside unity
early gameplay looked abysmal but I think they had settings set to low or not finalised
recent gameplay had some eye candy lighting and visuals similar to byberpunk
so we'll see
@serene bridge
Arknights: Endfield Official Release Special Program will air on January 16, 2026 at 19:30 (GMT+8).The operation guide for reaching Talos-II is now ready. The path ahead is clear. We look forward to the journey with you.
*To ensure a smooth viewing experience for all Endministrators, parts of this Special Program will use simultaneous interpreta...
Nice things I mentioned in the surveys are getting fixed. LVL 99 was cool though, they could have lowered the materials to get there. I wonder if that means characters will be weaker
kill all iOS users
the obvious thing would be to scale it back to 90
I seriously doubt they just removed 9 levels of stats lol
No changes to the gacha guarantee system sucks

Arknights: Endfield Official Release Key Resource Guide
︀︀
︀︀Get a Total of 135 Headhunting Attempts, 6★ Operators, and 6★ Weapons!
︀︀
︀︀#ArknightsEndfield #WorldwideRelease Launches Jan. 22!
︀︀
︀︀Here is a guide to acquiring key resources in the official release of Arknights: Endfield.
︀︀
︀︀We recommend taking a look, Endministrator.
︀︀
︀︀Arknights: Endfield launches on January 22nd across all platforms.
︀︀
︀︀▼// Pre-register on our Official Website
︀︀endfield.gryphline.com
︀︀
︀︀#Endfield #Endfield0122
at the end of the day the most important thing is how much pull income we're getting per patch, and that was dogshit in the cbt. They are buffing the chests a bit for release but it's still barely anything
135 pulls sounds close to what we got in the cbt
Theyre also adding extra pull currency
So it actuslly does improve the pull income on the same system
But i went on reddit and people are bitching about the extra pull income being predatory
Classic reddit
people will always bitch about that for a gacha game
kinda misleading infographic they have there, they're combining standard banner and limited banner, and banner specific pull tickets all in one
"You may have forgotten these faces, but they will always remember yours."
Defy destiny, reboot Life, and reshape the future of Talos-II.
Endministrator, this time, you are no longer alone
Arknights: Endfield launches on January 22nd across all platforms.
▼//Pre-register on our Official Website
https://endfield.gryphline.com
#ArknightsEndf...
they added both 120fps, DLSS and FG
but yea no RT is lmao
must be dx11 cucked
use reshade rtgi copium option
dunno why they still limit to 120, but hopefully reflex override still works to get fully unlocked fps
since when did you cameo in this game @dusky wave

This is under VK?
I hope 120 limit for base fps not with fg
Well FG will have to be under VK, since DX11 can't into FG
Unless they're doing DX11 + low level API proxy cope
Non FG framerste capped at 60

That would be hilarious
what if
cue the meme
DX12
both dx11 and vk are capped to 120
but yeah no fg on dx11
(can boot into main menu now)
frameslop available only with vulkan but still capped to 120 so basically useless, doesn't seem like reflex overrides works for fully uncapped fps anymore
can't fg get you to 240+? i thought that's how the cap worked in the beta
had fully unlocked fps without framegen in the beta
@woeful raven menu looks good
no
frameslop probably makes it 240
basically enough
implementation shouldn't be enabled in menus
so you would still see 120 probably
im likely just gonna patch vulkan
to get frameslop
oh wait
@dusky wave does reno work with vulkan
or are we completely cooked
they even implemented the multiplier for mfg
what are you using to inject
they've implemented AC now
d3d11 and dxgi is blacklisted
good ol inject64
d3d11 and dxgi didn't work for me in the beta either
also hate to break it to you but all the shaders changed
ehe
the only thing that you see on the draw list there
was the blit
and I did not do anything to that
oh yeah, I did that add that in for easier dumping
remembe what i told u
the uber is usually right before the blit
oh welp lets see if I still remember what I did 😂
when I uninstalled the beta it nuked the folder completely
can live without FG at least until they add RT
On the other hand if they add RT theres no way they add it in DX11
So maybe VK
Xdd
on another note
i might give up making the HDR mod for vulkan
and just stick to dx11
@dusky wave its your time
Bruh I just remembered
No FG under VK
Because Reshade doesn't support it

