#Arknights + AK Endfield

1 messages · Page 4 of 1

dusky wave
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If I add reno

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And the command to fix the streamline CTD just results in reshade not opening

median robin
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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

dusky wave
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I also don't know if and when Crosire will add FG support to VK reshade

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Every VK based reno right now can't use FG

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Unless

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DXGI proxy maybe

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I dunno

woeful raven
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I alredy have a VK mod base

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From the other say

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Day

balmy ember
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are we cooked? 💀

woeful raven
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Just need to dump new shaders

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I'll do a patch with everything in the shader precomp first

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@serene bridge

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You're up again on vk

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xd

fast topaz
woeful raven
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Ray tracing is also not coming to dx11

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Unless they add dx12 which would even add more fragmentation

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When they only have dx12 for compatibility

fast topaz
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Doubt they will go through the effort of adding DX12 when their main api is Vulkan.

brittle kiln
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does anyone have a rest bypass / marty rtgi config yet

dusky wave
woeful raven
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the main issue is

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Its harder to read

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And the shaders are not functional unless you fix them with ai first

median robin
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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 KEKW

woeful raven
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@dusky wave teh shaders are not flattened so get ready

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i have to update this to use the lutbuilder method also

fast topaz
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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. ^^;

dusky wave
median robin
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You just need grok with ads for more prompts

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Like gpt is doing

woeful raven
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tbh maybe i should skip the shader precomp

dusky wave
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Opus 4.5 is 3x per token

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In this economy????

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All the others are 1x

woeful raven
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If ur running out of usage

dusky wave
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Gemini 3 flash to copeTM until Feb 1st for VK

woeful raven
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Claude 3 haiku is retarded

dusky wave
woeful raven
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I wonder

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I have almost unlimited gemini 3 pro prompts through my account

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Wonder if i could feed it to copilot somehow

fleet socket
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is there any way to disable the DoF? i'd frankly rather not have it at all over the current broken implementation

unkempt pulsar
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is it only broken when using upscaling? i've not noticed anything wrong

median robin
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Seems better without DLSS yes

woeful raven
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use taau

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and complain in survey

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this game is piss easy to run

fleet socket
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i mean you can just do DLAA instead

stable lava
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DLAA with preset L Gigachad

woeful raven
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complain in survey anyways

dusky wave
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When using DLSS/DLAA

fleet socket
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oh

dusky wave
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I tested them and it's rip

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Where the vid

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theres ghosting all over the place and the scaling is borked

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same applies to DLAA

woeful raven
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slop code time to complain

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what if

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you open VK

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and it doesnt have this slop

dusky wave
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might be a Cope11 issue tru

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Anyone wanna test

unkempt pulsar
median robin
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@dusky wave looking absolutely smashing

dusky wave
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Now we just need RT

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And VK with working FG

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So I could frameslopmaxx

strong vault
woeful raven
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can someone confirm

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whether VK does not have the mem leak

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i would be really funny if the mod was made

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and it still leaked anyways

dusky wave
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And it still leaks

median robin
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lmao

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I could check

woeful raven
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yea

dusky wave
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Do a bunch of content

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Because I took wasn't seeing any leak

median robin
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content in SDR

dusky wave
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Then I did some content + story

median robin
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might puke

woeful raven
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sacrifices

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need to be made

dusky wave
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It's why I haven't tested VK

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I have to use SDR

woeful raven
dusky wave
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We are truly suffering

median robin
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when I took the SDR comparison screenshot earlier

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sad days

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Off to a good start. Game crashed immediately

dusky wave
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You'll have to remove Reshade I think

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It did the same for me

median robin
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yeah

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I did remove the .dll but not the reno addon oopsie

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thought it had no effect if no reshade

dusky wave
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It shouldn't?

median robin
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I dunno, it crashed with just the .addon in. When I removed it it launched fine

dusky wave
median robin
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how long of a sample sesh would you guys need to be certain no leak? cause SDR is some sad shit lmao

dusky wave
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Standing in one spot isn't enough

median robin
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no I'll run around and do stuff, don't worry

dusky wave
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I did a few combat training actives

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Ran around

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Collected some materials

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The more times you go through menus

median robin
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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

dusky wave
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People are really using RTX HDR for this banger

median robin
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I've ran around the wordl, teleported back and forward, done some factory, as well as a couple of runs of the protocol stuff

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stable 3.8-4.1 gbs of usage

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never seen dx11 be this stable so I think it's safe to say it's better in vulkan

dusky wave
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Rip, DX11 is borked fresh from the factory on this one

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What about perf?

