#Arknights + AK Endfield
1 messages · Page 5 of 1
i am tired
dunno wtf i am doing
whatever take my main and avoid all the other games
i am off
You got a copy of the vk build?
well
its kinda non functional cause i haven't patched the uberpost
but you just can just use your smash bros or bloodborne build and go in and it will still be black like that
Don't need it to function, just have to fix the blackfloor.
I'd rather use it directly just in case. Less variables and all that
If you don't have it ready then no issue
you think the red fire is fixeable?
okay sick
the improved shadows look really good
visuals actually have some depth now
it is more orange than the sdr gold yes
So potential future AO enabled/added builds in the works? 🙏
alucard's uber rt?
alright, just complained about the broken DoF in the survey 🫡
So, the game looks worse with DLSS and runs just fine without it, so why even use it? Is there no leak with DLSS/reflex disabled?
I actually prefer the taa look, but I'm asking is the leak only DLSS related?
Leak happens without DLSS from my experience
just did some testing without dlss and without reflex. Leak seems slower maybe, but it is steadily climbing
this is already much higher then I've ever seen on vulkan, so I think the culprit is solely dx11 and not dlss or reflex. Maybe the combination makes things worse
while typing, I tabbed back in and it's at this
@balmy ember
hmm, I dunno it seems to kinda cap at around 10 GB right now. Would be nice if others could test too
I will, but I'm not doing any long sessions. Will observe tho
my current session spiked at 21gb, then i alt-tabbed and it went back down to 14gb
why am I getting completely black screen everywhere today?
is it because i switched to fullscreen yesterday?
it didn't break then
oh it must be launching in vulkan
is there a way to configure a shortcut to launch in dx11? -dx11 and -d3d11 arguments don't work
I use the launcher. It saves the setting to launch in DX11
yeah but fuck the launcher..
was that without dlss and reflex?
currently without dlss + reflex. Safe to safe there's a still a leak without dlss and reflex
mine was with dlss/reflex
but is it normal for a game to creep up a few MB every second consistently after starting it with you just doing nothing? i'm watching it slowly going up
just went from 2.9 gb to 4.5 while typing this
a game should never endlessly creep up no
it could allocate more for certain tasks, then once that's done it releases that memory, which does not happen here. At least consistently
I know some games will use as much memory as you have. Then overwrite when it gets full.
Marvel Rivals 100% does this.
It is fine as long as it isn't causing crashes.
ah ok. but then we should watch virtual memory at least?
If it 100% fills up your RAM it could be a problem.
It shouldn't really me using virtual RAM. But I'm not an expert.
for instance i have my virtual ram set so high because of the star wars genesis mod it wants 80gb of virtual ram even though i have 32gb of ram itself and it does use it because of stability reasons because of bethesda jank so using some is perfectly fine
its when it overflows and not enough virtual ram does it become a major issue
am i missing something or there's no RenoDX setting?
ffs i really need to sleep
lmk if you figure it out ✌️
You can look at what spiwar did in the launch.bat we used to inject reshade earlier. It forced endfield to open in dx11 without launcher
It is somewhere in this chat
for some reason hide UID isn't working for me, I'm still at the first scenestho
hide UID only works at 4k atm
you could probably use spiwars old forced reshade injector i still have the files if spiwar dont mind i can upload it again
hope spiwar comes soon
that boy was working he deserves some nap nap
forge to but i dont think forge sleeps 🤣
@stuck sandal
The beast all over again
Except this time it's not missing from the g-buffer, it's just so minimally applied you can barely see it
Well the grass ain't that high quality I suppose
This one has to scale for mobile so it was probably not a priority
It doesn't cost more in regards to perf
The game is already calculating the shadows
They just look a bit low quality
Peeking into code although it looks like alien language to me but... Am I seeing AO being adder or that's just the shadows already in? Those shadows are a great addition though.
It's not AO, it's only shadows
I just left the slider float naming as AO since I started off with it (should change it so it makes more sense)
I assumed it was AO
The game doesn't have actual ambient occlusion outside of the small amount applied on characters
I see. This was just Spiwar messing with some custom shader I guess?#1440801914165002322 message
Yh, that's Reshade based AO
Also doesn't work with HDR I believe
most shaders dont to my knowledge
A lot of those shaders just do SDR shaping at the end
It's a one liner to get them working
Oh yh, in game vysnc is doing something borky. It CPU bottlenecked me
Disable and let driver handle it
Or display commander
Pmnox fixed a bug for Endfield
Driver side or DC AF x16 also seems to work
I am not seeing the red artefact atleast in Valley
us poor amd users driver level AF only works on dx9 cause amd has continued to go full potato for decades
oh wait i can force it through opti
and mipmaps
that's even weirder then
wonder why not give the option to display them then. maybe just thought it was more distracting to have low quality shadows than none at all?
but the more important question is where is the vk mod
Black floor looked interesting
Did the mod work otherwise?
It capped out at around 10 as well when playing then Ieft the game afk for about an hour and it crept up to 12.5gb so it's fine
Yeah it does looks like disabling dlss and reflex alleviates the memory leak somewhat

