#Arknights + AK Endfield
1 messages · Page 4 of 1
Doesn't seem like the effort would be worth since we have a functional dx11 mod? Definitely less effort to just restart the game every now and then to reset the ram leak lol
I also don't know if and when Crosire will add FG support to VK reshade
Every VK based reno right now can't use FG
Unless
DXGI proxy maybe
I dunno
are we cooked? 💀
Just need to dump new shaders
I'll do a patch with everything in the shader precomp first
@serene bridge
You're up again on vk
xd
Problem is that it will probably never get fixed and will probably never be updated with any additional features that come down the line.
Ray tracing is also not coming to dx11
Unless they add dx12 which would even add more fragmentation
When they only have dx12 for compatibility
Doubt they will go through the effort of adding DX12 when their main api is Vulkan.
Aight, I dunno how easy it will be to just port everything over but at the very least the shaders are easy for this game
the main issue is
Its harder to read
And the shaders are not functional unless you fix them with ai first

Probably yes
I didn't even notice the leak yesterday, but it's probably cause I restarted the game so many times with all the reno versions 
@dusky wave teh shaders are not flattened so get ready
i have to update this to use the lutbuilder method also
Considering the RAM shortage atm will probably last a year or 2 there will be more & more people who will probably only have 16Gb of RAM or so. So it's probably not the best to just keep using the api with the memory leak. ^^;
I've just about used up all my Grok percentage for this month

lmao
tbh maybe i should skip the shader precomp
Gemini 3 flash to copeTM until Feb 1st for VK
Claude 3 haiku is retarded

