#Arknights + AK Endfield

1 messages · Page 3 of 1

woeful raven
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dragon engine games

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Had that issue

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Dof is rendered at base resolution

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And not scaled correctly

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Probably using nearest neighbor

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Or something dumb

brittle abyss
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My god really ? I was actually wondering about that. Is there guides for that ? Since original REST tends to have compatibility issues for lack of maintenance.

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In BG3 for exemple. Getting REST and Reno at the same time is possible but a pain. And it comes with restrictions ( upscaling is fucked).

woeful raven
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If the dof issue is bc of nesrest neighbor the dof would look worse if you're upscaling from balanced or quality vs perf

woeful raven
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Read below what he said

brittle abyss
dusky wave
woeful raven
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with toggleable dof and shit

median robin
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there is a photo mode with an aperture slider

woeful raven
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might or might not use the same dof function

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but worth trying i guess

dusky wave
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I think I found the issues

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texel sizes are small

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downsample is 2x

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CoC samples are also very coarse

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so it gives the illusion of pixelated

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The bluriness is coming from them using aggerssive temporal accumulation for DOF as well

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I need to back out my DOF pages for this one

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oh and the kernels are kinda mid

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so the Bokeh doesnt look like nice bokeh

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it just looks like blur

dusky wave
woeful raven
dusky wave
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Since this game is running at 120FPS locked for everyone we can take the 5 fps higher cost for nicer DOF

woeful raven
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25% scaling of what

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Base res?

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So thats like

dusky wave
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yes

woeful raven
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270p

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At 1080p base

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Holy

dusky wave
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I'll add it under Renderer Improvements

woeful raven
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Did u find a way to query the display res

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So we can do dynamic uid hide

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Could be helpful for dof too

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Do a toggle like "full res dof"

dusky wave
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I tried doing something custom using reshade functions

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This was me

woeful raven
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for wuwa

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Wino managed to find the correct cbuffer values

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To automatically get the res

dusky wave
woeful raven
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I tried some random cbuffer shit

dusky wave
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its worse

woeful raven
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Before also goig

dusky wave
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it uses DLSS res

dusky wave
woeful raven
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270p coc on 4k screen

dusky wave
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aight let me back up the DOF folder so if I fuk up I can reset

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gigabraining now

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I am adding a custom debug slider

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it'll allow me to visual the issues

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slop central

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So time for me to just increase base res, fix up the bokeh shape and remove the temporal accumulation bs

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we'll just bruteforce DOF

strong vault
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Least based modder

dusky wave
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I am wondering why they did this

strong vault
dusky wave
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then I remembered

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this game has to run on mobileshit, so no wonder

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I actually suspect this is why all the shaders are so piss easy also

woeful raven
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and wuwa

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is on mobile

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and those weren't easy

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🙂

dusky wave
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Then I dunno

woeful raven
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the simplicity is the magic here

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endfield being based by being simple

last hinge
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That game barely runs

woeful raven
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Thats bc u have

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A shit phone

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120fps with vulan

dusky wave
# dusky wave

I just hope this isnt a motion vector issue because I am not about to do allat

woeful raven
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Vulkan

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Ultra max setting

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  • fg
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Easy 120 frames

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Some people are even editing the inis

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To have PC level settings

woeful raven
dusky wave
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What if you wnted good DOF

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but DLSS has bad reprojection

woeful raven
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True we need that cinema dof

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The lack of real time directed cutscenes so far

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Has been

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Abysmal

dusky wave
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They blueballed us with the Operator vids

woeful raven
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Real

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Dialogue slop is real time

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anything thats remotely directed is just pre rendered

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Fault of mobile players

dusky wave
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FUUUUUK

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its MVs

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I bypassed their temporal brainrot and its still bad

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I will come up with a cope solution, I dont want to deal with MVs

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DLSS is fucking the DOF up

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TAAU looks much better

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less ghosting

woeful raven
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Complain during user satisfaction urvey

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I guess

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Fix dof add rt,

brittle abyss
woeful raven
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We really need that rtgi the art is good but some of this shit looks dated af

dusky wave
brittle abyss
dusky wave
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DLSS/DLAA is doing something funky to the MVs

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or passing on some garbage data to DOF

brittle abyss
dusky wave
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I can still improve the low res scaling and bokeh kernels though

brittle abyss
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does it at least look better than unreal TAA ?

serene bridge
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we need that rtgi

dusky wave
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Another L for DLSS

frosty current
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is rtgi only on ios

dusky wave
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RTGI isnt in endfield

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IOS only has access to RT reflections

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and in limited capacity to some areas

woeful raven
woeful raven
# dusky wave TAAU

I find it funny that they call it taau when there is no upscaling componenet

lilac pebble
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sorry for the dumb question, but how do I know if it's working? should it be similar to other renodx games where you should be able to access reshade UI with the home button?

woeful raven
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Yes

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If reshade is not popping up

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U aint injecting

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Read pins, follow instructions

lilac pebble
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hmm, I've put the inject64, launch, ReShare64.dll along with the addon64 from Forge, but it isn't popping up. Should I install reshade with add-ons before doing the steps in the pin? I encountered a dxgi boot error when I tried installing it though. Just a bit lost, apologies - didn't encounter similar issues with Silent Hill F and WuWa

stable lava
frosty current
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why is everything taa now

stable lava
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because any other aa method is ineffective with current tech

dusky wave
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Fellas

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I gib up on the DOF

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I tried doing higher samples

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broke everything

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I cant fix the DLSS/MV issue, that would require Luma

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Not my job anyways, HyperGryph has to do that

woeful raven
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Ya

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Add in the REST/AO bypass

dusky wave
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I'll add bloom slider instead

woeful raven
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And call it a day

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Screen space Rtgi should be more impactful anyways

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Plus this game is piss easy to run

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108fps at native 4k max

forest sonnet
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looks good guys
nice work

stable lava
serene bridge
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anyone getting a memory leak with reno?

glacial kayak
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seems like a pretty small amount of memory

dusky wave
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I can debug If I did something wrong

unkempt pulsar
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yes, i'm sitting at 24GB used

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but i never checked before i started using reno so i can't tell whether that's the cause or not