I dunno why they made shadow occlusion non existent on foliage
The distant trees in the quarry have~~ zero ~~ some blob shadow casting in vanilla
Maybe they know something I dont
maybe shadows will blow up in a later area
huge
oh wtf
thats massive
in the quarry it is more subtle for distant shadows

The difference is quite big in certain areas
Not sure if it plays into cloud shadows as well
This will touch anything from the sun
so any meshes in direct view of the sun will have better shadow occlusion
interiors dont benefit
It's a huge upgrade either way
don't forget the rtgi shader bypass 
path tracing would slap in this for sure but the chances are basically 0% lol
the game runs too well, they need to mess it up somehow
dw its not unreal slop 5
Path tracing is fun to remaster old games. But for modern titles, it is very much a brute force solution. As much as I would always be curious to experience a path traced game, I also dread how much it might become an escuse to forgo optimised graphic pipelines in the same way RT has been... unfortunately, RT games that look genuinely better than anything advanced rasterized games graphics can do are few and far between. Even more so if you want them to run okay. Although, the few that do tend to be stunners.
cp2077 is the only one for me thats truely transformative but that games a showcase anyway
Tutorials legit confuse me more
They try to teach simple things with most confusing way possible
idk. I thought they were pretty good. Concise and to the point.
But there is a lot. But most of it is just do element A then element B and thing happens.
yea they seem fine plus you get free pull currency
I don’t even need to read the text and i understand what it ask me
for reinhard piss is 12.5f the valeu to tune here
hey spiwar someone was asking if there was a way to skip the launcher to boot into dx11 and i mentioned i still had your launcher files for the old reshade method and that i'd upload them for em but i wanted your permission first
granted i had to have the launcher open so not sure how much help it would be anyway
ya
make sure that the defines are set up to match whatever you have them named as:
struct UserGradingConfig {
float exposure;
float highlights;
float shadows;
float contrast;
float flare;
float saturation;
float dechroma;
float hue_emulation_strength;
float highlight_saturation;
float chrominance_emulation_strength;
};
UserGradingConfig CreateColorGradeConfig() {
const UserGradingConfig cg_config = {
RENODX_TONE_MAP_EXPOSURE, // float exposure;
RENODX_TONE_MAP_HIGHLIGHTS, // float highlights;
RENODX_TONE_MAP_SHADOWS, // float shadows;
RENODX_TONE_MAP_CONTRAST, // float contrast;
0.10f * pow(RENODX_TONE_MAP_FLARE, 10.f), // float flare;
RENODX_TONE_MAP_SATURATION, // float saturation;
RENODX_TONE_MAP_DECHROMA, // float dechroma;
RENODX_TONE_MAP_HUE_SHIFT, // float hue_emulation_strength;
-1.f * (RENODX_TONE_MAP_HIGHLIGHT_SATURATION - 1.f), // float highlight_saturation;
RENODX_TONE_MAP_BLOWOUT // float chrominance_emulation_strength;
};
return cg_config;
}
ya
the blowout/ hcrominance emu -> new slider i guess then?
ya thats your per channel blowout slider
#1440801914165002322 message
ah already exists thanks im blind
1.5f / sdr reference
UserGradingConfig cg_config = CreateColorGradeConfig();
float y = renodx::color::y::from::BT709(graded);
float3 hue_chrominance_reference_color = renodx::tonemap::ReinhardPiecewise(graded, 1.5f, 1.f);
float3 graded_bt709 = ApplyExposureContrastFlareHighlightsShadowsByLuminance(graded, y, cg_config);
o0.xyz = ApplySaturationBlowoutHueCorrectionHighlightSaturation(graded_bt709, hue_chrominance_reference_color, y, cg_config);
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);```
Try running Reinhard pisswise in ap1
im dong ap1 correctly right
float3 graded_ap1 = renodx::color::ap1::from::BT709(graded);
float3 hue_chrominance_reference_color = renodx::color::bt709::from::AP1(renodx::tonemap::ReinhardPiecewise(graded_ap1, 4.f, 0.18f));
float3 graded_bt709 = ApplyExposureContrastFlareHighlightsShadowsByLuminance(graded, y, cg_config);
o0.xyz = ApplySaturationBlowoutHueCorrectionHighlightSaturation(graded_bt709, hue_chrominance_reference_color, y, cg_config);```
Ya. You can probably lower blowout strength
2.f peak 0.18f shoulder, reduced blowout and increased shift
i guess this is close enough
that looks real good
does it also make endministrator skill less orange and more goldish?
reference: #1440801914165002322 message
It should
Orange usually hue shifts towards piss yellow
does this just make it closer to SDR reference or?
Ya
I see
Does the game use any other tonemappers
not that i know of, no
there is one uberpost where it seems to sample something after lutsampling and srgb encode
but that's 1 out of 27 ubers
final... probably?
- Does reinhard pisswise in AP1, retuned default hue shift values, color should look more like sdrslop now
"I'll take over used terms for $1,000, Alex."
That said, thank you for the color fix. ^^
Did you lower the blowout default
yup pretty much the standard in chinese gacha games. overexplain everything to the point they confuse you. it's even worse with hoyo games. they always need a 5000 word essay to explain a characters kit that just boils down to "press skill to activate buff every 20 seconds and swap, oh and btw if you do any special action like parry/dodge/assist it gives you more energy for your skill so you should do that" but they need to write a book about it instead, i never bother to read anything in their games because of that as it's pretty much just 1) pull newest character 2) put them on the team 3) use against the newest content that's shilled to these specific units 4) close your eyes spam buttons 5) win
these came like this when installing the addon, but setting them to 100/50 respectively made the colours very close to sdr
might've been due to left over settings from the old version, I dunno
looks great now though! thx spiwar
endmin is also gold instead of orange
@woeful raven did you decide on reinhard or hermite btw? I see the toggle is gone
I liked hermite more i hope it's based on that one
It looks like hermite to me
yeah i think so too, they worked on improving its colors or something
oh yea for sure this version is peak
no
defaults have been changed
press the reset button