I wonder
I have almost unlimited gemini 3 pro prompts through my account
Wonder if i could feed it to copilot somehow
is there any way to disable the DoF? i'd frankly rather not have it at all over the current broken implementation
is it only broken when using upscaling? i've not noticed anything wrong
Seems better without DLSS yes
i mean you can just do DLAA instead
DLAA with preset L 
MVs are just borked
When using DLSS/DLAA
oh
I tested them and it's rip
Where the vid
DLSS / TAAU
theres ghosting all over the place and the scaling is borked
same applies to DLAA
i tried this yesterday, GPU usage went from 60% to 100 and frame rate dipped to like 105 💀
@dusky wave looking absolutely smashing
I hope its not just Reflections but GI too 
can someone confirm
whether VK does not have the mem leak
i would be really funny if the mod was made
and it still leaked anyways
yea
content in SDR
Then I did some content + story
might puke
i haven't even got past the tutorialslop
We are truly suffering
when I took the SDR comparison screenshot earlier
sad days
Off to a good start. Game crashed immediately
yeah
I did remove the .dll but not the reno addon oopsie
thought it had no effect if no reshade
It shouldn't?
I dunno, it crashed with just the .addon in. When I removed it it launched fine
Plebbitors are saying it's DX11 issue.bSwitching to VK fixes it
how long of a sample sesh would you guys need to be certain no leak? cause SDR is some sad shit lmao
Standing in one spot isn't enough
no I'll run around and do stuff, don't worry
I did a few combat training actives
Ran around
Collected some materials
The more times you go through menus
I will say though, by this time on dx11 I tend to be closer to 7-8 gbs of usage. Currently it's stable 3,8 gbs
I've ran around the wordl, teleported back and forward, done some factory, as well as a couple of runs of the protocol stuff
stable 3.8-4.1 gbs of usage
never seen dx11 be this stable so I think it's safe to say it's better in vulkan
Rip, DX11 is borked fresh from the factory on this one
What about perf?
More stutters, less?
General utilisation
about the same on a 9800x3d
utilisation looks fine
a bit more on gpu if anything
but FPS is capped at 120 so hard to say
there are slight stutters, but I get those on dx11 as well. Earlier reports from yesterday said really bad stutters on vulkan, but not sure what hardware that was on
i never had any stutters on vulkan i did on dx11 but only after i use optiscalar and they sorted themselves out i havent looked for the mem leak but i played like 5 hours last night and didn't notice anything like that 🤔
1% lows seem a bit higher on vulkan than dx11
Ritsu and Spiwar are working on VK
give us some time
Maybe Grok can port over the shader changes as well
Vk would be awesome I don't think opti with fsr4 works on vk though
I've never tried though
How do I correctly launch the game (unknown error dxgi.dll)?
there's instructions in the pins
d3d12.dll
I must be missing something. It's just the ussual process with and launch on DX11. Am I missing a step?
name reshade dll to d3d12.dll put in GRYPHLINK > games > EndField Game and launch as dx11
Oh wait there's a Reshade injector that's not in the pins?
that was old method, not needed anymore
but you could try injecting if the other way doesn't work for you
Ah ok now it works
But this wasn't in the pin 
Oh I skipped that I just used my local Reshade... Maybe add that to instructions
sure
Day 1 I was on Vulkan the whole time, no apparent memory leak issues. Running this mod, I never checked memory, but I've had 2 sessions end with a short hang and then my system being so messed up that programs won't start properly.
I definitely had a much longer session on Vulkan, so yeah, should be no memory leak.
I went back to dx11 just now and it's up to 7 gbs after like 5 minutes lol
oh yea fsr4 for sure dont work on vk i can use taau slop though at 4k i guess its serviceable proper HDR is worth it
They posion our food (DX11) to sell us their slop (VK)
high level APIs have always been best
@dusky wave I'll leave the skybox and teh extraslop that you added to you
also
my clanker gave up on me
I asked it to make the glsl spvs from the dump
readable
after iterating on a few shaders
it said
My clanker was able to do some complex .asm to HLSL
did it all himself
or herself
dont even need decompiler
"fuck it i ain't doing this im gonna keep it real simple and add shared h to the start of the file and give it back to you"
themselves
claude 4.5 sonnet btw
its cause you're not Opuspilled
opus is 3x motherfucker
ok
insane
and with all the others
in this economy
claude is legit lazy
its like a human
frfr
give it one shader to make readable
We are soon obsolete
Omg thanks so much for integrating hide goddamn UID
but could claude solve this? I don't think so
only for 4K atm
we'll figure out some maffs to get it to work with all res
Thankfully that's my resolution, now I can actually play the game without that thing stressing me about burnin 
But ping meter still there?
Any chance you can implement? I really don't need it
one sec
Can you guys make the uid brighter so I can cause burn in?
So dedicated to Endfield that you brand your UID into your monitor.
Does the mod work in fullscreen or do I have to keep it windowed? Because I have the 4096 resolution I cannot remove because of snamsnug onebox thing
My only options are 4096 bordlerss or 3840 fullscreen 
I've got a warranty and I need to use it at some point
I got his email
fuck
yea i should delete that
memory leaks have been replaced by email leaks
Bet he never expected that
You guys using DLSS for this or nah?
DLSS borks DOF
went over to taau
It runs so well. I can do preset L at 4K balanced still runs at 120 fps
Ah so we shouldn't DLSS?
I mean if you don't care about the broke DoF do what you want
If you dont want ghosting and pixelated DOF
Even with preset L?
yeah bwoi
Preset or quality doesnt matter
looks so good!
Something about DLSS breaks MVs
btw Spiwar, you'll never get past tutorialslop. The whole game is tutorial after tutorial
they take handholding to the next level
I think I've seen worse tutorial slop in gachas it's not that bad this far
thats whta i mean
considering they explain every factory mechanic at least twice, I think it's pretty bad
the tutorial slop is so bad
its more confusing that if they let y0ou just explore the factory
on your own
You're right it looks much better in native, and still getting over 100 fps so it's pretty nicely optimised ig
Ah yeah... I haven't gotten far into that yet. I can imagine
don't get me wrong, it's good to have it as an option for people that want the extra help, but making it obligatory is a bit much
Yeah it's the worst thing I hate about in zzz and they hit you with forced popups in every event minigame they have it's really making me mald
I didn't expect death stranding stuff. I kinda like it
Yeah the more the tutorialslop lessens up the better it should get
When does the tutorial end?
That's when the tutorial begins
it will eventually end I guess, but I dunno the first 10 hours feel like 7 hours of tutorials
I probably have been playing for closer to 20 hours, but oh well
They're like this in arknights too but the tutorials are shorter and you get more time to play with mechanics after, not sure why they're like this
mobile gamers tend to be very casual, and enjoys having most of the work done for you automatically
Lot of people who play them aren't
Pretty much
And even if they are these end up being genres they aren't familiar with
Im curious do you guys prefer Reinhardt or Hermite for this?
To me rein is just too dull, shiny combat effects is one of the reasons I like these games
Hermite preserves highlights better, and is generally preferred I guess
reinhard is more safe in not blowing anything out
as I understand it anyway
the termite spleen/reinhard toggle
is just there temporarily
until me and forge decides which one is better
Neither
then just hide it agian
real

