#Arknights + AK Endfield
1 messages · Page 3 of 1
Had that issue
Dof is rendered at base resolution
And not scaled correctly
Probably using nearest neighbor
Or something dumb
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.
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).
If the dof issue is bc of nesrest neighbor the dof would look worse if you're upscaling from balanced or quality vs perf
You have to build it into the mod
Read below what he said
OK I'm not doing that. That seems like a can of worms I really don't have the mental energy to get into right now. One day maybe. It would be cool to be able to mod games myself.
I am trying to find a scene with bad DOF and I can't now

is there an ingame screenshot function
with toggleable dof and shit
I think I found the issues
texel sizes are small
downsample is 2x
CoC samples are also very coarse
so it gives the illusion of pixelated
The bluriness is coming from them using aggerssive temporal accumulation for DOF as well
I need to back out my DOF pages for this one
oh and the kernels are kinda mid
so the Bokeh doesnt look like nice bokeh
it just looks like blur

Since this game is running at 120FPS locked for everyone we can take the 5 fps higher cost for nicer DOF
yes
Add a toggle probably
I'll add it under Renderer Improvements
Did u find a way to query the display res
So we can do dynamic uid hide
Could be helpful for dof too
Do a toggle like "full res dof"
for wuwa
Wino managed to find the correct cbuffer values
To automatically get the res
oh no
I tried some random cbuffer shit
its worse
Before also goig
it uses DLSS res

Ya thats what i mean for base res
270p coc on 4k screen

aight let me back up the DOF folder so if I fuk up I can reset
gigabraining now
I am adding a custom debug slider
it'll allow me to visual the issues

slop central
So time for me to just increase base res, fix up the bokeh shape and remove the temporal accumulation bs
we'll just bruteforce DOF
Least based modder
I am wondering why they did this

then I remembered
this game has to run on mobileshit, so no wonder

I actually suspect this is why all the shaders are so piss easy also
zzz
and wuwa
is on mobile
and those weren't easy
🙂
Then I dunno
I just hope this isnt a motion vector issue because I am not about to do allat
Vulkan
Ultra max setting
- fg
Easy 120 frames
Some people are even editing the inis
To have PC level settings
Play the game to make sure you like it first

True we need that cinema dof
The lack of real time directed cutscenes so far
Has been
Abysmal
They blueballed us with the Operator vids
Real
Dialogue slop is real time
anything thats remotely directed is just pre rendered
Fault of mobile players
FUUUUUK
its MVs
I bypassed their temporal brainrot and its still bad
I will come up with a cope solution, I dont want to deal with MVs
DLSS is fucking the DOF up
TAAU looks much better
less ghosting
Does DLAA fair well enough ?
We really need that rtgi the art is good but some of this shit looks dated af
same jazz
No shot for that modified REST MXAO magic you guys discussed earlier ?
ha shite... TAA it is then.
I can still improve the low res scaling and bokeh kernels though
does it at least look better than unreal TAA ?
we need that rtgi
is rtgi only on ios
RTGI isnt in endfield
IOS only has access to RT reflections
and in limited capacity to some areas
Time to build the rest bypass into the addon
I find it funny that they call it taau when there is no upscaling componenet
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?
Yes
If reshade is not popping up
U aint injecting
Read pins, follow instructions
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
you can change the render scale iirc? that would qualify as taau
so its just taa?
why is everything taa now
because any other aa method is ineffective with current tech
Fellas
I gib up on the DOF
I tried doing higher samples
broke everything
I cant fix the DLSS/MV issue, that would require Luma
Not my job anyways, HyperGryph has to do that
I'll add bloom slider instead
And call it a day
Screen space Rtgi should be more impactful anyways
Plus this game is piss easy to run
108fps at native 4k max

looks good guys
nice work

anyone getting a memory leak with reno?
seems like a pretty small amount of memory
oof
I can debug If I did something wrong
yes, i'm sitting at 24GB used
but i never checked before i started using reno so i can't tell whether that's the cause or not
damn, memory usage is rising FAST
forge out here trying to force people to upgrade their ram

I can attach VS debooger to test
i had the game opened for the entirety of last night and had no issue
We're not using cloning for resources
or pipeline cloning
I can hardcode resources and remove slider in case thats at fault
without reno its using 4gb ram instead of 30