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damn, memory usage is rising FAST

glacial kayak
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forge out here trying to force people to upgrade their ram

woeful raven
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and he accuses me

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of slop code

dusky wave
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Is it the game leaking or my code though

woeful raven
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true

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someone need to test it out

unkempt pulsar
dusky wave
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I can attach VS debooger to test

woeful raven
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i had the game opened for the entirety of last night and had no issue

dusky wave
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We're not using cloning for resources

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or pipeline cloning

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I can hardcode resources and remove slider in case thats at fault

serene bridge
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without reno its using 4gb ram instead of 30

dusky wave
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Welp time to back out the debooger in that case

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I have had the game open for multiple sessions now, I am making the addon

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it was at 15GB then went back down

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cant say I have noticed a mem leak

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I will test just in case

sudden nest
glacial kayak
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TI was talking about forge the whole time

woeful raven
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I have the game opened

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2.7gb used now

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on my remote machine

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im gonna check back in 10 minutes or whatever

unkempt pulsar
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it went down to 15.5GB for me kekpepehands

woeful raven
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after 10 minutes

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it goes to 10gb

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i dont see the 30gb bloat

sudden nest
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its using 31gb for me now

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left the game open in the background for something like 2 hours

woeful raven
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maybe that's a reminder to not play for long

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good guy hg

serene bridge
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it does take a while to ramp up

sudden nest
dusky wave
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and this doesnt happen with vanilla, no reshade and addon?

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I ran Visaul Studio debooger

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it was 30min run

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Nothing out of the ordinary for Reno

dusky wave
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64geegaabites soon

sudden nest
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thats what i bought 64gb sticks for

glacial kayak
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time to buy more ram

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for over $1500 for 64gb

dusky wave
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I am autobuilding now

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in 1hr it will be done

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we can post on githoob

woeful raven
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I'll add scrgb toggle back in

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For sdr nerds doing 80brightness

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If they want thay

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That

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I guess

timid marten
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Could someone share their HDR presets for my lazy ass to use?

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Or are default ones gud enuf

dusky wave
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Defaults are good enough I think

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I am running BT 1886 for gamma correction

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and for UI

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but thats about it

timid marten
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My FG slop option disappeared

dusky wave
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DX11

timid marten
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You’re right

sudden nest
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i gotte close the game windows is at 95% utilization

glacial kayak
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maybe it's time to use vulkan until reno isn't leaking lol

dusky wave
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We didnt do anything different

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its the same workflow

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HyperGrypth just activated the counter measures

glacial kayak
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man the highlights do go crazy in this game

timid marten
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Okay so is it normal that my fps drop 120 -> 30 in a span of a minute lol

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5070ti/5800x

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24 now kekpepehands

unkempt pulsar
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how's your memory usage looking?

timid marten
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12 gigs ram

unkempt pulsar
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unless you only have 16 in total then that's not it, huh

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i've not experienced that

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only vulkan ran like absolute dogshit for me

timid marten
timid marten
unkempt pulsar
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interesting

dusky wave
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I'm doing a non add-on run now

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I'll leave it for a bit and see the mem usage

unkempt pulsar
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here is how it runs for me

glacial kayak
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yeah vulkan was perfectly fine for me, just some of the usual unity stutter from drawing menus (delta time shit seemingly?)

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oh uh no idea what's going on for you there

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maybe verify game files

unkempt pulsar
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already did, they're all good

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worst performance i've seen since playing arkham knight on launch KEKW

dusky wave
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Ritsu got swapchain proxy ready now for VK

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tired_wojak back into the gulag

woeful raven
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are we really gonna do vk

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when the only thing it has over DX11

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is FG

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which we can't use anyways

dusky wave
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Exactly

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Which is why we must do it

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For the shits and giggles

woeful raven
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I was having some thoughts last night

dusky wave
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(I'd rather not deal with VK)

woeful raven
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add a function

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where if you pull the sat slider

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up to 100

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it will trigger a browser open

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"THIS IS INSANNEEEE COLORRZZZZ"

dusky wave
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INSANE COLORA

median robin
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wait people are having memory leaks with this reno mod?

dusky wave
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I'm testing the game right now with no addon

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Looks the same

median robin
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I've been using it for hours on end all day and no sign of memory leak

dusky wave
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On the mem front

timid marten
unkempt pulsar
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i'll play without reno tomorrow and take a look if there's a difference

forest sonnet
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yeah even with no mod the memory just climbs constantly

unkempt pulsar
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oh dang okay

woeful raven
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or maybe its a dlss thing

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play with TAAU

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and see if its different

woeful raven
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if you set your sat to 100

unkempt pulsar
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has dlss caused memory leaks before?

woeful raven
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vram leak

unkempt pulsar
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i was using it for DLAA

woeful raven
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not ram leak

unkempt pulsar
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i see

woeful raven
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it has happened

dusky wave
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The Least

woeful raven
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its just spitballing

dusky wave
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Musa's favourite

woeful raven
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need to find a way

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to fit the

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"this is green"

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in too

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but there's nothing appropriate that would trigger that

dusky wave
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What you need to do is add per chrominance by per channelmance with max fartsniffance gamma correction

woeful raven
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or I just switch all the shaders

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from sampling from yzx

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because the game is swizzled

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to sampling to xyz

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which makes everything GREEN

dusky wave
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Other side of reds

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Reds are always the colour that can get griefed the hardest

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Per channel

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Tomato people

unkempt pulsar
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oh something i've noticed is that the in-game screenshot function just produces black images when reno is enabled dogekek

timid marten
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Gotta use reshade screenshots

unkempt pulsar
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guess it's finally time to look into setting those up huh

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can it be configured to save an HDR and tone mapped SDR screenshot simultaneously?

forest sonnet
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dlss vs taau
not nearly as drastic
standing in same spot with game restarts

woeful raven
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or you just havent waited long enough

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kek w

forest sonnet
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or that pepe_hide

woeful raven
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@serene bridge any new shaders

frosty current
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i guess upscaling and framegen is only on Nvidia

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cuz i dont see those options on my side

serene bridge
dusky wave
spare ice
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AMD stuck on TAAU kek

stable lava
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optiscaler shall

woeful raven
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optiscaler doesn't work

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kek w

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thhats why i added RCAS in the first place

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oh wait maybe they made it work

stable lava
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i've seen it working in another server

woeful raven
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good

keen vigil
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addon on github the latest?

dusky wave
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Dont think so

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Spiwar uploaded it early today

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I've since added a bunch of features

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Pins here are the latest for now, I am doing a write up for github that will be linked with instructions

keen vigil
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AWesome, thanks a bunge, Forge

woeful raven
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its in the pins bud

keen vigil
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Missed that, sorry!