Spiwar and Forge slop has reached new heights
all this effort for a Gyattcha game
question is, do you want to continue playing the game now, or did the spark leave?
finally i can play the game, ty 😂
i'm gonna try to enjoy some of the HDR joy it can offer, but I'm not that hyped about it
at least the story slop doesn't seem to be that long as in some of these?
it really all depends how tedious the factory and grind stuff will be
factory you can completely ignore and just use community shared blueprints in the endgame
honestly, gachaslop aside, the factory is quite fun. Hopefully they expand upon it even more
is it as simple as copy/pasting the entire thing?
yep
there's also this
remember codes are region locked for some reason
coop stuff always is in these games
we're resource limited and not space constrained in the factory so you really don't need a hyper optimized build to get enough to max out your valley bux
after everything now
are you ready to patch VKslop

if there's no leak without dlss why bother?
ram leak is not related to dlss
dlss leak issues are related to vram
tof had it
only vk doesnt leak
but eh
just restart the game
there is a leak, it just seems less bad without dlss and reflex for some reason
I find it hilarious that your daily energy is called sanity. That is so fitting
i just barely finished ch1 after like 25hr because the factory calls to me
it really be like that
The OAT Musa came in clutch
with the zoominance per AP1 + AP0 + Huefartsniffing via reinhard pisswise
I want to upload pics on githoooob
but 10mb cockblocks me
troll despair
you know the only thing we missing
working AO
and RT reflections, RTGI
and PT
and FG
wait
I think we have planar reflections
aboard Dijon
Nope
I lied
Just good SSR
fooled by good SSR
What all you have running here? Just Reno??
just want to say y'all are fuckin awesome cause got damn this game looks so much nicer now with good HDR
Just reno
Right on. Wasn't sure if you guys were using any secret graphics tech on top of Reno. XP
you wut
does my renodx settings will be reset when i download new version of the RenoDX addon?
no they should stay the same as its linked to your reshade.ini
"just Reno?" 😒 should give it a little more credit. It is actually the secret graphics tech. 16 times the detail!!!!! And that's not even an exaggeration
Ok. Thanks Todd.
this time for real 
Wait what, it only works with dx11?
Yeah but it's fine. Turning off DLSS helps negating the memory leak (mine maxed out at 15 GB after 3 hours) looks better anyway
Does it? DLAA looked pretty good to me tbh
VK reshade no worky with FG anyways