Welp time to back out the debooger in that case
I have had the game open for multiple sessions now, I am making the addon
it was at 15GB then went back down
cant say I have noticed a mem leak
I will test just in case
unused ram is wasted ram 🤣
TI was talking about forge the whole time
I have the game opened
2.7gb used now
on my remote machine
im gonna check back in 10 minutes or whatever
it went down to 15.5GB for me 
its using 31gb for me now
left the game open in the background for something like 2 hours
it does take a while to ramp up
for sure
and this doesnt happen with vanilla, no reshade and addon?
I ran Visaul Studio debooger
it was 30min run
Nothing out of the ordinary for Reno
As such new zip bomb
- Added bloom slider
64geegaabites soon
thats what i bought 64gb sticks for
I am autobuilding now
in 1hr it will be done
we can post on githoob
I'll add scrgb toggle back in
For sdr nerds doing 80brightness
If they want thay
That
I guess
Could someone share their HDR presets for my lazy ass to use?
Or are default ones gud enuf
Defaults are good enough I think
I am running BT 1886 for gamma correction
and for UI
but thats about it
i gotte close the game windows is at 95% utilization
maybe it's time to use vulkan until reno isn't leaking lol

We didnt do anything different
its the same workflow
HyperGrypth just activated the counter measures
man the highlights do go crazy in this game
Okay so is it normal that my fps drop 120 -> 30 in a span of a minute lol
5070ti/5800x
24 now 
how's your memory usage looking?
12 gigs ram
unless you only have 16 in total then that's not it, huh
i've not experienced that
only vulkan ran like absolute dogshit for me
ram is expensive okay, 16gb for me it is
Vulkan runs perfectly for me
interesting
here is how it runs for me
yeah vulkan was perfectly fine for me, just some of the usual unity stutter from drawing menus (delta time shit seemingly?)
oh uh no idea what's going on for you there
maybe verify game files
already did, they're all good
worst performance i've seen since playing arkham knight on launch 
are we really gonna do vk
when the only thing it has over DX11
is FG
which we can't use anyways
I was having some thoughts last night
(I'd rather not deal with VK)
add a function
where if you pull the sat slider
up to 100
it will trigger a browser open
"THIS IS INSANNEEEE COLORRZZZZ"
INSANE COLORA
wait people are having memory leaks with this reno mod?
I've been using it for hours on end all day and no sign of memory leak
On the mem front
Ppl are gonna freak out over having a virus or smth lmao
i'll play without reno tomorrow and take a look if there's a difference
yeah even with no mod the memory just climbs constantly
oh dang okay
deserved
if you set your sat to 100
has dlss caused memory leaks before?
vram leak
i was using it for DLAA
not ram leak
i see
it has happened
The Least
its just spitballing
Musa's favourite
need to find a way
to fit the
"this is green"
in too
but there's nothing appropriate that would trigger that

What you need to do is add per chrominance by per channelmance with max fartsniffance gamma correction
or I just switch all the shaders
from sampling from yzx
because the game is swizzled
to sampling to xyz
which makes everything GREEN
When you use a slider comparison you can see a difference
But if you just gave me both pics side by side 90% of the time I can't tell
Other side of reds
Reds are always the colour that can get griefed the hardest
Per channel
Tomato people
oh something i've noticed is that the in-game screenshot function just produces black images when reno is enabled 
Same with WuWa
Gotta use reshade screenshots
guess it's finally time to look into setting those up huh
can it be configured to save an HDR and tone mapped SDR screenshot simultaneously?
dlss vs taau
not nearly as drastic
standing in same spot with game restarts
or that 
@serene bridge any new shaders
i guess upscaling and framegen is only on Nvidia
cuz i dont see those options on my side
not yet, still haven't gotten to wuling yet
game only has DLSS for upscaling, FG is also NV only
AMD stuck on TAAU 
optiscaler shall
optiscaler doesn't work
kek w
thhats why i added RCAS in the first place
oh wait maybe they made it work
i've seen it working in another server
good
addon on github the latest?
Dont think so
Spiwar uploaded it early today
I've since added a bunch of features
Pins here are the latest for now, I am doing a write up for github that will be linked with instructions
AWesome, thanks a bunge, Forge
why not just download it here
its in the pins bud
fr, played quite a few hours today and reno has made my time much nicer
thank you