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And thanks for the hard work

unkempt pulsar
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fr, played quite a few hours today and reno has made my time much nicer

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thank you

dusky wave
stable lava
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the vfx look so nice when they are actually bright

woeful raven
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Now if only we had hdr gifs

last hinge
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Ah I didn't try nightly

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I am dumb

grim kiln
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man nice optiscalar works now question is does it work with reno at the same time as it requires d3d12 guess we'll see

fast topaz
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I have to inject Reshade for this game? I can't just put the .dll in the folder?

grim kiln
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nah gotta inject dont go full potato like i did this morning and try without the launcher running beforehand

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start the launcher and then run the bat file

fast topaz
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That sucks.
Hate jumping through extra hoops

grim kiln
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and the injector exe is set to run as admin

dire charm
grim kiln
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perfect

woeful raven
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i have the AIO zip

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for the lazy bums

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its as simple as it gets

fast topaz
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Yeah. I got it working. Was easy.
Just like being to launch by official means.
Maybe eventually.
WuWa was a little hacky to get working at first too.

woeful raven
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@dusky wave

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lmao

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they forgot to blacklist d3d12.dll

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AIO file not needed anymore

fast topaz
woeful raven
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you tell me

dire charm
woeful raven
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dumb oversight

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we'll take it

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lmao

dire charm
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If d3d12.dll ever gets patched tho, winhttp.dll also works with UseNtdllHooks = false

fast topaz
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Huh. Never would have guessed a DX hook would work for Vulkan

dire charm
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Game doesnt even have dx12 lol im surprised that works at all

fast topaz
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They never blacklisted the d3d12 hook for WuWa so who knows.

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This constant "connecting" thing is really annoying...

woeful raven
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Updated installation guide

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oh

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RCAS in optiscaler is actually

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more expensive than just doing RCAS in reno

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oh well

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reshade only for me then

dire charm
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Btw is it possible to hide the ping indicator on the bottom left corner with reno as well?

fast topaz
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RCAS in Reno? You mean ReShade?

dire charm
fast topaz
dire charm
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ZZZ one has it too

woeful raven
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ya i added that too

covert jetty
woeful raven
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no effects vs renodrt + RCAS + film grain

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only about an extra 7-8W all things considered

fast topaz
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You don't change your AutoHDR nit setting?

woeful raven
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it doesn't scale very well past 500

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things just look overly bright

fast topaz
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I mean. I know you set the default.
But I've been setting it to MY peak which is 920.

woeful raven
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holy shit

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i salute u dawg

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that shit blew out my eyes

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also @dusky wave

grim kiln
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i have 1400 nits lol

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hmm a crash

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fascinating

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oh wait nvm it recovered

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just some horky borky shader comp i guess

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am getting weird stuttering though that wasnt present before optiscalar hmm 🤔

grim kiln
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whatever it was has sorted itself

tough nimbus
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why aren't you guys tonemapping in the lutbuilder

woeful raven
tough nimbus
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Just make the lutbuilder output unslopped hdr color and approximate the look of vanilla by tonemapping it per channel with the vanilla tonemap type slider then

woeful raven
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teach me senpai do u have a ref that i can look at

tough nimbus
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Does the lutbuilder tonemap

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Or is it just straight up clip

midnight prairie
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Hey, i'm a bit confused. i've never used a renodx mod before, how do i set it up? or any good guides for it?

woeful raven
tough nimbus
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What are the dimensions of the lutbuilder

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32x32x32?

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Upgrade it to 16 bit first. You can look at the routine mod for that

woeful raven
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1024x32

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I think its already rgba16f

tough nimbus
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Noice

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Guess you probably need to remove some saturates

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Are you able to see changes in the main menu if you exit and go back to it

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Or is it only on launch that it rebuilds

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Gonna be tedious either way

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Does the game have a gamma slider? maybe that triggers the lutbuilder to rebuild

woeful raven
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not even a gamma slider

tough nimbus
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Oof

woeful raven
#

let me try something

woeful raven
midnight prairie
woeful raven
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just download the files

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copy to game folder

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and launch it in dx11

woeful raven
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okay

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found a way to trigger a lutbuilder rebuild nevermind i was wrong

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holy

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FUCK

fast topaz
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I renamed ReShade64 to d3d12 and my screen is just black now

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Oh, you HAVE to launch in DX11.
I asked that and was told it worked in Vulkan. lol

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gg

woeful raven
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that's only referring to

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optiscaler

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but yea his wording was probably confusing

fast topaz
woeful raven
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even if you get reshade in vulkan via d3d12.dll

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the renodx mod for this game

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also only works in dx11

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so i dont know why bother

fast topaz
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Was your launch batch launching in dx11 then?

woeful raven
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yes

fast topaz
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ah. ok

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I'll just keep using 11 then. Seemed to run ok.

woeful raven
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@tough nimbus looks like i have to rebuild the addon for every change because yeah it literally builds once for the entire game but yea time for trial and error kekpepehands

fast topaz
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Is it better to use d3d12 or 11 for the .dll?