On top of that
We're doing SDR path upgrading here
So you'll get transformer FG flicker

is that also the reason OptiScaler OptiFG doesn't work with them?
DLSS4 doesn't work with Reno in general from what I've gathered.
You have to use DLSS3.
Not sure if it is because 4 samples the game before tonemapping or because of something else with it.
Ah right, I forgot about this
endfield redemption codes
ALLFIELD
ENDFIELD4PC
ENDFIELDGIFT
RETURNOFALL
looks like there was a baby patch of some kind no one seems to know what it did though
Yeah. I had to rebuild shaders.
same
how's performance on dx11 vs vulkan so far for you guys
dx11 is fine really cant tell the difference
there is a memory leak it just took me a 13 hour run to hit it lol
13hr?! damn
I had to close the game again just now because of the memory leak. I really wish RenoDX could work under Vulkan. whenever the physical memory fills up, the game starts lagging, and it can only hold up for about two hours.
you could set a bigger page file mines been fine for 12-13 hours cause i have it set to 80gb lmao
if your vram is leaking though that might pose an issue as i have 16gb
but increasing page file could push out the time in between restarts
I previously set a 48GB page file. The main issue is that once memory usage gets high enough to start using the page file, the game begins to stutter after fast traveling — it’s probably swapping with the page file right after the teleport.
I'm using an RTX 5070 Ti. When running the game on DX11, VRAM usage doesn’t even reach 7GB. My RAM is a bit on the low side though — just 32GB of DDR5 6000.
nuh uh
i have 32gb of ddr4 is your page file set to a ssd?
mine after my 13 hour run
no hitches or lag i didnt need to restart just figured i should
hi zen user can you tell me if youtube loading time is slow for you?
Yeah for me it starts out like 4GB then stops around 6
Why is the game so cooked for you guys 😭
RT reflections on IOS but not on PC is hella confusing.
It's pretty similar to a friend of mine playing GTA V on his windows OS
Memory leak to all his 64GB ram
But linux is fine
Will I get banned from doing graphics debug on the game hmmm

i mean the memory leak exists on dx11 but I never really go over 87% memory load even after 3hr sessions

6 Renocels now

I’m playing on vulkan
Damn rip
Ritsu is working on debooging VK, give us time
its fine
well
he already fixed it
#1454963368870809786 message
you guys deserve a break
you know their stupid input prompt when you switch from MKB to controller and vice versa
it freezes the game so if you turn off UI
you get a nice freeze game screenshot function
No no im just curious about the AO
Its very unpleasnt XD
It doesn't exist
here's the thing
I debooged
there is no AO
There is AO under characters still
It's only applies to characters
ya
thats the only thing that changes when u turn on AO
speaking of which
forge where is that gtao patch


GTAO patch?
Oh
Inb4 they release a patch that updates AO
I also want to remove the stupid uid thing XD
I already have that in the addon ya
ping and UID hide
Oh nice
but it only works when you're using a 4k screen
cause i hardcoded it for 3840x2160
there should be a way to fetch swapchain res
but i haven't got to it yet

^
@gloomy tulip
With renderdoc
yeah
Renderdoc is rip
browser using 18 gigs of ram 

only auto HDR left
Hacking tool 😭

isnt that just typical ACE message
there should be a renderdoc that bypasses anti cheat
but I dont have that fabled software
Reno devkit or Luma devkit are your only options
I did launch the game with renderdoc pro
But it crashes before getting to arknights screen
the grasses still look kinda glowy because no AO but it's better than before
I do have access to grass draw shader
I could decrease the brightness or something
I think it's also not affected by cloud shadows for some reason
When a cloud shadows goes over the grass, it doesn't get occluded and the brightness stays the same
Which reshade do you guys use hmmm
what is this TI shit
too expensive to calculate occlusion