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More stutters, less?

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General utilisation

median robin
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about the same on a 9800x3d

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utilisation looks fine

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a bit more on gpu if anything

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but FPS is capped at 120 so hard to say

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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

grim kiln
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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 🤔

median robin
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1% lows seem a bit higher on vulkan than dx11

dusky wave
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Ritsu and Spiwar are working on VK

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give us some time

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Maybe Grok can port over the shader changes as well

grim kiln
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Vk would be awesome I don't think opti with fsr4 works on vk though

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I've never tried though

balmy ember
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How do I correctly launch the game (unknown error dxgi.dll)?

median robin
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there's instructions in the pins

median robin
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d3d12.dll

balmy ember
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I must be missing something. It's just the ussual process with and launch on DX11. Am I missing a step?

median robin
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name reshade dll to d3d12.dll put in GRYPHLINK > games > EndField Game and launch as dx11

balmy ember
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Oh wait there's a Reshade injector that's not in the pins?

median robin
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that was old method, not needed anymore

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but you could try injecting if the other way doesn't work for you

woeful raven
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yea bro

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read hte pins

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click the links

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😭

balmy ember
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But this wasn't in the pin despairge

woeful raven
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yea it was if you click the link

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it will link to reshade named as d3d12.dll

balmy ember
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Oh I skipped that I just used my local Reshade... Maybe add that to instructions

woeful raven
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sure

arctic echo
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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.

median robin
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I went back to dx11 just now and it's up to 7 gbs after like 5 minutes lol

grim kiln
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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

dusky wave
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They posion our food (DX11) to sell us their slop (VK)

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high level APIs have always been best

woeful raven
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@dusky wave I'll leave the skybox and teh extraslop that you added to you

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also

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my clanker gave up on me

dusky wave
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Had enough of your shit

woeful raven
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I asked it to make the glsl spvs from the dump

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readable

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after iterating on a few shaders

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it said

dusky wave
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My clanker was able to do some complex .asm to HLSL

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did it all himself

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or herself

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dont even need decompiler

woeful raven
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"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"

median robin
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themselves

dusky wave
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its cause you're not Opuspilled

woeful raven
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opus is 3x motherfucker

dusky wave
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ok

woeful raven
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insane

dusky wave
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and with all the others

woeful raven
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in this economy

dusky wave
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you havbe to do it 3 times anyways

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to get results

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Opus does it first try

woeful raven
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its like a human

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frfr

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give it one shader to make readable

dusky wave
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We are soon obsolete

woeful raven
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LMAO EASY

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give it 5 shaders

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"this is taking too long"

dusky wave
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server errored out

balmy ember
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Omg thanks so much for integrating hide goddamn UID

median robin
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but could claude solve this? I don't think so

dusky wave
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we'll figure out some maffs to get it to work with all res

balmy ember
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Thankfully that's my resolution, now I can actually play the game without that thing stressing me about burnin Stronge

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But ping meter still there?

dusky wave
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Me and Spiwar wanted it

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We can hide both

balmy ember
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Any chance you can implement? I really don't need it

dusky wave
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one sec

glacial kayak
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Can you guys make the uid brighter so I can cause burn in?

dusky wave
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Just UID?

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I can giga fry it sure

arctic echo
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So dedicated to Endfield that you brand your UID into your monitor.

balmy ember
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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

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My only options are 4096 bordlerss or 3840 fullscreen despairge

dusky wave
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We're forcing borderless and prevent fullscreen in the addon

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you should be fine

woeful raven
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oh yeah boyyyyy

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the vulkan mod is COMING together

dusky wave
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No more mem leaking

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World peace achieved

woeful raven
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ya no more vision

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world peace achieved

dusky wave
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you just get a black screen now

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TI pilled

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tru optimsation

glacial kayak
dusky wave
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I got his email

woeful raven
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fuck

balmy ember
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I hate when these gacha games do this

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Why even show it in the first place

woeful raven
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yea i should delete that

median robin
dusky wave
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Bet he never expected that

balmy ember
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You guys using DLSS for this or nah?