the vfx look so nice when they are actually bright
How did they fix it
Ah I didn't try nightly
I am dumb
man nice optiscalar works now question is does it work with reno at the same time as it requires d3d12 guess we'll see
I have to inject Reshade for this game? I can't just put the .dll in the folder?
nah gotta inject dont go full potato like i did this morning and try without the launcher running beforehand
start the launcher and then run the bat file
That sucks.
Hate jumping through extra hoops
and the injector exe is set to run as admin
Yeah it works fine as long as you use dx11 mode, just set loadreshade to true in optiscaler.ini and plop in ur reshade64.dll
perfect
yea
i have the AIO zip
for the lazy bums
its as simple as it gets
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.
@dusky wave
lmao
they forgot to blacklist d3d12.dll
AIO file not needed anymore
Thought it runs in Vulkan though. Does that only hook DX mode?
Works in both vulkan and dx11
If d3d12.dll ever gets patched tho, winhttp.dll also works with UseNtdllHooks = false
Huh. Never would have guessed a DX hook would work for Vulkan
Game doesnt even have dx12 lol im surprised that works at all
They never blacklisted the d3d12 hook for WuWa so who knows.
This constant "connecting" thing is really annoying...
they never blacklisted d3d11 either
Updated installation guide
oh
RCAS in optiscaler is actually
more expensive than just doing RCAS in reno
oh well
reshade only for me then
Btw is it possible to hide the ping indicator on the bottom left corner with reno as well?
RCAS in Reno? You mean ReShade?
Rcas is a built in option in this reno mod
Huh. We don't have that in the WuWa mod. Didn't notice it here.
ZZZ one has it too
So is launch.bat not needed anymore?
no
no effects vs renodrt + RCAS + film grain
only about an extra 7-8W all things considered
You don't change your AutoHDR nit setting?
who do you think set the defaults to 500
it doesn't scale very well past 500
things just look overly bright
I mean. I know you set the default.
But I've been setting it to MY peak which is 920.
i have 1400 nits lol
hmm a crash
fascinating
oh wait nvm it recovered
just some horky borky shader comp i guess
am getting weird stuttering though that wasnt present before optiscalar hmm 🤔
whatever it was has sorted itself
why aren't you guys tonemapping in the lutbuilder
Lutbuilder gets built once during login screen
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
teach me senpai do u have a ref that i can look at
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?
read pins
iirc it doesn't tonemap
What are the dimensions of the lutbuilder
32x32x32?
Upgrade it to 16 bit first. You can look at the routine mod for that
Noice
Guess you probably need to remove some saturates
Are you able to see changes in the main menu if you exit and go back to it
Or is it only on launch that it rebuilds
Gonna be tedious either way
Does the game have a gamma slider? maybe that triggers the lutbuilder to rebuild
not even a gamma slider
Oof
let me try something
there's no saturates at the end, so i guess you mean there's some other saturates in the lutbuilder?
do i need to do anything here too?
i didn't tell you to use the reshade installer
just download the files
copy to game folder
and launch it in dx11
Ya
okay
found a way to trigger a lutbuilder rebuild nevermind i was wrong
holy
FUCK
I renamed ReShade64 to d3d12 and my screen is just black now
Oh, you HAVE to launch in DX11.
I asked that and was told it worked in Vulkan. lol
gg
?
that's only referring to
optiscaler
but yea his wording was probably confusing
even if you get reshade in vulkan via d3d12.dll
the renodx mod for this game
also only works in dx11
so i dont know why bother
Was your launch batch launching in dx11 then?
yes
@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 
Is it better to use d3d12 or 11 for the .dll?
guess you're using 12 so I'll just copy
Gonna have to ask AI for help identifying where to edit
d3d11 is blocked
I asked it before it gave me the boot
it doesn't know either 
maybe i'll try with a diff model
at least if it borks the login screen will be black
so will know immediately
first thing I'd do is try removing the min 1 r3.xyz = min(float3(1,1,1), r0.xyz);
so just r3.xyz = r0.xyz;
might need to just replace that with a max channel tonemap to 1
cause they do stuff like this
r5.xyz = float3(1,1,1) + -r3.xyz;
which would give negatives if r3 > 1
Dx11 booooo
Does it even run as well as vulkan
Haven't tried it
Dx11 runs fine for me
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
What better aa
but also need dx11 for reno anyway since renovk is soon™
Do the AA options change
On a 9070xt at 4k max settings with fsr4 quality ive been able to maintain a consistent 120fps
no you get access to optiscaler on dx11
I thought optiscaler worked on vk
Game seems to be quite well optimized on dx11 mode
Optiscaler works in vk too
oh, neat
What optiscaler DLL name are you using
i must have missed that scrolling through
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
In theory dxgi shouldn't hook
What doesnt work in vk however is fsr4
But sometimes it does
Fsr4 is dx11/dx12 only
I can't use it anyways
So who cares!
Do you need fakenvpi btw
Even if you dont have an rdna4 card, you can on rdna2/rdna3 on linux
And also rdna3 on windows too via fsr4 int8
Yeah but isn't the performance cost pretty severe
Deffo bigger overhead than on rdna4 but its still worth it for the image quality over xess or especially fsr2/3
Also I'd rather not lose any performance on a steam deck lmao
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
Yeah ask amd why they still havent made fsr4 vulkan yet
More of these games need to have regional currency. So tired of getting screwed by exchange rate....
Smh
they do have regional currency set up in some regions but it seems random
Actually they only made fsr4 on dx12 and thats it
This is the first one that I've seen that has CAD
Only works in dx11 too thx to d3d11on12 which optiscaler uses for fsr4 on dx11
oh damn they're using max channel sampling for the LUTs
holy
ok
ignore that lutbuilder
that is in fact
not the lutbuilder
i switched it to output a black texture
the game seems to sample something else once you;re in game now
you need to install reshade as d3d12.dll
we don't need inject64.exe anymore
because we figured out the game doesn't block d3d12.dll
so just rename to d3d12 to inject via the normal way
the 1024x32 texture goes from black
to having a lut again
once you're in the game
i've performed a full dump but I have no ideawhere the lutbuilder is coming from 🙂
does renderdoc help us trace this
nevermind
look for the code that decodes the arri encoding
and you'll find other lutbuilders
here's the lutbuilder commented
I couldn't find other lutbuilders using arri encoding
BUT
I think i might have found one by looking for the arri decoding instead
the math looks kinda like a lutbuilder
just search for this
hopefully im right
was searching for 5.555555 to find whatever shaders
just search that and see
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;
that's clamping to float16 max
i've seen this before
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;
YEA
LOOKS LIKE IT
just one saturate call at the end
hopefully this is it
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;
}
picked up some new ones after progressing a bit more
0x86420EBC.ps_5_0 - Laevatain Charater Trial Final attack```
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
so do we remove that entire aces tonemapper section?
or just everything past fastinverttonemap
like this
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