Grim
This is why VK is shit and shouldn't be used
@woeful raven VK version is pointless for now
crosire shall fix for 6.8 trust
might as well cause if they add RT its gonna be VK only
Tru
wait how are we in-game? Isnt it out until 22?
We'll also have FG flicker
since SDR path + upgrades

Fun times
pre load is available
I'm monkeying at the UI as usual
im eating good, Whenfield is now gone
sadly until there's a fix on that + OptiScaler FG currently stuck with Lossless 😂
lsfg 🚮
We're coping that Trasnformer v2 FG fixes
#1454963368870809786 message
well, got it working
but without proxy shader you'll need to use an extra reshade fx
so im just gonna patch dx11 for now
How the hell does og arknights have hdr mod support
Spiwar got it working via MuMu Player
so via emu
But its like a 2d game, that's what confusing me lmao
I play on Google play emulator would that work?
the tower defense sections are not 2d
2d games can still have lighting
We have mods for Hades, Hollowknight ect
Whilst the game assets are 2d, the games still do lighting and other post processing and those get clamp to SDR same as any other game
the tower defense is 3d
and all those particles are getting clamped to SDR
lighting in the map itself also gets clamped to SDR
image isnt loading
Try opening in your browser
Usually hdr PNGs won’t load if you have hardware acceleration off in discord
i see it, damn thats really funny
its so peak
seeing VFX in hdr
(DX11 ONLY) RenoDX Reshade HDR Mod for Endfield
Installation steps :
- Download these items and put them in the game folder (GRYPHLINK/games/Endfield game):
- Latest ReShade #1440801914165002322 message renamed as d3d12.dll
- renodx-endfield.addon64 (check pins for latest build)
-
launch game using dx11 (optionally, you can bypass the launcher with #1440801914165002322 message)
-
???
Set for inject64
aio zip for lazy bums
It went from a fun filming time, to a painful one, to a coding epiphany, into a whole darn thesis paper.
The repository: https://github.com/kukkiforarknights/gacha-experiments
The document: https://docs.google.com/document/d/1PVqppDSc-RwJEYYJWKB6f59pjceaJrqTAQGcolwhsTg/edit?usp=sharing
Timestamps:
0:00 - what
3:16 - the code
6:56 - the free to...
@dusky wave i went through the effort to properly patch the game's lutbuilder
only to realize
they dont rebuild the lutbuilder in real time

grading settings dont apply

Endfield RenoDX Day0 Addon (DX11) only
- includes all uberposts in shader precompilation
then I realized
the lutbuilder... actually does nothing
all that code and literally nothing happens
if you sample untonemapped + that thing after going through the lutbuilder sampling code
the image is exactly the same
Just don't do LUTbuilders

Imma be real
I don't know what the difference is between doing LUTbuilder and just doing regular shader
I tried to do it just to see if I could
all roads lead back to tonemapass

(at least for this game)
I was about to work on Division 1 mod
But Ubislop connect keeps forgetting my log in
And I CBA to log in
Anyways, time to prep for the drop tomo
I got my free 5 star blade from the daily game thing
we get in in a future update trust
Well they did say final versions
tomo we're only getting the open beta
full release will be in 3 years from now
imagine ios also gets hdr while pc is stuck with ssr and sdr 
Tim Cook monie too good it seems
Thx for the mod guys. Im curious which setting you would recommend, vulkan or dx11?
We dont have an addon for VK yet
VK might have better overall perf and also has access to FG (in the future it will be the only API to support RT also)
Cool ty. No FG in dx11 then? Strange there's no dx12 no?
dlssfg doesn't have a dx11 path
i think none of the fg solutions do actually
either vulkan or dx12
I see. Never tried vulkan before but I do like RT. But I like renodx too, im conflicted haha
But RT is a future update?
if apple ever lets go of the exclusivity
Its apple, so not likely ig
FG used to be possilbe using older steamline files on DX11
but Nvidia removed it
From what Maple explained to me
and Nukem
FG requires a low level API for frame pacing
You can get FG working on DX11 via a low level API proxy
but that comes with its own shenanigans
Arknights: Endfield is officially set for its worldwide release on January 22nd, featuring NVIDIA DLSS 4 with Multi Frame Generation: https://www.nvidia.com/en-us/geforce/news/arknights-endfield-dlss-4-multi-frame-generation
Arknights: Endfield is a 3D real-time strategy RPG. You will take on the role of the Endministrator of Endfield Industrie...
Just give me my unlocked fps 
Could already do 200 fps no FG
The WaitTM is nearly over
tomo we can finally play
@woeful raven babes you ready?
hopefully no new shenanigans
You can clean up the addon later, hardcode upgrades and remove the sliders
Do we need hue correction? Otherwise you can remove that also
What I tend to do is take the swapchain gamma correction under Display Output and rename that to UI gamma correction
If you know there wont be any other shaders after tonemapass except for UI its an easy gamma correction you can apply exlusively to UI without having to do more
or rt
or both
Also setup autobuild so we can post the addon on github
Somebody should make a day 0 fps unlocker for this game