How were you blowing out and hue shifting
Just taking it from the vanilla color didn’t look good in hitman and other games. Instead I just did Reinhardpisswise and with shoulder at 1 and found a good value such that full strength hue shift made hues right
I guess you can check avatar
You can leave the lutbuilder with the extension like before and move hue and chrominance adjustments to the uber
Send the lutbuilder and an uber
Luminance tonemapping is also ass
I do max channel
reset it back to the linear extension from before
in the uberpost:
[branch]
if (shader_injection.tone_map_type == 0.f) {
o0.xyz = renodx::tonemap::ExponentialRollOff(max(0, graded), 0.18f, 1.f);
} else {
float hue_chrominance_reference_peak = 4.f; // lower this as needed in order to get the right amount of hue shifting/blowout
float hue_shift_amount = 1.f;
float blowout_amount = 1.f;
float3 hue_chrominance_reference_color = renodx::tonemap::ReinhardPiecewise(graded, hue_chrominance_reference_peak, 1.f);
graded = HueAndChrominanceOKLab(graded, hue_chrominance_reference_color, hue_shift_amount, blowout_amount);
o0.xyz = renodx::draw::ToneMapPass(graded);
}```
I would also just nuke tonemappass entirely
and do max channel hermite spline
oh
here's the function
float3 HueAndChrominanceOKLab(
float3 incorrect_color, float3 reference_color,
float hue_correct_strength = 0.f,
float chrominance_correct_strength = 0.f,
float saturation = 1.f) {
if (hue_correct_strength != 0.0 || chrominance_correct_strength != 0.0 || saturation != 0.0) {
float3 perceptual_new = renodx::color::oklab::from::BT709(incorrect_color);
const float3 reference_oklab = renodx::color::oklab::from::BT709(reference_color);
float chrominance_current = length(perceptual_new.yz);
float chrominance_ratio = 1.0;
if (hue_correct_strength != 0.0) {
const float chrominance_pre = chrominance_current;
perceptual_new.yz = lerp(perceptual_new.yz, reference_oklab.yz, hue_correct_strength);
const float chrominancePost = length(perceptual_new.yz);
chrominance_ratio = renodx::math::SafeDivision(chrominance_pre, chrominancePost, 1);
chrominance_current = chrominancePost;
}
if (chrominance_correct_strength != 0.0) {
const float reference_chrominance = length(reference_oklab.yz);
float target_chrominance_ratio = renodx::math::SafeDivision(reference_chrominance, chrominance_current, 1);
chrominance_ratio = lerp(chrominance_ratio, target_chrominance_ratio, chrominance_correct_strength);
}
perceptual_new.yz *= chrominance_ratio;
perceptual_new.yz *= saturation;
incorrect_color = renodx::color::bt709::from::OkLab(perceptual_new);
incorrect_color = renodx::color::bt709::clamp::AP1(incorrect_color);
}
return incorrect_color;
}
here's max channel hermite if you want it
float3 ApplyHermiteSplineByMaxChannel(float3 input, float peak_ratio, float white_clip = 100.f) {
float max_channel = renodx::math::Max(input);
float mapped_peak = exp2(renodx::tonemap::HermiteSplineRolloff(log2(max_channel), log2(peak_ratio), log2(white_clip)));
float scale = renodx::math::DivideSafe(mapped_peak, max_channel, 1.f);
float3 tonemapped = input * scale;
return tonemapped;
}
peak ratio is peak/game?
Ya
doing this will nuke all the color grading options right
unless i config it back?
if i remember correctly tonemapass does that for you
You could force tonemap ass to be tonemaptype 1.f
Which is none
So it’ll have the grading sliders
Just without tonemapping
Ya
Oh also run max channel in bt2020
You can tie the hue slider to the hue shift in the function