inject as d3d12.dll
Oh DXGI doesn't work
yea you need to rename it d3d12
Thats so weird
Anti cheat blocks dxgi but they forgot d3d12
I see what the game did to anti debugger tho
Literally restarting the device to crash debuggers
Thats AO hmm
There are AO for objects tho, so weird
Let me check again which shaders I touched
Because I captured G-buffers as well
Whilst trying to figure out what the hell is doing on
(but I am a monkie regarding rendering)
when i wake up tomorrow miru is gonna have ao working fr fr
AO does get applied hmm
I just set it to 0.0
Yeah I thought that looked similar, its AO multibounce
Should I simply place the ReShade64.dll directly into the game's root directory?
🥹
AO is definitely there
This is texture AO
AO pow 2.0
They just didnt apply AO that much at all
I removed multibounce there but i should add it back
This is applied for environment, 1251 and 1252 probably for characters
Anime characters don't want AO otherwise they look like crap
yep, it was evident when we started slapping on Reshade based AO's
separate one for characters one for enivorment?
AO gamma
@woeful raven is your branch up to date on githoob?
I pulled, rebuild addon on my end but the colours arent the same
also missing ping text hide option
Seems like always only the 3 passes
When I disabled draw for the other 2, nothing seems to change tho
Did you move the camera
This game has a bunch of shaders where when you undraw it still sticks on the screen
They are always drawn
Probably some small effects that dont matter
Also havent got any mem leak yet
Try going through menus a bunch of times
I start off with 10ish GB
After a couple hours it's 30GB
Weird I still get CTD with renoVK dll + VK devkit
oh nvm windows blocked me from downloading to programdata 🤦♂️
They just updated the game 
Lets hope no shader change
wait we getting better ingame AO now?
it did oof
missing shadow casting from some light sources and what looks like indirect lighting
I noticed a few micro stutters as well, but I still had plenty of ram left, game was only at around 13gb then
Should anything at all go into pagefile if you still have unused ram available?
It looks like I'll just have to put up with this issue until Vulkan becomes usable.
Found the vk shaders nice
0x6355294A - vegetation
0xDC2D567C - environement
0xCF1D8B6E - unknown thingy
@dusky wave Which shader is used for the shadow you found hmm
Just above AO
theres a bunch of pixel and compute
in DX11 anyways
^
ignore the 'game doesnt have AO' part
Hmm do you have the hash

I couldnt really see it in the video
This looks like screen space shadows tho
From the way they fade away from edges
Or do you have your repo so that I can check XD
Are you looking for CSMs?
I dunno the above is all I found
maybe I didnt look hard enough
correct us
I'm in vulkan thats why i wanted to know the dx11 hash/shader
again I am a monkie at this stuff
iirc those shaders just combine all shadows into an RG texture when i was messing around in dx11
Hmm I see what you guys did, its basically hardening the shadows
I guess I won't touch it I will just do the AO for a small vk addon with sdr
That has been bothering me
number 1 complaint from people here as well
hence why they've been pestering me to add AO
or improve it
is vanilla AO good tough?
I am seeing a ton of shimmering
Also vulkan reshade seems more straightforward, dont need to hack in a d3d12 dll
I think its some GTAO from unity?
It looks like unreal GTAO too
oh yh, @gloomy tulip DLSS/DLAA is doing something funky with DoF. Extreme ghosting and pixelation.
Looks like its running at 360p sometimes
I think I saw that in vulkan, nothing can be done unless dev fixes it
noticed it in the introduction phase where we're inside the ship, the yellow lines on display of ship is ghosting no matter the dlss setting.
Submitted bug report
also what are those pink grid lines? for looking at ghosts?
Uh oh
Phew
@woeful raven
AHHHHH mobileslop holding us back
blurs like a mf
foliage shimmers like a mf
Now we know why its so subtle
if they made AO actually do AO and look like AO
you would see all the shimmering and blurring

time to port xeGTAO into reno dee eggs
Holy shit what is that 
Looks like the shaders used aren't exactly fixed in vulkan hmm
These is this in open grassfield
It's probably the same in dx11
But all AO shaders will do this
float3 AOMultiBounce( float3 BaseColor, float AO )
{
float3 a = 2.0404 * BaseColor - 0.3324;
float3 b = -4.7951 * BaseColor + 0.6417;
float3 c = 2.7552 * BaseColor + 0.6903;
return max( ( AO ).xxx, ((AO * a + b) * AO + c) * AO );
}
I just decompiled everything and search for the magic numbers
This is horrible tho, making AO even weaker