dusky wave
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DLSS borks DOF

median robin
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went over to taau

balmy ember
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It runs so well. I can do preset L at 4K balanced still runs at 120 fps

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Ah so we shouldn't DLSS?

median robin
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I mean if you don't care about the broke DoF do what you want

dusky wave
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If you dont want ghosting and pixelated DOF

balmy ember
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Even with preset L?

woeful raven
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yeah bwoi

dusky wave
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Preset or quality doesnt matter

median robin
dusky wave
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Something about DLSS breaks MVs

median robin
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btw Spiwar, you'll never get past tutorialslop. The whole game is tutorial after tutorial

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they take handholding to the next level

balmy ember
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I think I've seen worse tutorial slop in gachas it's not that bad this far

median robin
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considering they explain every factory mechanic at least twice, I think it's pretty bad

woeful raven
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the tutorial slop is so bad

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its more confusing that if they let y0ou just explore the factory

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on your own

balmy ember
balmy ember
median robin
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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

balmy ember
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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

median robin
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it be like that

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but hey at least the waifus are good

balmy ember
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I didn't expect death stranding stuff. I kinda like it

glacial kayak
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Yeah the more the tutorialslop lessens up the better it should get

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When does the tutorial end?
That's when the tutorial begins

median robin
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it will eventually end I guess, but I dunno the first 10 hours feel like 7 hours of tutorials

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I probably have been playing for closer to 20 hours, but oh well

glacial kayak
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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

median robin
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to appeal to as many as possible I guess?

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in the process alienating quite a few

balmy ember
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Idk why but mobile gachas always have this

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They just don't treat you as a gamer

median robin
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mobile gamers tend to be very casual, and enjoys having most of the work done for you automatically

glacial kayak
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Lot of people who play them aren't

balmy ember
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Pretty much

glacial kayak
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And even if they are these end up being genres they aren't familiar with

balmy ember
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Im curious do you guys prefer Reinhardt or Hermite for this?

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To me rein is just too dull, shiny combat effects is one of the reasons I like these games

median robin
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Hermite preserves highlights better, and is generally preferred I guess

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reinhard is more safe in not blowing anything out

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as I understand it anyway

woeful raven
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the termite spleen/reinhard toggle

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is just there temporarily

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until me and forge decides which one is better

dusky wave
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Neither

woeful raven
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then just hide it agian

dusky wave
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Go ACES

woeful raven
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real

median robin
tough nimbus
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How were you blowing out and hue shifting

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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

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I guess you can check avatar

tough nimbus
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You can leave the lutbuilder with the extension like before and move hue and chrominance adjustments to the uber

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Send the lutbuilder and an uber

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Luminance tonemapping is also ass

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I do max channel

tough nimbus
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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);
  }```
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I would also just nuke tonemappass entirely

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and do max channel hermite spline

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oh

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here's the function

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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;
}
tough nimbus
woeful raven
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doing this will nuke all the color grading options right

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unless i config it back?

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if i remember correctly tonemapass does that for you

tough nimbus
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You could force tonemap ass to be tonemaptype 1.f

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Which is none

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So it’ll have the grading sliders

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Just without tonemapping

woeful raven
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then do termite spleen max channel

tough nimbus
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Ya

dusky wave
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Peak

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Musa coming in clutch

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We get to keep tonemapAss

tough nimbus
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Oh also run max channel in bt2020

woeful raven
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I'll just also nuke the hue sliders

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since we're in tonemaptype none anyways

tough nimbus
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You can tie the hue slider to the hue shift in the function

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And maybe add a per channel blowout slider for that blowout

woeful raven
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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

tough nimbus
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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);
woeful raven
#

oh thanks completely forgot about that comment

woeful raven
dusky wave
#

Wer patch notes

woeful raven
#

im eating chips

tough nimbus
#

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

woeful raven
#

can t type wc 1 hand

tough nimbus
#

I just randomly chose a value

woeful raven
#

ya i didnt see much diff

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whem i moved to 2

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so i kept at 4

tough nimbus
#

I do like 10 or more in games usually

dusky wave
median robin
#

been playing for a while on dx11 now and it has capped out here. Not sure why it isn't climbing more, but yeah

tough nimbus
#

idk how much hue shifting this game actually needs

woeful raven
#

anywhere with super strong colorszzz guys

dusky wave
#

Time to test

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Previous max channel thing was borking colours

median robin
#

mainly pink

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new build Laevatein skill

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looks a bit more pinkish?