And maybe add a per channel blowout slider for that blowout
ok
[branch]
if (shader_injection.tone_map_type == 0.f) {
o0.xyz = renodx::tonemap::ExponentialRollOff(max(0, graded), 0.18f, 1.f);
} else {
float hue_chrominance_reference_peak = 4.f; // lower this as needed in order to get the right amount of hue shifting/blowout
float hue_shift_amount = shader_injection.tone_map_hue_shift;
float blowout_amount = shader_injection.perchannelblowout;
float3 hue_chrominance_reference_color = renodx::tonemap::ReinhardPiecewise(graded, hue_chrominance_reference_peak, 1.f);
graded = HueAndChrominanceOKLab(graded, hue_chrominance_reference_color, hue_shift_amount, blowout_amount);
o0.xyz = renodx::draw::ToneMapPass(graded);
o0.xyz = ApplyHermiteSplineByMaxChannel(o0.xyz, shader_injection.peak_white_nits / shader_injection.diffuse_white_nits);
}```
this should just worjk
do hermite in bt2020
o0.rgb = renodx::color::bt2020::from::BT709(o0.rgb);
o0.xyz = ApplyHermiteSplineByMaxChannel(max(0, o0.xyz), shader_injection.peak_white_nits / shader_injection.diffuse_white_nits);
o0.rgb = renodx::color::bt709::from::BT2020(o0.rgb);
oh thanks completely forgot about that comment
Wer patch notes
im eating chips
float hue_chrominance_reference_peak = 4.f; // lower this as needed in order to get the right amount of hue shifting/blowout did you leave that at 4
can t type wc 1 hand
I just randomly chose a value
I do like 10 or more in games usually
been playing for a while on dx11 now and it has capped out here. Not sure why it isn't climbing more, but yeah
idk how much hue shifting this game actually needs
anywhere with super strong colorszzz guys
hmmm not really. Ardelia character screen has alot of bright colours
mainly pink
new build Laevatein skill
looks a bit more pinkish?
ideally you only hue shift as much as is necessary
don't want piss yellow fires and explosions
I would just look at fires
you can also reduce individual blowout and hue shift components
maybe needs more blowout than hue shifting
what value is this using
4.f
maybe 2 would be better
huh
it somehow wasn't applying before
even 4.f looks fine now
o0.xyz = renodx::tonemap::ExponentialRollOff(max(0, graded), 0.18f, 1.f);
} else {
float hue_chrominance_reference_peak = 4.f; // lower this as needed in order to get the right amount of hue shifting/blowout
float hue_shift_amount = shader_injection.tone_map_hue_shift;
float blowout_amount = shader_injection.perchannelblowout;
float3 hue_chrominance_reference_color = renodx::tonemap::ReinhardPiecewise(graded, hue_chrominance_reference_peak, 1.f);
graded = HueAndChrominanceOKLab(graded, hue_chrominance_reference_color, hue_shift_amount, blowout_amount);
o0.xyz = renodx::draw::ToneMapPass(graded);
o0.xyz = renodx::color::bt2020::from::BT709(o0.xyz);
o0.xyz = ApplyHermiteSplineByMaxChannel(o0.xyz, shader_injection.peak_white_nits / shader_injection.diffuse_white_nits);
o0.xyz = renodx::color::bt709::from::BT2020(o0.xyz);```
there's no way i just forgot to build it again right
kek
no i mean it wasn't working
until i load the shader in devkit
so maybe i forgot to build the addon again
SDR / Previous hue and luminance allat / New Max channel
that new max channel might still be the old file so one sec
You see fellas
how many ways there are to skin a cat
Color UniversityCity over here
per channel
luminance
max channel
by luminance per zoominance
I have no idea what's going on, but I enjoy keeping up anyway
vs 10.f
My version was for the Patrician's like MPaul to enjoy
your version is for COLLLOOORS