throw it all out
replace with new AO
but I also dread updating stuff
this game is a GAAS gatcha that is getting updated every 15days
Cloning renovk takes so long 😔
Didn't you guy said you fixed raised blacks ?
Or is there an option I missed in the mod ?
Ho. Maybe Scene gamma correction is supposed to be BT 1886 ?
Gamma correction is emulating gamma for HDR to match SDR
The game doesn't have raised black floor from what we could see
LUTs or other grading isn't raising the black floor
I like how BT 1886 looks in this game but 'correct' setting is gamma 2.2
Maybe only the first scene is fucked then.
Because HDR analysis gives me minimum at 0.3
Well
Could be volumetric fog
You won't have perfect black floor all the time
Plus chasing 0 nit black floor is a meme
If volumetric and fog looks way too 'hazy', I could try out Pumbo's OKlab fog blend
See if there's an improvement to be had
I hear you. But 0.3 - 0.4 is pretty high !
I'm litteraly on character selection screen though.
It is obvious there. But it might not be after.
What is that ?
Pumbo has a method of doing fog blending
It was added to Cronos
Makes the games fog looks significantly better
I agree on this
Unlike the UE5 generic anti soul gas look
You guys are so productive its scary... my games look better for it though !
Yes. But 0.4 is very washed out.
Yeah don't get obsessed with chasing 0 nit black floor all the time. You might just crash. Endfield doesn't look washed out to me in 2.2 (if you compare it to vanilla, but what should be compared to is SDR) but this game doesn't have a problem with potential black crush so if you like it might as well try
I'm actually testing BT 1886 gamma + 0 shadows ( on character selection screen) and I'm still not getting black crush.
Well it does seem the character selection scene was indeed a particularly virulent offender when it comes to black floor. Following scene seem fine enough.
Well I got this so far, didn't use slang because too lazy to change syntaxes
anyway i will just throw the src and addon here for vulkan (changes AO and SDR only)
heat, you modifying vanilla only?
or is this customised
noise around the players feet is rip, so I am guessing its still vanilla-lite
We can implement into VK when we get around in 2514?
or just tell users to download and use it alongside Reno HDR
Same way as with The Beast
I mean you guys can probably do it in dx11 the same way too
I will take a look in a bit
I tried some things for AO but I couldnt get it too look good
The game has anti debug so kinda rip
The AO seems to accmulate over many frames too so you can see some delay with camera movement
😔
yep, I noticed this
its just rip
have to make do
or add in reshade bypass for shaders I suppose
So much temporal stuff TI is gonna have a field day
Let me push my reinhard pisss changes to gith00b
pushed to gith00b
Zased
You wanna AO dis?
I must be a lucky bastard, because I've gotten every 6 star other than Yvonne and Pog so far

Most 5 stars as well
gimme that AYYY OOOO
i got two *6
in standard
one for each 10 pull
ember and then last rite
how da hell did you get all *6
Not all
I am missing Pog
from standard
and Yvonne
Dunno, I got double 6 star in a the same 10 pack

Then got double 6 star weapons
vulkan addon just sdr?
its not a Reno HDR
okay thought so just ao stuff
Miru did similar with The Beast
where he modified RT using Reno
because it allows for easy shader hooking
We'll take a look, since whatever the hell I tried for AO looked terrible
another patch with no notes what are they doing over there
i mean
that happens in wuwa all the time
random micro patches
doesnt really matter
huh that was weird i had to launch the game twice to get it to start 🤔
fine now though
this pixelated fog really is so annoying
Thanks for reminding me to restart. 30 GB VRAM, 55 RAM usage.
Oh I tohugh you did that already. Was about to ask for highlight color because still feels a bit off so guess you're still at it?
no
this is it
I am just pushing the changes to github
I just had mem leak with vulkan tho
the addon I linked is with the changes built in
if you want 10000000% sdr hues then we'd have to tonemappassloppa
then musa will pop a vein