woeful raven
#

reference peak 4 / 20

tough nimbus
#

ideally you only hue shift as much as is necessary

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don't want piss yellow fires and explosions

woeful raven
#

this game probably needs a lot

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one sec

tough nimbus
#

I would just look at fires

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you can also reduce individual blowout and hue shift components

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maybe needs more blowout than hue shifting

tough nimbus
woeful raven
#

4.f

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maybe 2 would be better

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huh

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it somehow wasn't applying before

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even 4.f looks fine now

tough nimbus
#

maybe you were mixing up graded and o0.rgb

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what does it look like now

woeful raven
#
 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

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kek

tough nimbus
#

try like 10

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or maybe 8

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wat

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why aren't you using devkit

woeful raven
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no i mean it wasn't working

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until i load the shader in devkit

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so maybe i forgot to build the addon again

dusky wave
#

SDR / Previous hue and luminance allat / New Max channel

woeful raven
#

that new max channel might still be the old file so one sec

dusky wave
#

You see fellas

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how many ways there are to skin a cat

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Color UniversityCity over here

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per channel

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luminance

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max channel

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by luminance per zoominance

median robin
#

I have no idea what's going on, but I enjoy keeping up anyway

woeful raven
dusky wave
#

My version was for the Patrician's like MPaul to enjoy

#

your version is for COLLLOOORS

tough nimbus
#

if we don't blow out at all they appear oversaturated

dusky wave
#

and borked like in the prev pics

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but if we do too much SDR hues and chrominance

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it'll get muted

woeful raven
dusky wave
#

in the middle?

woeful raven
#

10.f is still slightly sat

dusky wave
woeful raven
#

4.f could be better

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so what do we choose

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6

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or 7

median robin
#

oof

dusky wave
#

Activated like th Winter Soldier

dusky wave
#

but making it better than photo 4 without the highlight/colour griefing of pics 2 and 3

tough nimbus
#

3 looked better than 4

#

4 was autohdr slop

dusky wave
median robin
#

photo 4 was how the previous build was?

dusky wave
#

3 looked better

median robin
tough nimbus
#

I'll take it over autohdr

median robin
#

did I use the plasma guy correctly?

dusky wave
#

@woeful raven plasmaGuyHdr or autoHDR

#

which way

#

western man

dusky wave
dusky wave
# median robin photo 4 was how the previous build was?

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
woeful raven
#

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
dusky wave
#

DX11

#

VK is WIP

#

it worky

#

but theres issues and devkit crashes

median robin
#

but black floor VK looks so good

dusky wave
#

black floor

tough nimbus
#

we don't use sdr hues and chrominance

dusky wave
#

oh

tough nimbus
#

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

median robin
#

time to reset my memory lea- I mean update to newest reno version

dusky wave
#

aight babes

dusky wave
#

final zip bomb dropped

#

I now need to work on skybox for different areas

#

each zone seems to use its own thing

woeful raven
#

there's only two zones now iirc

dusky wave
#

Got to the valley and quarry and HDR sun stopped working

median robin
#

yeah I was gonna say Forge, but didn't wanna impose

#

you've done alot today

#

all of you have

dusky wave
#

We have 4 Renocels working on this game

#

Spiwar the OG
Me
Ritsu on the VK
Musa the AOT helping with zoominance per fartlemance