we're just tuning how much highlights blow out and hue shift
if we don't blow out at all they appear oversaturated
and borked like in the prev pics
but if we do too much SDR hues and chrominance
it'll get muted
which way western man
in the middle?
10.f is still slightly sat

oof
TLDR we are trying this #1440801914165002322 message
but making it better than photo 4 without the highlight/colour griefing of pics 2 and 3

photo 4 was how the previous build was?

I'll take it over autohdr
did I use the plasma guy correctly?
if MPaul saw this he'd die of a heart attack
We went from
- No LUTbuilders version to
- LUTbuilders + max channel (but no SDR hues and chromiance) to
- LUTbuilders + SDR hues and chrominance + luminance scaling) to
- Now LUTbuilders + SDR hues and chrominance + max channel with per channel blow out + other fixes to stop borked colours
Still DX11 or Vulkan?
probably final final final patch
- fixed plasma aces colors, now use termite spleen by default (thanks musa the goat)
- removed redundant settings and moved things around

DX11
VK is WIP
it worky
but theres issues and devkit crashes
but black floor VK looks so good
black floor
we don't use sdr hues and chrominance
oh
very interesting
sdr hues and chrominance is what turns it into autohdr slop
we just take hues and chrominance from reinhardpisswise to 10.f or whatever value was decided on
time to reset my memory lea- I mean update to newest reno version
aight babes
final zip bomb dropped
I now need to work on skybox for different areas
each zone seems to use its own thing
there's only two zones now iirc
Got to the valley and quarry and HDR sun stopped working
yeah I was gonna say Forge, but didn't wanna impose
you've done alot today
all of you have
We have 4 Renocels working on this game
Spiwar the OG
Me
Ritsu on the VK
Musa the AOT helping with zoominance per fartlemance
attack on titan
all this for tutorialslop
theres a whole damn AIC research tree
theres a fuck ton of content so far
and a trillion tutorials for all of them
I like how they teach most mechanics twice
at least twice
do we know if stuff works in the second big area btw?
no idea if anyone is there yet
time to enjoy the game now
I'll have to redo my add-ons using the goat musa's new max channel method
Truly the AOTest of all time
what is AOT
dont ask a brainrotter to explain the brainrot
What 30hrs of VS code for a gatcha does to a mf
I haven't tested to see if driver side AF 16x woeks
It might grief with the same red artefacts
endfield regularly goes up to 24GB and more for me and maxes out my system memory, but it runs surprisingly well despite this
hasn't once crashed either
They just care about you and want you to get regular breaks
Max channel method is goated
If you want it too look closer to what I did with SDR hues then increase blowout in grading
Oh wait
@woeful raven
blowout slider doesn't seem to do anything for me
Blowout and flare
Aren't tied to tonemapper again
Since we using None now for MapAss
I thought i removed flare
weird
but yea its the way to go
also
god damn man
look at this baked stuff
where is that RTGI bypass
Ummm
Somewhere
I CBA to add it
Enjoy un-AO'ed foliage
Why do you think it runs so well?
The game has no ToD
Baked lighting
So GI only looks good in interiors
Like the Hub base area
They could bake better GI
But then size increase
Well TI coded individuals also don't like their games being 100GB
You can't exactly bake food lighting for no storage size cost