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guess you're using 12 so I'll just copy

tough nimbus
woeful raven
woeful raven
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it doesn't know either kekpepehands

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maybe i'll try with a diff model

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at least if it borks the login screen will be black

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so will know immediately

tough nimbus
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first thing I'd do is try removing the min 1 r3.xyz = min(float3(1,1,1), r0.xyz);

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so just r3.xyz = r0.xyz;

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might need to just replace that with a max channel tonemap to 1

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cause they do stuff like this

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  r5.xyz = float3(1,1,1) + -r3.xyz;
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which would give negatives if r3 > 1

last hinge
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Does it even run as well as vulkan

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Haven't tried it

dire charm
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Dx11 runs fine for me

glacial kayak
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doesn't seem to run as well but it runs well enough that whatever performance hit happens is worth it for the better AA on amd/intel

last hinge
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What better aa

glacial kayak
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but also need dx11 for reno anyway since renovk is soon™

last hinge
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Do the AA options change

dire charm
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On a 9070xt at 4k max settings with fsr4 quality ive been able to maintain a consistent 120fps

glacial kayak
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no you get access to optiscaler on dx11

last hinge
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I thought optiscaler worked on vk

dire charm
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Game seems to be quite well optimized on dx11 mode

dire charm
glacial kayak
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oh, neat

last hinge
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What optiscaler DLL name are you using

glacial kayak
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i must have missed that scrolling through

dire charm
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Actually if you are on non nvidia gpu, you are required to go into vk mode at least once to enable dlss in the graphics settings cause it doesnt show up in dx11 mode otherwise

last hinge
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In theory dxgi shouldn't hook

dire charm
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What doesnt work in vk however is fsr4

last hinge
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But sometimes it does

dire charm
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Fsr4 is dx11/dx12 only

last hinge
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So who cares!

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Do you need fakenvpi btw

dire charm
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And also rdna3 on windows too via fsr4 int8

last hinge
dire charm
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Deffo bigger overhead than on rdna4 but its still worth it for the image quality over xess or especially fsr2/3

last hinge
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Also I'd rather not lose any performance on a steam deck lmao

dire charm
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U can just run the next quality preset lower than the other upscaling methods for similar performance and still end up better off in image quality

last hinge
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So vulkan it will stay

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I'm surprised fsr4 isn't compatible with vulkan

dire charm
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Yeah ask amd why they still havent made fsr4 vulkan yet

fast topaz
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More of these games need to have regional currency. So tired of getting screwed by exchange rate....

dire charm
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Smh

glacial kayak
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they do have regional currency set up in some regions but it seems random

dire charm
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Actually they only made fsr4 on dx12 and thats it

fast topaz
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This is the first one that I've seen that has CAD

dire charm
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Only works in dx11 too thx to d3d11on12 which optiscaler uses for fsr4 on dx11

tough nimbus
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oh damn they're using max channel sampling for the LUTs

woeful raven
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holy

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ok

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ignore that lutbuilder

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that is in fact

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not the lutbuilder

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i switched it to output a black texture

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the game seems to sample something else once you;re in game now

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you need to install reshade as d3d12.dll

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we don't need inject64.exe anymore

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because we figured out the game doesn't block d3d12.dll

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so just rename to d3d12 to inject via the normal way

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the 1024x32 texture goes from black

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to having a lut again

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once you're in the game

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i've performed a full dump but I have no ideawhere the lutbuilder is coming from 🙂

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does renderdoc help us trace this

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nevermind

tough nimbus
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and you'll find other lutbuilders

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here's the lutbuilder commented

woeful raven
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BUT

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I think i might have found one by looking for the arri decoding instead

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the math looks kinda like a lutbuilder

tough nimbus
#

just search for this

woeful raven
#

hopefully im right

tough nimbus
#

ya it needs the decoding inside

#
float3(13.6054821,13.6054821,13.6054821) ```
woeful raven
#

was searching for 5.555555 to find whatever shaders

tough nimbus
#

just search that and see

woeful raven
#

yeah this new one i found has that

#

but why doesn't it have the encoding

tough nimbus
#

lutbuilder is gonna have the decoding

#

lutbuilder doesn't need any encoding in it

#

just decoding

#

if it has encoding its because they do exposure/contrast in log space

  // Linear -> log encode for grading
  r0.xyz = r1.xyz * float3(5.55555582,5.55555582,5.55555582) + float3(0.0479959995,0.0479959995,0.0479959995);
  r0.xyz = max(float3(0,0,0), r0.xyz);
  r0.xyz = log2(r0.xyz);
  r0.xyz = r0.xyz * float3(0.0734997839,0.0734997839,0.0734997839) + float3(-0.0275523961,-0.0275523961,-0.0275523961);
  // Log-space exposure/contrast tweak
  r0.xyz = r0.xyz * cb0[8].zzz + float3(0.0275523961,0.0275523961,0.0275523961);
  r0.xyz = float3(13.6054821,13.6054821,13.6054821) * r0.xyz;
  r0.xyz = exp2(r0.xyz);
  r0.xyz = float3(-0.0479959995,-0.0479959995,-0.0479959995) + r0.xyz;
  r0.xyz = cb0[4].xyz * r0.xyz;
woeful raven
#

r0.xyz = min(float3(65504,65504,65504), r0.xyz);

#

damn

tough nimbus
#

that's clamping to float16 max

woeful raven
#

i've seen this before

tough nimbus
#

aces uses it but doesn't necessarily mean aces

#

is it this

#
    // ACEScc (log) space
    // ACES_to_ACEScc(r1.rgb)
    r0.xyz = max(float3(0,0,0), r1.xyz);
    r0.xyz = min(float3(65504,65504,65504), r0.xyz);
    r1.xyz = r0.xyz;
    r2.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.0000152587800,0.0000152587800,0.0000152587800);
    r2.xyz = log2(r2.xyz);
    r2.xyz = r2.xyz + float3(9.72,9.72,9.72);
    r2.xyz = r2.xyz / float3(17.52,17.52,17.52);
    r0.xyz = log2(r0.xyz);
    r0.xyz = r0.xyz + float3(9.72,9.72,9.72);
    r0.xyz = r0.xyz / float3(17.52,17.52,17.52);
    r0.xyz = (r1.xyz < 0.00003051757) ? r2.xyz : r0.xyz;
woeful raven
#