tough nimbus
#

attack on titan

median robin
#

all this for tutorialslop

dusky wave
#

theres soo many of them

#

goooddam

#

I am still unlocking stuff

#

tower defense

median robin
#

they put arknights in arknights

#

pretty cool

dusky wave
#

theres a whole damn AIC research tree

#

theres a fuck ton of content so far

#

and a trillion tutorials for all of them

median robin
#

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

dusky wave
#

Def not me or Spiwar

#

More hours in VS code than the game

median robin
#

time to enjoy the game now

dusky wave
#

I'll have to redo my add-ons using the goat musa's new max channel method

#

Truly the AOTest of all time

tough nimbus
#

what is AOT

dusky wave
#

Shit

#

I meant OAT

#

Of All Time

woeful raven
#

dont ask a brainrotter to explain the brainrot

dusky wave
#

What 30hrs of VS code for a gatcha does to a mf

woeful raven
#

my endfield crashed because of the ram leak

#

lol

dusky wave
#

Max channel soo good

#

It maxed out his ram

median robin
#

damn

#

I maxed out at 18 gigs so far. Have yet to crash

woeful raven
#

nevermind i know why

#

probably display commander

#

not the game

dusky wave
#

I haven't tested to see if driver side AF 16x woeks

#

It might grief with the same red artefacts

unkempt pulsar
#

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

dusky wave
#

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

median robin
#

blowout slider doesn't seem to do anything for me

dusky wave
#

Blowout and flare

#

Aren't tied to tonemapper again

#

Since we using None now for MapAss

woeful raven
#

weird

#

but yea its the way to go

#

also

#

god damn man

#

look at this baked stuff

#

where is that RTGI bypass

dusky wave
#

Foliage is slop

#

Flat AF

dusky wave
#

Somewhere

#

I CBA to add it

#

Enjoy un-AO'ed foliage

#

Why do you think it runs so well?

woeful raven
#

true

#

no AO

dusky wave
#

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

woeful raven
#

once again

#

we point our fingers

#

at mobile sloppas

dusky wave
#

Well TI coded individuals also don't like their games being 100GB

#

You can't exactly bake food lighting for no storage size cost

woeful raven
#

bake food lighting

dusky wave
woeful raven
#

they spend so much time

#

mastering the PBR materials

#

on the char

#

they forgot to add AO

#

slop

fleet socket
#

fwiw i don't seem to have the memory leak on linux with the dx11 renderer. i'm also on amd

median robin
#

@dusky wave sun works in the area to the right of the hub fyi

dusky wave
#

Quarry?

median robin
#

no north of quarry

dusky wave
#

Good to know

#

So perhaps it's just new regions that might not work

#

But areas in the same region do

median robin
#

it's all in Valley IV so far, but quarry is the one with the most different look I guess

balmy ember
woeful raven
tough nimbus
#

You can get blowout and flare by using the usercolorgrading() function

#

Or you can take the custom version from Ori 2

woeful raven
#

need some of that post process AOslop

fast topaz
#

Assume you are using a Reshade AO filter

woeful raven
#

yea

fast topaz
#

Are any of the AO filters even good?

woeful raven
#

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

fast topaz
#

Also no 16x AF. Or maybe that is just because I have a 50 series card. idk

woeful raven
#

there's tiny smudge more shade there

fast topaz
woeful raven
#

i mean

#

you can boot into vulkan and test

#

report back to us

fast topaz
#

I'm lazy. XD

woeful raven
#

🤷

#

game looks properly shaded now

#

maybe should add in that bypass after all

median robin
#

How much of a performance impact are you getting with rtao on?

woeful raven
#

post process rtaoslop takes me

#

2.7ms

median robin
#

Not bad at all

fast topaz
#

The RTAO shader is a paid one? RIP

woeful raven
#

RTAO only

#

no RTGI

fast topaz
#

Ah. I was looking at Marty's version

woeful raven
#

if someone finds a decent free one

#

that works with HDR

#

feel free to link

woeful raven
#

or whatever

#

there's also a shader that converts HDR10 to sRGB and sRGB to HDR10 if you want to run sdr only shaders

dusky wave
#

Since you're complaining

#

Let me add this damn bypass

#

I'll just ass the shader into the addon

woeful raven
fast topaz
#

I checked Vulkan. "Contact Shadows" option doesn't really seem to do much of anything there either.

dusky wave
#

And tell it to render before x shader

woeful raven
#

let me commit mystuff up

dusky wave
#

You won't have to mess around with reshade

woeful raven
#

so u can pull

dusky wave
#

Pull your ass

fast topaz
#

Who are we bypassing now?

dusky wave
#

Thing is, I kinda wanna use my modified MXAO

#

But then you plebs can't use it

#

Because I can't share

woeful raven
#

committed

fast topaz
median robin
#

Isn't mxao free?

woeful raven
#

mxao free but is not hdr compatible

#

most reshade shaders are written for sdr

median robin
#

I guess there's a different reason his modified mxao can't be shared then

fast topaz
#

Based off of someone else's code maybe and doesn't want to redistribute?

dusky wave
#

MXAO is a one liner btw to make HDR

woeful raven
#

bro never read the license

median robin
#

Well there we go

dusky wave
median robin
#

I have indeed never read the license lol

woeful raven
#

smh

woeful raven
#

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

fast topaz
#

wtf is Reshade.fxh?