they spend so much time
mastering the PBR materials
on the char
they forgot to add AO
slop
fwiw i don't seem to have the memory leak on linux with the dx11 renderer. i'm also on amd
@dusky wave sun works in the area to the right of the hub fyi
Quarry?
no north of quarry
Good to know
So perhaps it's just new regions that might not work
But areas in the same region do
it's all in Valley IV so far, but quarry is the one with the most different look I guess
this looks incredible 👀
You can get blowout and flare by using the usercolorgrading() function
Or you can take the custom version from Ori 2
need some of that post process AOslop
Assume you are using a Reshade AO filter
yea
Are any of the AO filters even good?
ingame AO High / ingame AO very low
maybe this is why the game runs so well
they completely forgot to ship AO

if you look real hard
you can see underneath the character
Also no 16x AF. Or maybe that is just because I have a 50 series card. idk
there's tiny smudge more shade there
Yeah, I see it.
Any chance this is just a DX11 issue?
I'm lazy. XD
How much of a performance impact are you getting with rtao on?
post process rtaoslop takes me
2.7ms
already 120 frames so shaving off like 9 frames is whatever
Not bad at all
The RTAO shader is a paid one? RIP
its free
RTAO only
no RTGI
Ah. I was looking at Marty's version
just use normal MXAO
or whatever
there's also a shader that converts HDR10 to sRGB and sRGB to HDR10 if you want to run sdr only shaders
Since you're complaining
Let me add this damn bypass
I'll just ass the shader into the addon

I checked Vulkan. "Contact Shadows" option doesn't really seem to do much of anything there either.
And tell it to render before x shader
let me commit mystuff up
You won't have to mess around with reshade
so u can pull
Who are we bypassing now?
Thing is, I kinda wanna use my modified MXAO
But then you plebs can't use it
Because I can't share

committed
Why?
Isn't mxao free?
I guess there's a different reason his modified mxao can't be shared then
Based off of someone else's code maybe and doesn't want to redistribute?
lol
MXAO is a one liner btw to make HDR
Well there we go

I have indeed never read the license lol
smh
ya but u can't integrate it

the free AO shader i linked also have similar restrictive language so its better to just add the bypass and let users put in their own slop

Cold 🧊
maybe you need to update your reshade shaders?
reshade.fxh is in the shaders folder
its a dependency
I found the file.
The red text is after I added the file to the Shader folder
Looks like my directory might have just been set wrong. I copied the file structure of the Git. But it looks like that isn't 100% correct. idk
Me omw to cop Luma GTAO

Fuk it
At this point we should move over to Luma
Fix DLSS
Fix DOF
Add GTAO
I dread updates
Watch they change shader hashes
And you'll have to update the game every 15 days
After all of that RTAO doesn't even work with Reno...
Wait
Wait wait wait
@woeful raven
What if I just modified existing AO

Granted it will be made up of multiple passes
And might be doodoo from the get go
#1440801914165002322 message
existing AO
looks like
its not even on
in the first place
how are you gonna save that
crafting AO is pointless becasue theres like 3 games that need better raster AO and theres already giga brains who've made better
everything else should be using RT by now
but NOOOOO
0xD91A8DD3
me omw to add in RT
is the hash for the AO btw
just one hash?
AO is made up of multiple passes
unless they didnt do that
which might explain why its non existent
and I need to fix sun in the quarry
depending on the angle it reverts back to vanilla
Spiwar still doesnt have a modder tag
can break AO sampling
my favorite gif
oh you mean that
yea
thats the only thing
that changes
when you turn on AO

im booting the game up in vanilla
nevermind its still ass in vanilla
what the dog is the game sampling
kek w
wtf is this clanker doing
I told it to pull your stuff into my branch
it started manually redoing the changes one by one