Already did
I'll need to be in game first to implement video autohdr
Yes autohdr vid

xdd
im surprised gacha devs don’t provide an option for higher quality video downloads
You see
if everything was in-game, we wouldnt need videos
but mobileslop cant handle it
but for some reason IOS gets RT


Did they mention what RT is?
Reflections only?
RTGI?
Current raster looks flat so I want to copeTM that we get RTGI on PC
and since this isnt UE4 backported Lumen shenanigans

you need iphone 37 ultra pro max premium++
this thing has more power than any iphone out right now 
then again SO DOES MY DESKTOP GPU
im sure "certain scenes only" will only refer to super closed environments
mobile gpus can't cope with open-world bvh
means all bodies of water are still ssr 
cause its just sdr
HDR looks good
the art is gonna carry us
until RT patch
trust

guys
I am scared to say
Whats an Arknight????
Why is the Ark a Knight
And why is the field ending?
If these memories become my prison ... then I'll burn them all to ash!
▼//Download game from official website
https://endfield.gryphline.com/
#ArknightsEndfield #Endfield #Endfield0122
I was calling it "Enfield" until today that I realized it's Endfield.
Q: What's behind the name of the game, "Arknights"? How did your team choose it?
A: The name "Arknights" can be traced back to the idea of "Archknights". But we removed the "ch" part so that it sounds like a combination of "ark" and "knights". It's easier to choose an English name for the game since it's pretty straightforward. When it comes to the Chinese name, as Chinese itself can be interpreted in different ways, it is hard to think of a proper name. But I guess that's also an interesting perspective of Chinese text. It was very lucky of us to find the perfect Chinese name for the game.
The Chinese translation is Tomorrow's Ark.
Terra is a disaster
Rhodes Island is a massive walking city or Ark searching for the cure to oripathy, for a greater tomorrow.
Basically you're the savior of the world
This in HDR

PBR/NPR grafix are kino
It just blends like a smoothie
unlike UE5 slop
with its dogshit 1760s Lambertian BRDF
@woeful raven I watched through the trailers and companion vids
bro what is this music