#

wth is this thing bitching about? XD

#

@woeful raven

woeful raven
#

figure it out yourself

#

something something

#

works on my machine

tough nimbus
fast topaz
tough nimbus
#

maybe you need to update your reshade shaders?

#

reshade.fxh is in the shaders folder

#

its a dependency

fast topaz
#

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

dusky wave
#

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

fast topaz
#

After all of that RTAO doesn't even work with Reno...

dusky wave
#

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

woeful raven
#

existing AO

#

looks like

#

its not even on

#

in the first place

#

how are you gonna save that

dusky wave
#

AO_Boost 10.0F

woeful raven
#

real

#

better yet

#

craft your own ao

#

ForgeAO

dusky wave
#

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

woeful raven
#

0xD91A8DD3

dusky wave
#

me omw to add in RT

woeful raven
#

is the hash for the AO btw

dusky wave
#

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

woeful raven
#

i wonder if any of the resource upgrades

dusky wave
#

Spiwar still doesnt have a modder tag

woeful raven
#

can break AO sampling

woeful raven
#

my favorite gif

dusky wave
#

a bit of darkening near the feet

#

thats about it

woeful raven
#

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

dusky wave
#

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

woeful raven
#

wth are u doing bro

dusky wave
#

this is why we use Opus

woeful raven
#

i dont think u need ai for that

dusky wave
#

No but I am lazy

#

easier to prompt

woeful raven
#

isbn't pulling just literally one button in vscode

dusky wave
#

k

#

what if I like talking to my clanker

#

ever thing about that

woeful raven
#

you're literally this guy from detroit become human

dusky wave
#

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

fast topaz
#

Trash in, trash out.

dusky wave
#

Dunno why this needed a separate skybox shader

#

but problem solved

#

Can game bar support HDR vids one day

woeful raven
#

OBS one click away

arctic echo
#

To suffer system breaking if I don't restart the game for too long, or suffer SDR

dusky wave
#

its a probe for capsule lights

woeful raven
#

the fuck

dusky wave
#

the darkening around the feet is from their cope indirect lighting providing a shadowing

woeful raven
#

but that's the only thing that changed

#

when you enable AO

#

I only found that shader based on that same behavior

dusky wave
#

The size of the shader makes it sus to me

#

AO shaders are not 4KB

woeful raven
#

so they really did ship with no AO?

dusky wave
#

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

woeful raven
#

opens luma devkit

#

to update renodx

dusky wave
#

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

royal solar
#

so they kill off the entire game lighting so it runs well?

dusky wave
#

and draw distance

#

pop in all over the place

woeful raven
#

It also applies a bit of AO to the characrer models

#

Other than at the bottom of their feet

fast topaz
dusky wave
#

found some AO/ contact shadow shaders

#

theres 5 passes that build it all up

#

checking now to see why it barely does anything

woeful raven
#

the moment you found why

#

hotfix released to enabled AO

#

"our bad sorry"

dusky wave
#

soz, we just forgor to enable

#

build didnt ship with AO = 1

dusky wave
#

Added a debooger to visaulise AO and bruh

#

its just not there

#

doesnt exist

#

Heres your AO brooooo

#

Only applies to player operators

fast topaz
#

""Optimised""