Sonnet
wth are u doing bro
this is why we use Opus
i dont think u need ai for that
isbn't pulling just literally one button in vscode
LMAO
'AO shader'
4KB
Marty's is 33KB and thats giga optimised
most others are like +50KB
No wonder this sloppa is just slightly darkening player feet
Trash in, trash out.
Dunno why this needed a separate skybox shader
but problem solved
Can game bar support HDR vids one day
OBS one click away
To suffer system breaking if I don't restart the game for too long, or suffer SDR
the fuck
the darkening around the feet is from their cope indirect lighting providing a shadowing
but that's the only thing that changed
when you enable AO
I only found that shader based on that same behavior

so they really did ship with no AO?
Dunno, I am trying to check
but I cant see anything
Also the game has a habit were undrawing a shader
doesnt make it disappear
you have to move the camera
and see if it breaks that way
Check for shaders with T0
thats the depth buffer
use the RTV viewer in devkit
AO will either be a white background with dark parts
or red g-buffer with AO applied to it
Stuff like this is where Luma's devkit excels at
Contact Shadows are also vaporware
probably only applies during cutscenes
because game scenes dont use it
I am not seeing anything AO related
they went with a bit of baked AO and their cope capsuleAO thing under player feet
Once again, theres a reason a game 'runs great'
and 9/10 times because its Threat Interactive tiers of pilled
Maybe its also part of that same shader
It also applies a bit of AO to the characrer models
Other than at the bottom of their feet
AO isn't even that expensive really.
found some AO/ contact shadow shaders
theres 5 passes that build it all up
checking now to see why it barely does anything
Added a debooger to visaulise AO and bruh
its just not there
doesnt exist
Heres your AO brooooo
Only applies to player operators
""Optimised""
Truly TI pilled
alright thats good enough time to add our AO
this is why the game runs 120fps 4k native

dafuq
are you sure plasma is fixed? the orange fire looking pretty red in the new build 
was using forge build from yesterday compared to the latest pinned
which way is it western man
is it barely any AO
making TI proud
or still calculating AO but not applying
Worse
it is calculating but not applying
utterly not TI approved

and by accident I managed to make the shadows SharperTM
epic
yeah its fixed
Dont even know what I did
maybe because I am bypassing their shadow filtering with the debooger
wizardry
I guess you can do reinhard pisswise in ap1 in order to get the necessary hue shifts
imma need some sliders to tune the blowout, the red just looks wrong for the fire
and maybe lower peak to get stronger hue shifts
then you can make blowout default to a lower value
there is a slider to tune the blowout
blowout already defaults to 100
ya its not enough
lower peak in reinhardpisswise is the way I guess
Grading blowout doesnt work
we're not also trying to go back to completely sdr hues btw
oh you mean that
highlight sat, flare and blowout do do anything
I have some grading function in dying light the beast
its becasue you're using None
record a video
with surtr
im convinced you might have a setting wrong or stuck somewhere
I call the old blowout slider dechroma
UserGradingConfig cg_config = CreateColorGradeConfig();
float y = renodx::color::y::from::BT709(untonemapped_bt709);
float3 hue_chrominance_reference_color = renodx::tonemap::ReinhardPiecewise(untonemapped_bt709, 12.5f, 1.f);
float3 graded_bt709 = ApplyExposureContrastFlareHighlightsShadowsByLuminance(untonemapped_bt709, y, cg_config);
graded_bt709 = ApplySaturationBlowoutHueCorrectionHighlightSaturation(graded_bt709, hue_chrominance_reference_color, y, cg_config);
NOOOOOOT AN SDR MATCH
maybe red fire girl's texture is just broken
her power is called plasma?
AO modulation softens shadows with lower res than then what the CSMs are
I without knowing, bypassed this with my debooger
aight, new Rendering Improvements just dropped babes
CrispTM shadows