it's the art team
imagine the same art team
but on path tracing UEslop
instead of unityslop
i don't know what to expect for endfield long term, but just you wait till you meet the hg sound team buddy
yes
https://youtu.be/727dDunuePM lobby music for the current event in global
Provided to YouTube by YOYOROCK
墟 · 塞壬唱片-MSR · Substantial · Erik Castro
墟OST
℗ Shanghai Hypergryph Network Technology Co., Ltd.
Released on: 2025-08-04
Auto-generated by YouTube.
https://youtu.be/Ve9dsUXsbg8 vaticanpunk was my favorite
Arknights Sidestory/Intermezzi OST - The Masses' Travels
━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Monster Siren Records: https://monster-siren.hypergryph.com
℗ Shanghai Hypergryph Network Technology Co., Ltd.
#arknights #アークナイツ
let me listen in a bit
"You may have forgotten these faces, but they will always remember yours."
Defy destiny, reboot Life, and reshape the future of Talos-II.
Endministrator, this time, you are no longer alone
Arknights: Endfield launches on January 22nd across all platforms.
▼//Pre-register on our Official Website
https://endfield.gryphline.com
#ArknightsEndf...
The Death Stranding character naming tags
the music
Did not read you guys much, but... Will your mod be working for release? Being Unity and a gacha and all that...
can't fully test since no one can get in-game, but good chances
Spiwar has been uberposting
Maybe the actual release has more shaders
or newer areas will be clamped
cant say for certain
if the actual uber hashes hasnt changed then at the very least a decent chunk of the game will be Reno ready
Addon is DX11 only atm
Until Ritsu does some things so RenoVK works for us
HE DOESN'T KNOW
arknights/hypergryph is the name/company that started the
"x is a music company making game to shill their music"
meme
well den
all the ubers changed
but I patched like
21~ ubers
that spawned during the shader precomp
so we probably gucci
and for all 21
https://youtu.be/E44IRAYFadw HIT HARD
Provided to YouTube by YOYOROCK
狼之主 · 塞壬唱片-MSR · Adam Gubman · Shawn W. Smith
敘拉古人OST
℗ Shanghai Hypergryph Network Technology Co., Ltd.
Released on: 2022-11-09
Auto-generated by YouTube.
^
I simplified it even further
you don't need complicated/bespoke stuff
because the lutbuilder literally isn't doing anything
we are truly blessed
imagine you started workin on hdr
but they did grading at the start
so everything break with NaNs
like ubislop shit
has amazing art and graphics and material while doing literally nothing grading wise
"how did they do this"
there is one shader that seemed to sample another texture after color grading
I wasn't sure if that was a lut because I can't see the resource size being used
so it's the only one I used tonemapass(untonemapped, graded) with
otherwise it's just tonemappass(graded) for the others
i dont think so

keep is so clean
NO GIGASHARPNESSMAXXING

what is their secret
devs not lazy of course
yeah
still has the basic post process stuff
but you dont need to touch that because that's all before lut sampling so i kept that intact
Just add in a slider later to control allat
including bloom
so we have no raised black floor LUT shenanigans?
I don't think so but the game comes out in 6 hours ( or earlier if it opens early)
the lut does nothing in the main menu
but it might be different once we get in game
dude
No Per Channel shittery
none of the shaders during beta
or in the precomp now
even do a saturate call at the end

So the only thing the game is missing is HDR compat resources and being in linear from the get go
they make our job so easy
otherwise this game would be text book example of HDR linear COD workflow
and that makes HDR output piss easy
unlike every other dev constantly complaining about muh HDR is hard becasue muh no standards
hard to believe 21 ubers in the precomp are not representative though
betrayal
the test folder are the new ubers
the precomp had more ubers than kotorin manually dumping the ubers from the game
game has not even launched yet and they already helping us every step of the way
- lutbuilder does no tonemap, no clamping, no custom shit (likely doesn't even do anything)
- uber doesn't even do saturate at the end
- no random additional lut sampling
- gives us all uber in precomp

because they are releasing official hdr +rt next patch

now if only renoVK worked with FG
"what should we do for official hdr implementation"
"what is the industry using"
-> implement aces hdr for native hdr

better ending - they atleast use ACES 2.0
does the game has sharpness filter? WuWa has it from filter in-gameband it helps with DLSS
TRUE HDR!
the filter in game is just dlss/upscaler sharpening
as in it calls whatever method the upscaler has
@serene bridge did you say you use SK to inject?
nah that wasn't me, pretty sure sk doesn't work
Endfield RenoDX Day0 Addon (DX11) only
- includes all uberposts in shader precompilation
- Added RCAS
Couldn't inject optiscaler to get RCAS
so just added RCAS to the blit shader
cheers
To-do (maybe):
- video AutoHDR
- Remove UID
i never even thought of removing uid, is there any game that does that?
Wuwa already removes your UID
Did you not notice bud
ITS OUT
OH MY GOD
they did not include all the ubers
xd
we can play?
looks like the precomp got the shaders in the TAAU path
but not the dlss path
amazing
okay so this wasn't easy after all
the lutbuilder is doing something after all
untonemapped / after applying lutbuilder
wait is this game on the unity engine xD why tho
interesting
why is why
so its just dx11 with the checkbox or vulkan? thats a bold choice
a game acn use whatever engine it wants
wirh renodx?bi still notice it or am i missing a setting?
@raven fable if we lose all HDR values after lut sampling then it means the lutbuilder needs fixing right
hotfix please update
Still clamped with dlss enabled and CA disabled. TAAU is fine.
not clamped with dlss on my end, but disabling CA does clamp it yes
dump shader
i aint doing that
I'll help out with UI and such
Lemme open up VS code
Let's duo this
Log?
Ahh
Follow the instructions on pin
Dxgi gets blocked by the game
So we're using inject64
Spiwar how you want to do it?
I can look at UI since it's clamp atm
And you focus on game scenes
Two monkie brains go faster together
I need to post commit whatever i have first
also
is it me
or is the DoF effect not scaled correctly
it looks like its 1080p DoF applied to 4k
@dusky wave
https://github.com/spiwar/renodx/tree/endfield
no
i've bypassed it for now
until i figure out what to do with it