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```
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);
so like this to get the tonemapped and then continue the original math?
Lutbuilder is done
You can change the tonemapass overload you’re using now
Doesn’t need the untonemapped variable in it
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
Folks, seems like i had unknown error dxgi.dll
wonder if it is i laucnhed once before using injector
this is if we want to keep vanilla path when setting to vanilla right?
can i use your vanillatonemap code in the uber instead
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
ya thats why i dont want to make it dynamic in the lutbuilder
telling users to log out if they want to try vanilla
ya
is troll despair
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
yea im gonna keep the lutbuilder hdr
just wanted to know if there's a way to grade vanilla closer to true sdr
cause otherwise saturate(color)
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
yeah i skipped the dithering code on the else
// 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
i mean we dont even need srgb encode right
planning to do it like this
Ya if you’re gonna just remove dithering entirely then srgb encode is unneeded
You can just move renderintermediatepass to after the if else
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);```
ya i actually removed that one
is there any benefit from using the lut size
if it works without it
kk
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.
its always enabled
and nah
ain't toggling it off
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.
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
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
alright
@woeful raven Fuck you, game looks so good I'm playing gacha 😭
Wait, is this why I was seeing DX12 for devices in devkit

I thought it would take some time for a Endfield Reno mod so I almost didnt even check here lmao
Glad to see so much excitement for this game here. I love it 
why u no merge all my changes first AHHHHHHH
I'll rebase and add back in film grain, vignette ect
then pr
then build addon
I am having the memory leak issue today as well
not reno related, but did anyone find the culprit? DLSS?