i got the right one this time

#

lutbuidler is black and scene is unclamped

woeful raven
#

LOOKS LIKE IT

#

just one saturate call at the end

#

hopefully this is it

tough nimbus
#

its aces

#
float3 vanillaTonemap(float3 color) {
  static const float a = 2.785085;
  static const float b = 0.107772;
  static const float c = 2.936045;
  static const float d = 0.887122;
  static const float e = 0.806889;
  color = mul(SRGB_to_ACES_MAT, color);
  color = RRT(color);
  color = (color * (a * color + b)) / (color * (c * color + d) + e);
  color = mul(renodx::color::AP1_TO_XYZ_MAT, color);
  color = renodx::tonemap::aces::DarkToDim(color);
  color = mul(renodx::color::XYZ_TO_AP1_MAT, color);
  float3 AP1_RGB2Y = renodx::color::AP1_TO_XYZ_MAT[1].rgb;
  color = lerp(dot(color, AP1_RGB2Y).rrr, color, 0.93);
  color = mul(renodx::color::AP1_TO_XYZ_MAT, color);
  color = mul(renodx::color::D60_TO_D65_MAT, color);
  color = mul(renodx::color::XYZ_TO_BT709_MAT, color);
  return color;
}
serene bridge
woeful raven
#

ok

#

looks like i can trigger a lutbuilder rebuild

#

by logging in and out

tough nimbus
#

you can get rid of this at the end:

  r0.yzw = min(float3(1,1,1), r0.yzw);
#

and here is the tonemapper:


  // ACES approximation (color * (a*color + b)) / (color * (c*color + d) + e)
  r1.xyz = r0.xyz * float3(2.93604493,2.93604493,2.93604493) + float3(0.887121975,0.887121975,0.887121975);
  r1.xyz = r0.xyz * r1.xyz + float3(0.806888998,0.806888998,0.806888998);
  r1.xyz = float3(1,1,1) / r1.xyz;
  r1.xyz = max(float3(9.99999975e-005,9.99999975e-005,9.99999975e-005), r1.xyz);
  r2.xyz = r0.xyz * float3(2.78508496,2.78508496,2.78508496) + float3(0.107772,0.107772,0.107772);
  r2.xyz = r2.xyz * r0.xyz;
#

actually missed a line

#

this one a few down

#
  r0.yzw = r2.xyz * r1.xyz;
#

is the last part of the curve

woeful raven
#

or just everything past fastinverttonemap

#

like this

tough nimbus
#

no do this

#

first this code here:

  // ACES approximation (color * (a*color + b)) / (color * (c*color + d) + e)
  r1.xyz = r0.xyz * float3(2.93604493,2.93604493,2.93604493) + float3(0.887121975,0.887121975,0.887121975);
  r1.xyz = r0.xyz * r1.xyz + float3(0.806888998,0.806888998,0.806888998);
  r1.xyz = float3(1,1,1) / r1.xyz;
  r1.xyz = max(float3(9.99999975e-005,9.99999975e-005,9.99999975e-005), r1.xyz);
  r2.xyz = r0.xyz * float3(2.78508496,2.78508496,2.78508496) + float3(0.107772,0.107772,0.107772);
  r2.xyz = r2.xyz * r0.xyz;
  
  r0.x = dot(r0.xyz, float3(0.272228986,0.674081981,0.0536894985));
  r0.x = -0.5 + r0.x;
  r0.x = saturate(0.666666687 * r0.x);
  r0.yzw = r2.xyz * r1.xyz;
  r0.yzw = min(float3(1,1,1), r0.yzw);
#

these 2 lines can be moved up:

  r0.yzw = r2.xyz * r1.xyz;
  r0.yzw = min(float3(1,1,1), r0.yzw);
#

so now it becomes

#
  // ACES approximation (color * (a*color + b)) / (color * (c*color + d) + e)
  r1.xyz = r0.xyz * float3(2.93604493,2.93604493,2.93604493) + float3(0.887121975,0.887121975,0.887121975);
  r1.xyz = r0.xyz * r1.xyz + float3(0.806888998,0.806888998,0.806888998);
  r1.xyz = float3(1,1,1) / r1.xyz;
  r1.xyz = max(float3(9.99999975e-005,9.99999975e-005,9.99999975e-005), r1.xyz);
  r2.xyz = r0.xyz * float3(2.78508496,2.78508496,2.78508496) + float3(0.107772,0.107772,0.107772);
  r2.xyz = r2.xyz * r0.xyz;
  r0.yzw = r2.xyz * r1.xyz;
  r0.yzw = min(float3(1,1,1), r0.yzw);
  
  r0.x = dot(r0.xyz, float3(0.272228986,0.674081981,0.0536894985));
  r0.x = -0.5 + r0.x;
  r0.x = saturate(0.666666687 * r0.x);
#

then you can do this:

// ACES approximation (color * (a*color + b)) / (color * (c*color + d) + e)
#if 0
  r1.xyz = r0.xyz * float3(2.93604493, 2.93604493, 2.93604493) + float3(0.887121975, 0.887121975, 0.887121975);
  r1.xyz = r0.xyz * r1.xyz + float3(0.806888998, 0.806888998, 0.806888998);
  r1.xyz = float3(1, 1, 1) / r1.xyz;
  r1.xyz = max(float3(9.99999975e-005, 9.99999975e-005, 9.99999975e-005), r1.xyz);
  r2.xyz = r0.xyz * float3(2.78508496, 2.78508496, 2.78508496) + float3(0.107772, 0.107772, 0.107772);
  r2.xyz = r2.xyz * r0.xyz;
  r0.yzw = r2.xyz * r1.xyz;
  r0.yzw = min(float3(1, 1, 1), r0.yzw);
#else
  float3 untonemapped = r0.rgb;
  static const float a = 278.5085;
  static const float b = 10.7772;
  static const float c = 293.6045;
  static const float d = 88.7122;
  static const float e = 80.6889;

  float3 tonemapped = (untonemapped * (a * untonemapped + b)) / (untonemapped * (c * untonemapped + d) + e);

  r0.yzw = tonemapped;
#endif
#

so now you have the tonemapper rewritten in actual readable code

woeful raven
#

the inject64.exe was the method i used before switching over to d3d12.dll

#

you need to have the inject64.exe set to run as admin

#

in the properties

#

then do

start "" "%~dp0Endfield.exe" -force-d3d11```
tough nimbus
#

what you can do now is have the tonemapper diverge at the inflection point

#

aka where f''(x) = 0

#

so that it doesn't have the shoulder

#

and the curve continues on the path its on

#

that gives you the
float3 linear_extension = 0.9174704430474515 * x - 0.06355161968502177