maybe you can figure that out
adjusting the rest of the shader to work if we fix the lutbuilder is easy
I'll check because I noticed two things atm
it sort of doesnt match SDR
black levels are raised
and this might jsut be the game
but I found fire barrel thing
thats just a brick wall of highlights
should be this for the CA
okay wtf TRUE
does reno have filmgrain built in
i remember shortfuse doing something with it
bruh
he doesnt know
yes
piss easy to add also
scroll down to the very bottom
Thats Shortfuse grain
For the vids, you can just hardcode a fixed grain value instead of it being adjustable by slider
Then for each uber you just add
float3 grained_color = renodx::effects::ApplyFilmGrain(
linearColor.rgb,
TEXCOORD.xy,
CUSTOM_RANDOM,
CUSTOM_GRAIN_STRENGTH * 0.03f);
can you check
if your hue shift/hue processor/hue correction
is applying right now
its not applying for me
couple more clamping shaders, same stuff as in the beta
yeah freezes the screen
though it appears like
not immediately before the blit
but 2-3 before
043 was the one
yeah looks about right
havent seen those before though are you playing with CA off
if you're playing with CA off you might need to dump your own set of shaders probably if it spawns a diff uber with CA off for every thing
nah this is CA on, otherwise I can't tell whats clamping
try bt709 clamp after autohdr
hdr_video = max(0, hdr_video);
the CA off general shader
is the same shader if you had CA on but use a combo attack
I guess it turns CA off in that moment
I played the whole beta with CA off so we never had any issues with that back then 😂
found a backup of my beta notes thanks to notepad++, some of these need to progress more to get
- Valley IV Region 0xB5A09122.ps_5_0
- Valley IV Power plateau environment blight
- Endministrator skill (shared with Laevatain basic attack 4, Triaggelos boss) 0xD83A460C.ps_5_0
- Character Trial Arena (skills need to be redumped here) 0xAFA090D8.ps_5_0
- Wuling Region
- Wuling Drowing in water effect 0x6C98FC05.ps_5_0
- Wuling Chapter 2 Story shader, after Tangtang area development, Ardashir talking```
also mind telling me what these are and how you triggered them
huh why would bt709 clamp fix that
the ones i just gave you
0xBCD91195.ps_5_0 Gacha Screen
0x57737D9F.ps_5_0 Character Trial Combat Training Area
0x21241B7A.ps_5_0 Endministrator skill```
idk exactly how but it helped for zzz so i kept it in. ritsu has it in one of his mods too
there is a boot.cfg under the endfield game data folder that has a hdr-display-enabled setting i set it to 1 but i have no idea if its actually doing anything
doubt it, that didn't do anything in the beta
let me try and get reshade loaded in and see if lilums detects hdr
after autohdr before decode?
the game is vulkan yea?
the reno mod is DX11
i mean just base for reshade install
if you install it for vulkan it will work for vulkan
if you install for DX11 use the methods in the pins
okay yea the display hdr flag in the boot.cfg does nothing reshade has lilium listed sdr analysis
sadge
CA toggle under graphics settings turns it off for me
combo skill is shared with CA off game
you haven't sent it to me nvm you did but i got my own copy
but i have it already
wait a bit for patch
hdr_video = renodx::draw::UpscaleVideoPass(saturate(hdr_video), config);
hdr_video = renodx::color::srgb::DecodeSafe(hdr_video);
hdr_video = renodx::draw::RenderIntermediatePass(hdr_video);
return hdr_video = max(0, hdr_video); // bt709 clamp```
wait what does gamma safe do again
damn what did u do
xdd
nvm i remembered
sRGB to 2.2
though i think that's already included in gamma correction when you do renderintermediatepass so I'll prob skip that
I thought it was a menu based shader but if you turn off CA, the uber is shared with game scene
You already have it so I'll just leave it to you
I am looking into why per channel and hue shifting is having no effect
and why the fire material is soo bright
Tonemappass should include that already so no reason it shouldn't be working
unless those params need something extra
just how the material is
its bright as shit in linear as well
Maybe Termite Spline has a better roll off
yeah, so it should be affected by hue correction
holy crap this game has godawful shader compilation stutter
even with ssd? planning to play it
yes
fuu
it's the worst i've ever seen, genuinely
but this is with vulkan, i'll try with DX11
same, it's so bad that voice lines tend to repeat
Has it been confirmed if FG in vulkan goes above the 120 fps cap?
Hnng the tradeoffs
@twin haven 
wait wtf, hue shifting still isnt doing anything