dusky wave
#

Truly TI pilled

woeful raven
#

this is why the game runs 120fps 4k native

dusky wave
#

hol up

#

there is AO

#

so it just isnt applying

#

dafuq

woeful raven
#

dafuq

dusky wave
#

its even on grass

#

and foliage

serene bridge
#

was using forge build from yesterday compared to the latest pinned

woeful raven
#

is it barely any AO

#

making TI proud

#

or still calculating AO but not applying

dusky wave
#

Worse

#

it is calculating but not applying

#

utterly not TI approved

#

and by accident I managed to make the shadows SharperTM

#

epic

dusky wave
#

Dont even know what I did

#

maybe because I am bypassing their shadow filtering with the debooger

grim kiln
#

wizardry

tough nimbus
serene bridge
tough nimbus
#

and maybe lower peak to get stronger hue shifts

#

then you can make blowout default to a lower value

woeful raven
#

blowout already defaults to 100

serene bridge
#

ya its not enough

tough nimbus
#

lower peak in reinhardpisswise is the way I guess

dusky wave
woeful raven
woeful raven
#

it works fien on my screen

dusky wave
#

per channel blowout works

#

blowout isnt doing anything

woeful raven
#

oh you mean that

dusky wave
#

highlight sat, flare and blowout do do anything

tough nimbus
#

I have some grading function in dying light the beast

dusky wave
#

its becasue you're using None

woeful raven
#

with surtr

#

im convinced you might have a setting wrong or stuck somewhere

tough nimbus
#

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);
dusky wave
woeful raven
dusky wave
woeful raven
#

oh

#

you can access her in preview

#

ok

serene bridge
#

yeah just use her in the trial or something

#

i'll record something in a sec

woeful raven
#

no need

#

since i can use her trial now

tough nimbus
#

her power is called plasma?

woeful raven
#

no

#

we were just meming

dusky wave
# dusky wave

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

woeful raven
#

now find a way

#

to double shadow res

#

and nuke perf

#

TI will find you

dusky wave
#

removing the AO modulation + increasing CSM shadow res would be based

woeful raven
#

we also need that AO injection

open patrol
#

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.

grim kiln
#

thats wild i still havent gone above 15gb even with playing half the day

open patrol
#

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.

dusky wave
#

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

open patrol
#

I'll test it again tonight. For now, I can only use DX11 — switching to Vulkan only lets me run RTX HDR.

lilac pebble
lilac pebble
#

my RAM usage went up to 20gb and it was lagging like crazy

dusky wave
#

@tough nimbus The Least all over again

#

@woeful raven

#

grass now casts shadows

woeful raven
#

what did you do

#

but yea

#

that's some

grizzled herald
#

Oh my! Are you guys really planning on adding some kind of AO and tuning shadows?

woeful raven
#

TI shit

dusky wave
#

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

woeful raven
#

but we can get grass to cast shadows now

#

slap on some postprocess rehsade AO

#

gyatt damn brings the game back to 2025 standards

dusky wave
#

base game was casting shadows on grass

#

at 0.000005%

woeful raven
#

also

woeful raven
#

where is banger tracks we are promised

dusky wave
#

all the portal things

#

all those zones have bangers

woeful raven
#

zamn

#

if only I can play the game

#

just done with my stuff

dusky wave
#

24/7 reno gulag

woeful raven
#

time to add

#

reinhard piss

grim kiln
#

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

lilac pebble
#

hmm interesting, I wonder if certain game settings cause it.

grim kiln
#

🤷‍♂️ dx11+Reno+optiscalar for fsr4 set to nativeAA

lilac pebble
#

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

grim kiln
#

Yea I saw that apparently tower of fantasy had an issue with dlss mem leak

dusky wave
#

look at this

#

stuff has shadowing now

dusky wave
#

Welcome back The Beast

woeful raven
#

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

grim kiln
#

Ah gotcha

#

Oh man that shadowing looks very nice

dusky wave
#

Just be aware I am still working with screenspaced stuff

#

and their screenspaced stuff at that

#

so edges and yadda yadda

#

will look bad

grizzled herald
#

Decided to check VRAM as well. My PC is leaking all over haha.

#

And I've been playing for less than 1 hour.

grim kiln
#

Good lord 😂 30gb vram used

royal solar
#

I think is dlss issue

#

Im on 9070

#

No vram/ram leak

grim kiln
#

Same 9070xt no vram leak

dusky wave
#

Nvidiotbros

#

we were too cocky

unkempt pulsar
#

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

dusky wave
#

Final Final Final V5

  • 'Better' shadow casting has been added
  • Added Sun shader permutations so newer areas are effected
unkempt pulsar
#

thank you forge

#

do you ever sleep?

brittle abyss
dusky wave
dusky wave
dusky wave
#

to eep

unkempt pulsar
#

salute sleep well

brittle abyss
#

Dis you rest mxao ?

dusky wave
#

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

brittle abyss
#

Great idea ! Sleep well !