Joshua was right
I am hearing the voice of god
Reno Dee Legs is now Luma-lite
Vanilla / CrispTM shadows
removing the AO modulation + increasing CSM shadow res would be based
we also need that AO injection
Is there a memory leak issue in this game? I played for five or six hours straight, and it suddenly froze. When I checked, the memory usage was at 100%, with physical memory and virtual memory combined taking up 80GB. It turns out the freezing was caused by the virtual memory filling up the C drive. This is just ridiculous.
thats wild i still havent gone above 15gb even with playing half the day
Unless it's a bug with ReShade, but that's unlikely. After all, I've been using ReShade with other games and haven't run into this issue before.
DX11 issue apparently
not reshade or reno caused
Hence why we started looking into VK
but VK has its own issue with us setting it up
You'll have to regularly reset the game with DX11
every couple hours or so
I'll test it again tonight. For now, I can only use DX11 — switching to Vulkan only lets me run RTX HDR.
literally was going to ask this same thing
F hopefully the DX11 issue is fixed soon
my RAM usage went up to 20gb and it was lagging like crazy
jesus FUCK
what did you do
but yea
that's some
Oh my! Are you guys really planning on adding some kind of AO and tuning shadows?
TI shit
So theyre using their cope capsule AO that barely does anything
then they have these shadows that only apply from the sun
in interiors, the AO/shadow thing they have doesnt apply
since the sun cant occlude
as for why it wasnt casting on grass
uhhh, its in the G-buffer and all calculated
they just removed it after in another shader

no sorry, its there but set to such a small value that you can barely see it
maybe they ran into artefacts or something
other meshes have a higher value so shadows appear, foliage has a non existent value bias set so it looks like shadows dont cast
its there
but very very small
My first time messing with stuff like soo I might be talking out of my ass
So yhhhh.... Game doesnt have 'actual' AO
but we can get grass to cast shadows now
slap on some postprocess rehsade AO
gyatt damn brings the game back to 2025 standards
24/7 reno gulag
im not sure if im just immune to the mem leak or what but this is after 6 hours of play
thats with chrome hoggin rain meter and other stuff running in the background
page files high i suppose but never enough to make the game commit death
hmm interesting, I wonder if certain game settings cause it.
🤷♂️ dx11+Reno+optiscalar for fsr4 set to nativeAA
yeah I'm using DX11+Reno with DLSS 4.5 Preset M - the DLSS might actually be causing the issue based on some reddit posts I've seen
Yea I saw that apparently tower of fantasy had an issue with dlss mem leak
No shadows on foliage
Mem leak suspected to be DLSS/Reflex
Welcome back The Beast
tof is vram leak
not ram leak
the game ran vfine on my 3070
and 64GB RAM
until it leaked and my 3070 8gb slowed down to a pulp
Just be aware I am still working with screenspaced stuff
and their screenspaced stuff at that
so edges and yadda yadda
will look bad
Decided to check VRAM as well. My PC is leaking all over haha.
And I've been playing for less than 1 hour.
Good lord 😂 30gb vram used
Same 9070xt no vram leak
i'll take my memory filling up over the utter dogshit performance i got on vulkan
no idea what was going on there still
hopefully it'll be fine when reno eventually runs on VK for this game
Final Final Final V5
- 'Better' shadow casting has been added
- Added Sun shader permutations so newer areas are effected
What causes the difference ?
^
^
sleep well
Dis you rest mxao ?
nope
just adjusted vanilla code
Game still lacks proper AO though
I'll think about it tomo or whenever
Maybe I can botch in xeGTAO from Luma
Great idea ! Sleep well !
commit?
or pr