might be
DLSS MVs are borked for DOF
but typically DLSS has had Vram related leaking
not mem
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
As someone who knows nothing about this stuff its fascinating reading through your posts. Its like a different language
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.
Is thet the sun alone or reworked godrays as well?
eyo v2 looks sick
might be problematic in the next big area, but we'll see
- Merged Spiwar improvements to LUTbuilders and ubers (TY Musa for the help)
- Fixed spelling mistakes
- HDR Sun V2
Let us know if my slop code now causes 128GB mem leak or not
pretty sure the leak has been confirmed to happen without reshade and reno, but I'll have a look out sure
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.
Godrays are tied with HDR Sun
So when you toggle on you get the reworked godrays + HDR Sun
I can desaturate the sun again
sun v3 inc
lmao
If people want, I can just expose the godrays as a separate slider
that might be nice
new update seems to have sorted the clamping inside protocol areas
thaaaaanks
@frail zephyr did that for me in Avowed HAHA. 🤦♀️
So now it's a toggle then?
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?
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
with HDR Sun yes, I am now adding a separate toggle just for godrays
it will be a slider
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
I'll check
- Desaturated the Sun disk again to better match creative intent
- Added Godray strength slider
@grizzled herald
or just, you know play the game
enjoy the fruits of your labor
Oh mate took my slopanalysis too seriously, but much appreciate it haha. Let me get out of this cave first and...
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
I do have SKIV. Is there a hotkey I don't know about?
@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
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
It could be that previously we werent matching SDR
so gold was meant to be orange not gold
maybe, but honestly it looks wrong for me
What if you do 0% grading?
yy i know, read that wrong
atleast it does for fires
Can you do a A/B comparison using older addon and newer addon
sure
and send pics
can confirm this is what I was seeing as well

im sorry man
Musa griefing HDR because of gacha.
This looks like per channel
I saw ACEScc in the code yesterday
but since we werent using LUTbuilder I just ignored it
Needs blowout and hue shift then
In the lutbuilder you can just take some hue and chrominance from the vanilla color
Or do it in the Uber
I can check my example in SDR if that would help?
Old build is autohdr
^ I'll do this
and test
oh rip
Just checked out Ardelia
Colours are borked
@tough nimbus where did we mess up?
I tried sdr and while its true that its not yellow like the old build, its not orange like the new build
Ok I tried what musa mentioned
let me send examples
Ardelia colours are still borked so I need to see whats causing that
SDR / Current / with SDR hues and chrominance
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?
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
Yes. I don't use it. Unless a very specific scenario.
yeah just use dwm its better
Not familiar with this. How would this help comparing SDR to HDR pictures in Chrome or Desktop?
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
watching sdr pictures with default windows hdr shouldnt need anything, i think
SDR / Current (with no hue/chrominance restoration) / Current with hue restoration / Modifed replacing linear extension with luminance based scaling

Modified is the least borked rn
for this example
yep
you get your golden endmin skills back
Sun is also white like in vanilla now
Ok let me share addon
PR to spiwar again
and waitTM for Musa-sama to tell us a better method
I swear if someone brings up another issue

I WANT TO PLAY OK
but I cant abide having slop in the code
The sheep horns I guess. What was the issue exactly? Only present in highlights colors?
The game was lacking SDR hues and chrominance
so it wasnt matching colours
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
or we messed up somewhere
🫡
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
Promise no more issue finding
Thanks Forge!
I think mem leak is just a DX11 thing.
moffinz, how are the colours now
I am currently out touching grass so can't check
I'll check later unless someone else already did
Is second picture newest build?
Looks good to me!
much better now
not yellow like 1st one and not orange like before
hi, guys. i want to ask whether it is possible to use renodx hdr when i use vulkan. thanks
😭
Ritsu has added swapchain proxy so VK is possible but
FG doesn't work with VK reshade
And there's no RT
So making a VK addon is too much hassle
thank you 🌹
Ooops!
People are bringing it up on plebbit
Highest I saw was 42gb usage
Not causes by Reno Dee eggs
^
Also have V2 HDR sun
Yeah ik the color was a bit overc00kex
But i was too sleepy
I know you'd pull thru
Now to put in shitpost and memes before making a pr
Seems to be fine on vulkan
(:
Surely devs will fix dx11 mem leak
Or maybe not since it isn't the recommended API from their side
Dx11 really just seems like a low priority legacy option
Mainly just for compatibility I guess
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....




back into the gulag

the colours