what is this
why
wdym
i think 2 is different from 3 no?
damn im in data mode and it buffers badly
-# it's bad
DX11 seems MUCH better though!!
still stutters, but much less frequently and the stutters are shorter
wait have you passed the Compilation Shader page? or it compiles on the go?
welp, we play what we can
pray tell
- Fix incorrectly working sliders
- added new Uberposts
- Added video AutoHDR
time to set this up, game looks real flat in SDR
thank you for your efforts, guys 
DoF does look kinda ass
waifus good
DOF looks off
discussion over
@dusky wave basically I was missing a parse function so the addon thinks I was in vanilla or none tonemaptype and did not apply hue correction and tonemapping 

ya that gave me the hint
you gotta adjust the thing
now do highlights v4
skip v2 and 3!
Fartman Fiend you do
#define RENODX_RENO_DRT_TONE_MAP_METHOD renodx::tonemap::renodrt::config::tone_map_method::HERMITE_SPLINE
in shared.h
the addon already uses highlight / shadow v3 by default now
if you based it off generic
muh film grain
then bloom slider
then vignette slider
then add RT
then add PT
then KYS
oh just replace reinhard right
can we add a toggle
wanna see how diff it makes
You can
either add it to the main tonemapper selection
or as a separate toggle for RenoDRT (flicks between Reinhard or Termite)
ya after tone mapper I'll do tone map method
xD
Question : someone knows what the hell is anisotropic sampling ?
Would that simply be a confusing way to say anisotropic filtering perhaps ?
yeah it's just wrong wording
Thx !
Oh... Don't understand 90% of things you modders talk, but I still did read them haha. My guess is you guys figured this out?
For internal LUT yea sounds likely!
I feel you. Not even modding tbh, just hdr stuff. That being said, you're in luck with this one as it is pretty self explanatory. Black level raise just means blacks are higher than the 0 level they should : so dark grey really. It can mess up contrast and kill near black details when that happens.
Mod's looking great btw, thanks for all your efforts
- added UID toggle (status text), only works for 3840x2160 for now
- added termite spleen tonemap method
@serene bridge if you find more ubers dump it here
@dusky wave i leave it to u for the UI stuff
does each resolution need to be manually added for the UID toggle?
i hardcoded the UI hide to 3840x2160 cause i couldn't quickly find a way to hide it
Hmmm are the newer versions dx11 only?
maybe we can check reshade swapchain res to set the values automatically
ALL the versions are dx11 only
The ups and downs of vulkan
We're waiting for Ritsu to add stuff we need for VK
no toggle
only works at 3840x2160 for now
forge will save us
thx for saving us Forge
really appreciate the effort being put into this and so fast. Mod looks great!
Yeah of course. Black level raise is one of the first things that brought me to this kind of places haha. So when you see it written by staff people you get spooked haha.
You guys are 🧙♀️🧙♂️🧙!