#

it can now be written like this:

// ACES approximation (color * (a*color + b)) / (color * (c*color + d) + e)
#if 0
  r1.xyz = r0.xyz * float3(2.93604493, 2.93604493, 2.93604493) + float3(0.887121975, 0.887121975, 0.887121975);
  r1.xyz = r0.xyz * r1.xyz + float3(0.806888998, 0.806888998, 0.806888998);
  r1.xyz = float3(1, 1, 1) / r1.xyz;
  r1.xyz = max(float3(9.99999975e-005, 9.99999975e-005, 9.99999975e-005), r1.xyz);
  r2.xyz = r0.xyz * float3(2.78508496, 2.78508496, 2.78508496) + float3(0.107772, 0.107772, 0.107772);
  r2.xyz = r2.xyz * r0.xyz;
  r0.yzw = r2.xyz * r1.xyz;
  r0.yzw = min(float3(1, 1, 1), r0.yzw);
#else
  float3 untonemapped = r0.rgb;
  static const float a = 278.5085;
  static const float b = 10.7772;
  static const float c = 293.6045;
  static const float d = 88.7122;
  static const float e = 80.6889;

  float3 tonemapped = (untonemapped * (a * untonemapped + b)) / (untonemapped * (c * untonemapped + d) + e);

  const float divergence_point = 0.267010625;
  float3 linear_extension = 0.9174704430474515 * untonemapped - 0.06355161968502177;

  tonemapped = renodx::math::Select(untonemapped < divergence_point, tonemapped, linear_extension);


  r0.yzw = tonemapped;
#endif
#

also need to remove these 2 saturates:

  r0.yzw = saturate(r1.xyz / r0.yyy);
  r0.yzw = r0.yzw + -r1.xyz;
  o0.xyz = saturate(r0.xxx * r0.yzw + r1.xyz);
woeful raven
tough nimbus
#

Ya

#

You can remove the static from the variable declarations

woeful raven
#

do we need to do anything else

#

or we are good to sample from this now

tough nimbus
#

Lutbuilder is done

#

You can change the tonemapass overload you’re using now

#

Doesn’t need the untonemapped variable in it

woeful raven
#

weird

#

the colors are different

#

but it still loooks clamped

tough nimbus
#

Oh wait the last part

#

it's dividing by max channel

#

this part can be commented out

#
  r0.y = max(r1.x, r1.y);
  r0.y = max(r0.y, r1.z);
  r0.y = max(9.99999975e-006, r0.y);
  r0.yzw = r1.xyz / r0.yyy;
#

well not just commented out

#

needs to be replaced

#
#if 0
  r0.y = max(r1.x, r1.y);
  r0.y = max(r0.y, r1.z);
  r0.y = max(9.99999975e-006, r0.y);
  r0.yzw = saturate(r1.xyz / r0.yyy);
#else
  r0.yzw = r1.xyz;
#endif
ebon harness
#

Folks, seems like i had unknown error dxgi.dll

#

wonder if it is i laucnhed once before using injector

woeful raven
tough nimbus
#

the preprocessor definition just allows you to quickly toggle between original and new code if you want

#

now you can either put a warning telling people to reload the game if they want to switch tonemapper or you can just approximate vanilla in the uber

#

remember that end users are incredibly stupid and can't follow simple directions

woeful raven
#

ya thats why i dont want to make it dynamic in the lutbuilder

#

telling users to log out if they want to try vanilla

tough nimbus
#

ya

woeful raven
#

is troll despair

tough nimbus
#

you could do that or just rename vanilla to SDR

#

and approximate the look of vanilla with SDR

#

don't butcher the mod and put out slop just so you don't have to edit the lutbuilder

woeful raven
#

yea im gonna keep the lutbuilder hdr

#

just wanted to know if there's a way to grade vanilla closer to true sdr

tough nimbus
#

what you can do is

#

just run exponential rolloff per channel

woeful raven
#

cause otherwise saturate(color)

tough nimbus
#

something like this

  if (RENODX_TONE_MAP_TYPE == 0.f) { // SDR
    o0.rgb = renodx::tonemap::ExponentialRollOff(max(0, o0.rgb), 0.18f, 1.f);
  } else { // RenoDX
    o0.xyz = renodx::draw::ToneMapPass(o0.xyz);
  }
  o0.xyz = renodx::draw::RenderIntermediatePass(o0.xyz);
#

also tonemap ass should be before dithering

#

and dithering should be run in bt.2020 pq in HDR

#

or just disabled entirely

#

and their srgb encode removes negatives

woeful raven
#

yeah i skipped the dithering code on the else

tough nimbus
#
  // r1.xyz = log2(abs(r0.xyz));
  // r1.xyz = float3(0.416666657,0.416666657,0.416666657) * r1.xyz;
  // r1.xyz = exp2(r1.xyz);
  // r1.xyz = r1.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
  // r2.xyz = float3(12.9200001,12.9200001,12.9200001) * r0.xyz;
  // r0.xyz = cmp(float3(0.00313080009,0.00313080009,0.00313080009) >= r0.xyz);
  // r0.xyz = r0.xyz ? r2.xyz : r1.xyz;
  r0.rgb = renodx::color::srgb::EncodeSafe(r0.rgb);
#

remember to remove untonemapped from tonemapass

woeful raven
#

planning to do it like this

tough nimbus
#

Ya if you’re gonna just remove dithering entirely then srgb encode is unneeded

#

You can just move renderintermediatepass to after the if else

woeful raven
#

oh yeah true

#

commented out code doesn't affect perf right

tough nimbus
#

No

#

Should add lut size to the config

#

lut_config.precompute = cb1[7].xyz

#
  renodx::lut::Config lut_config = renodx::lut::config::Create(
      s0_s,
      1.f,
      0.f,
      renodx::lut::config::type::ARRI_C1000_NO_CUT,
      renodx::lut::config::type::LINEAR,
      cb1[7].xyz);```
woeful raven
#

ya i actually removed that one

#

is there any benefit from using the lut size

#

if it works without it

tough nimbus
#

Saves performance

#

Marginal but if it precomputes it then why not

woeful raven
#

kk

grizzled herald
#

What are you guys cooking there?