I will also try mucking about with the sun texture if I can
Right now it's just a lens circle thing
Because SDR clamped it all away, so they didn't bother
is hermite spline mainly brighter highlights compared to reinhard?
not sure if more resource upgrades are needed
but I toggle pretty much all of them to output ratio and it works
maybe we need any size for some of it, not sure
as long as we leave r11g11b10float its gucci
im gonna go to sleep
No game?
abysmal
@dusky wave any chance the latency indicator next to the UID is also hideable?
oki
and it might be split up there
I'll also add a UI global toggle for screenshots during cutscenes and the like
lovely
Go crazy. Any chance you can add a couple free pulls as well? :PP
its hideable
I just excluded the latency because i want to see the NUMBERS
@dusky wave renodx performance impact 5W
is joever
switching between vanilla and renodrt saw my gpu go up by a whole 5 watts
from 229 to 234W


Cancel the addon
I rebuild the addon on my end
went from 3MB to 2MB
slop code is unrealTM on your end
Clang64
ya I used ninja x64
Binja
not sure what the difff is
You want to upload to Nexooos
but if clang is better then i'll move to clang
oh
oh well might as well upload to nexus if im already building clang

when i wake up tomorrow i better see
dynamic UID, latency hide
film grain
RT
PT
FG
all you
also
I just CTD
because you still have the auto return button on tonemapper
its trying to return to a tonemapper that doesnt exist
so it CTDs


understandable
do i install reshade the same way i did for wuwa? rename it to d3d12.dll?
follow the pinned instructions
oh ok :3
Spiwar really allowed the HDR video peak nit slider to go to 4000nits

Thats one way to kill eyeballs
lmao
Why would they lock fps at 120 when its capable of getting so much more
who knows, maybe they'll unlock the cap even further as a patch main feature down the road

What is this slop
Its the only shader that has a texture that resmebles anything like the sun
but I tried modifying it and theres zero change
even undrawing the shader doesnt remove the sun disk

Anyways, UI toggle is in, vignette slider, grain is in
Would like to improve the sun disk becasue rn its bad
end field doesnt let me play arknights in the background
It probably doesn't like that gpg uses hypervisors, maybe try mumu
minor thing: the glowy sphere in the Protocol Spaces doesn't seem as bright as it "should" be. Barely goes above paper white nits
not important, but thought I'd put it here anyway
there also seems to be some clamping while doing skills inside these areas
made the shader red to see what it was effecting, didnt see any differences then I realised I was staring into the sky the whole time. turns out the T1 that looks almost identical to the sun disk is actually affecting this
Sun boost V1 dropped (added corona + bloom)
I'll check it out
realised I leaked my UID, so I deleted the pic since I'm paranoid LMAO
@dusky wave the clamping seems to come specifically from endmins skill from what I can see
- Fixed and cleaned up bugs
- Added UI global toggle (for screenshots)
- Added Vignette slider
- Added perceptual film grain
- Added a 'Rendering Improvements' section that currently has 'HDR Sun' (will look into if I can solve current DOF shenanigans)
(forgot to add some extra UI to the toggle off)
Now add a dx12 renderer
Where's rtgi
Abysmal
I'll forward my slop onto my hub soonTM
Then you can merge
And we can all live happily ever after

SSR doesnt look like utter dogshit?
I cant believe it
sure it still has screenspace limitations
but I cant remember the last time I played a game with SSR where it wasnt just noisy 3 pixel reflections
hmm i downloaded the aio package to inject reshade but i cant get it to actually inject reshade i get no menu 🤔 i did set it to run as admin
You run the .bat
yea i am
yes
set inject as admin run the bat some console windows come up says it found whatever the game launches but no menu
set both endfield and inject as admin no prompts come up just the consoles quickly then game launches but no menu i have no idea
usually is
gotta figure something out urself
now it says failed to open target application
who knows
game still launches
oh well
needed launcher open
super sad theres no rtgi/native hdr
vanilla HDR with SDR-lite sun that caps out at 350nits
big fan of the new sun Forge

I fixed the three compute shaders for DOF
now I can take a look
its doing some weird things
its jittering badly
the dof seems so inconsistent. At times it's fine, and then suddenly it's the most pixelated mess
and disabling the horizontal pass + bokeh still has a blur layered
Sad but it It is a paid shader after all. Would it be possible to do something like REST where we can turn on the RTGI ourselves and have it not affect UI and other effects?
I am meming about that one
we can, Reno has REST functionality
I already played around with it in WH3
Oh damnn nice

I forget that DOF has a trillion components
At the very least the CS is piss easy to solve
theyre very short
but now the fun of trying to figure out why its pixalated
inb4 they solve it anyways
I mean its probably dumb scaling?
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