#

By the way. Does the RCAS built in RenoDX have that "remove noise" option that you get on the ReShade install?

#

I always toggle it off though haha.

woeful raven
#

and nah

#

ain't toggling it off

grizzled herald
#

I turn it off just because the tooltip saying it can mess with film grain and other stuff. Makes the image a bit less sharp but it helps with vegetation looking better on the other hand.

median robin
#

Is there anyone else experiencing small amounts of clamping during some operator battle skills within the protocol areas? I'm starting to think I'm just seeing things lol

woeful raven
#

there are more ubers that haven't been patched\

#

#1440801914165002322 message

#

@dusky wave

#

can u make a PR to my repo

#

might have to rebase or whatever its called with my new changes before doing the PR

#

we have the proper lutbuilder in the mod now

#

turns out i was looking at the wrong lutbuilder the entire time

#

shit's even more peak now ngl

median robin
grizzled saddle
#

@woeful raven Fuck you, game looks so good I'm playing gacha 😭

dusky wave
woeful raven
#

Rebase and slop out a new addon quick

#

The colorzzzz are even more insaneeeee now

dusky wave
#

Gone me a second

#

Let me get to my PeeCeee

#

Ok

#

@woeful raven what me doing?

tawny swift
#

I thought it would take some time for a Endfield Reno mod so I almost didnt even check here lmao

dusky wave
#

We work fast

#

And the addon is piss easy

tawny swift
#

Glad to see so much excitement for this game here. I love it wojakSunset

dusky wave
#

I'll rebase and add back in film grain, vignette ect

#

then pr

#

then build addon

median robin
#

I am having the memory leak issue today as well

#

not reno related, but did anyone find the culprit? DLSS?

dusky wave
#

might be

#

DLSS MVs are borked for DOF

#

but typically DLSS has had Vram related leaking

#

not mem

median robin
#

I wonder if it's related to the factory system

#

it is climbing steadily while just hanging around a factory area

#

and as I said that it stopped climbing. Who knows

signal magnet
#

As someone who knows nothing about this stuff its fascinating reading through your posts. Its like a different language

dusky wave
#

I am nearly done with the merge

#

I am doing a HDR sun v2, reworked godrays and lens dirt

#

Will post soonTM

#

Skybox might be area dependant, not sure. I might have to edit sun disk per area.

grizzled herald
# dusky wave

Is thet the sun alone or reworked godrays as well?

dusky wave
#

I've merged both

#

Vanilla / V1 / V2

#

and with thatt

#

let me post addon

median robin
#

eyo v2 looks sick

dusky wave
#

hopefully it doesnt bork the sun in other areas

#

I have only tested in Valley 4

median robin
#

might be problematic in the next big area, but we'll see

dusky wave
dusky wave
#

Let us know if my slop code now causes 128GB mem leak or not

median robin
#

pretty sure the leak has been confirmed to happen without reshade and reno, but I'll have a look out sure

grizzled herald
#

Are godrays a slider or something? Maybe not as noticeable as if you look right at the sun, but personally I like vanilla or V1 more. I like how it's colder, maybe matching better the planet we're in, at the end it's an alien world not Earth's sun.

dusky wave
#

Godrays are tied with HDR Sun

#

So when you toggle on you get the reworked godrays + HDR Sun

#

I can desaturate the sun again

median robin
#

sun v3 inc

dusky wave
#

I am never playing thsi game arent I

median robin
#

lmao

dusky wave
#

If people want, I can just expose the godrays as a separate slider

median robin
#

that might be nice

#

new update seems to have sorted the clamping inside protocol areas

#

thaaaaanks

grizzled herald
grizzled herald
median robin
#

also the VFX on attacks look more "saturated" for lack of a better word. I guess that's due to the improvements to the lutbuilders?

dusky wave
#

yes

#

saturated badly or saturated goodly?

#

Maybe the colours are broken

median robin
#

hmmm I think it's good. It's more in line with how the ZZZ vfx look when using the reno mod in that game

dusky wave
#

it will be a slider

median robin
#

If anything the highlights in the vfx looks a bit more muted in contrast to what it was, but I guess that's just because the colours are more prominent

#

it was very prominent inside the protocol area, less so outside if you wanna have a look for yourself

#

specifically this one

dusky wave
#

I'll check

#

@grizzled herald

median robin
#

or just, you know play the game

median robin
#

enjoy the fruits of your labor

grizzled herald
median robin
#

dumb question but I'm aware of reshade screenshots doing HDR .pngs, but is there a way to take HDR .pngs for only a portion of the monitor?

#

snippet tool, but HDR kinda thing

dusky wave
#

SKIV allows for that

#

Only one I know of that allows that

median robin
#

I do have SKIV. Is there a hotkey I don't know about?

dusky wave
#

@woeful raven I did everything and PR'ed to your Endfield branch

#

Now I can play the game

#

if you have problems pester Spiwar

#

or Musa

sudden nest
#

Am i crazy or the colors look worse now, gold looks like orange now

#

zzz had the same issue but using blowout at 0 fixed it

#

in endfield at 0 look like zzz at 65

dusky wave
#

This is why we dont listen to Musa and ignore LUTbuilders

dusky wave
#

It could be that previously we werent matching SDR

#

so gold was meant to be orange not gold

sudden nest
#

maybe, but honestly it looks wrong for me

dusky wave
#

What if you do 0% grading?

sudden nest
#

whatever, i'll live with it

#

default is 0 no?

#

no wait

#

mb

#

let me check

dusky wave
#

default scene grading is 100%

#

0% might grief colours

sudden nest
#

yy i know, read that wrong

dusky wave
#

atleast it does for fires

sudden nest
#

nope still looks orange

#

im using endmin skill

#

and it was gold before

dusky wave
#

Can you do a A/B comparison using older addon and newer addon

sudden nest
#

sure

dusky wave
#

and send pics

sudden nest
#

new build

#

old build

#

sorry for jxl reshade pngs were sdr only

#

dunno why

median robin
#

can confirm this is what I was seeing as well

dusky wave
#

back into the gulag I go

strong vault
sudden nest
#

im sorry mandespairge

median robin
#

another example

#

left new, right old

grizzled herald
#

Musa griefing HDR because of gacha.

dusky wave
#

I saw ACEScc in the code yesterday

#

but since we werent using LUTbuilder I just ignored it

tough nimbus
dusky wave
#

shrug hue shift we already have

#

let me try bloiwout

tough nimbus
#

In the lutbuilder you can just take some hue and chrominance from the vanilla color

#

Or do it in the Uber

dusky wave
#

I am looking at vanilla SDR

#

Endmin stuff is orange

#

🤷‍♂️

median robin
#

I can check my example in SDR if that would help?

dusky wave
#

go ahead

#

To me SDR looks orange as well

median robin
#

I think the old build is more similar to vanilla SDR in this case at least

tough nimbus
#

Old build is autohdr

dusky wave
#

and test

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oh rip

#

Just checked out Ardelia

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Colours are borked

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@tough nimbus where did we mess up?

sudden nest
dusky wave
#

Ok I tried what musa mentioned

#

let me send examples

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Ardelia colours are still borked so I need to see whats causing that

#

SDR / Current / with SDR hues and chrominance

grizzled herald
#

How do you guys compare SDR to HDR in Windows? Do I have to toggle every time or SDR vs HDR with HDR off in windows is accurate for color and only misses the highlights?

dusky wave
#

A bunch of ways

#

Shortfuse mentioned to me that running HDR on is fine

#

then in the addon we have a branch to tell the the game to run SDR code

#

when you select None its just running SDR code

#

so it should match

#

What might get you is gamma correction

#

sometimes swapchain gamma might still be applying when you select none

#

so youre either getting no gamma correction with SDR or double gamma

#

just have to watch out for that

grizzled herald
#

But SDR with HDR on in Windows is washed out isn't it? Or you are using this?

dusky wave
#

thats only for windows

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OS part

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games run their own code

sudden nest
#

doesn't that profile also affect games

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just use dwm

grizzled herald
sudden nest
#

yeah just use dwm its better

grizzled herald
sudden nest
#

no its just a tool to change windows gamma so hdr on windows doenst suck

#

its not a profile so it doenst apply to games

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watching sdr pictures with default windows hdr shouldnt need anything, i think

dusky wave
#

SDR / Current (with no hue/chrominance restoration) / Current with hue restoration / Modifed replacing linear extension with luminance based scaling

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Modified is the least borked rn

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for this example

sudden nest
#

yep

dusky wave
#

you get your golden endmin skills back

#

Sun is also white like in vanilla now

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Ok let me share addon

#

PR to spiwar again

#

and waitTM for Musa-sama to tell us a better method

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I swear if someone brings up another issue

#

I WANT TO PLAY OK

#

but I cant abide having slop in the code

grizzled herald
dusky wave
#

The game was lacking SDR hues and chrominance

#

so it wasnt matching colours

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I then discovered that saturated hues like the pink of the horns was borked

#

it has artefacts and looks wrong

#

If you want more highlight sat you can use reno slider in post

#

Based off the pics above highlights looked wrong

#

but again, Musa might enlighten use with a better method

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or we messed up somewhere

grizzled herald
#

🫡

dusky wave
#

Totally Final The Final Version 2.5

  • Added SDR hue and chrominance restoration to match colours
  • Replaced per channel linear extension with luminance based scaling to fix borked saturated highlights
median robin
#

Promise no more issue finding

dusky wave
#

Spiwar lied you all

median robin
#

Thanks Forge!

dusky wave
#

He said LUTbuilder version is betta

#

buts its only betta becasue it was plasmaGuyHdr the colours

grizzled herald
#

I think mem leak is just a DX11 thing.

median robin
#

Does indeed seem to be the case

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Surely they'll fix it eventually (:

dusky wave
#

moffinz, how are the colours now

median robin
#

I am currently out touching grass so can't check

#

I'll check later unless someone else already did

grizzled herald
median robin
#

Is second picture newest build?

grizzled herald
#

はい。

#

Yes haha.

median robin
#

Looks good to me!

sudden nest
#

not yellow like 1st one and not orange like before

delicate escarp
#

hi, guys. i want to ask whether it is possible to use renodx hdr when i use vulkan. thanks

dusky wave
#

Nope

#

DX11 for now

delicate escarp
#

😭

dusky wave
#

Ritsu has added swapchain proxy so VK is possible but

#

FG doesn't work with VK reshade

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And there's no RT

#

So making a VK addon is too much hassle

delicate escarp
#

thank you 🌹

dusky wave
#

Welp just checked my mem usage

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38geegabites

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Not looking good

#

Vanilla issue

grizzled herald
#

Ooops!

dusky wave
#

People are bringing it up on plebbit

serene bridge
#

Highest I saw was 42gb usage

dusky wave
#

Not causes by Reno Dee eggs

woeful raven
#

Just woke up

#

What up boys

dusky wave
#

Welcome

#

I fixed your slop

dusky wave
#

I've submitted pr

#

So you can merge

woeful raven
#

Oh yeah lol thanks ill check it later

#

Bewwy nice

dusky wave
woeful raven
#

Did you fix it in lutbuilder

#

Or in uber

dusky wave
#

Lutbuilder

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Was bricked

#

Well not bricked but the issue was coming from it

woeful raven
#

Yeah ik the color was a bit overc00kex

#

But i was too sleepy

#

I know you'd pull thru

woeful raven
median robin
dusky wave
#

VK addon time?

median robin
#

(:

dusky wave
#

To alleviate mem leak

#

Spiwar off you go

#

Your gulag shift starts

median robin
#

Surely devs will fix dx11 mem leak

#

Or maybe not since it isn't the recommended API from their side

glacial kayak
#

Dx11 really just seems like a low priority legacy option

median robin
#

Mainly just for compatibility I guess

fast topaz
#

Yeah, that's kind of the issue.
The game isn't really meant to be played in DX11.
But at the same time, it seems like it would be abig job getting Reno to work un Vulkan....

dusky wave
#

Kibbles can start us off with VK addon

#

It's just that VK has 10 extra steps you have to do for every one you do in DX

#

@woeful raven is the game fine with VK though, POE2 just CTDs with some streamline bs