No! No! I trust your criteria in this blindly. I'm kind of clueless about this stuff, still a lot to learn while lurking.
I was having a blast with how incredible this mod looked after playing SDR for a day. But some people brought up the matter and started taking a look closely.
Oh nice. I checked those on phone last night now on desk look perfect.
Video brightness should match peak brightness?
Damn I usually start playing games on HDR then RenoDX launches and tweaks and fixes many things. But this is the first time I start on SDR than jump to RenoDX and cannot go back.
no
I set it to 500 and if you use it shouldn't go further than that
i mean you can if you want
but it looks kinda ass
Always happens with these big boy shaders
if I see its more than 1K lines its probably ogre
now I need to figure out why its missing gi or whatever that is
seems to stop light sources from drawing
you guys are going to get all this stuff working and then theres going to be a patch that enables it natively
nah
we are going to get this working
and next patch breaks all shaders

so apparently
there is a shader that doesn't swizzle its xyz coordinates


nevermind
I forgot to swizzle one shader

it's supposed to be yzx
Why not disassemble then reassemble to skip fixing the decompliation
hotfix - uses correct rgb coordinates for one shader
Anybody had issues with the mouse behaving stupid in this game? Like being blocked by something mid screen.
looks to have worked

ty
oh new addon drop guess i'll restart 😂
i want to use the rt in my shaders
can i do it
maybe the way i install my reshade is wrong
i can log in my account
but i can not enter the game
i use vulkan
now i can use my reshade only to take screenshots
🤓
Wait did they remove DoF or maybe it's not present in this missions I'm doing now?
once again glad i checked this server... blown out huds and discord streams with rtx/auto HDR is horrid
Is it "useable" at lower values or is it hopeless
Going from 1 (base) to 2
Ehh
You can see shimmer
On grass and other meshes

Base AO is beyond cooked

Refer to this
bro
its not just the shimmer
when you move the camera
its like the AO is rendering at 1/8th flow rate so you have ghosting
even reshade with estimated motion vector AO looks better
can you upload that? i wanna see what its like with fsr4 or are you on dlss?
is that vulkan or dx11?
oh okay cool yea let me see probably pointless im just more curious then anything
reshade bypass + post AO or xegtao is the way i guess
Thing is
I cant do full on xegtao
I need multiple passes
and shit
Reno cant do that
Reshade based AO shaders handle allat
we did all this cope
just to return back to reshade bypass
0 is off
1 is vanilla
8 is max number I allowed
I just did what Miru did
Like if it wasnt rendering at fucking 240p internal res with attrocious shimmer and temporal accumulation all over the place leading to ghoting it could be aight
i might be dumb but i cant get game bar to record a clip lol
it is improved with an upscalar on, 8 is definitely smeary but 3-4 looks decent in motion
check edges of meshes and buildings
it creates off whiteTM stripes
with ghosting as it lags behind until you stop camera
AO with inertia

ya
ahhhhh
inertiaAO
gotcha yea i see it
its just subtle enough i almost missed it
need to be looking in a corner or an edge i was looking at the grass
grass looks okay delay wise but the edges/corners are busted for sure
stationary though it looks great shame its so jank the game really needs proper AO of some kind
stationary it will still nuke the sharpness
yea that i offset with optiscalar
Do it
does rest have nay issue launching alongside reno deegs
just give the config and people can use their own AO shader
That's slop though
Might as well include every tonemapper
And tell users good luck

if u want then
this already works with HDR
plug and play
Works for me in FF14 and WH3
What's the license?
AGNYA
we're just sharing a REST setup though
not modifying it (since it already works in HDR without modification)
I already did
Bruh
Renodx can tell reshade where to apply it's effects

I forgor how to set it up again since WH3
is your WH3 mod on the repo
ye just give REST setup and where the shader at
then later on i'll add it within reno
or someone else can do it

last time I tried REST didn't work with reno
does rest have a performance overhead?
someone made a full fps unlock https://www.reddit.com/r/ArknightsEndfield/comments/1qksh54/it_is_possible_to_unlock_endfields_fps/
yea for sure im not using that reno with AO i was just curious i'll wait for a proper solution
Maybe we'll get Non Dogshit AO unlocker
Unobtanium AO settings
need that for dx11 now
i should've actually clicked the release tab instead of assuming it was vk only from the readme
It does inject and bypass ACE so be careful. same as how the one for genshin worked
looks good
I actually like how it looks
but
let me play around
its both flipped which ok standard Unityslop thing
and then doing whatever that box in the middle is
wait
can you just flip it in reshade to compensate
yea
has no effect
wait
unflipping it did something
Lmao
ofc
ofc
DLSS breaks it
TAAU works perfectly fine
AO patch dropped lads
fog bypassed
sky bypassed
characters bypassed
DLAA also works
REST is extremely fukky with upscaling
I had these problems with FF14
yes it is. Had same problems with BG3 too.
wait
did you apply it before shader x
or after shader x
also which shader now
maybe i should open vscode

I was actually about to deal with REST myself. I cannot stress enough how much relief it brings me to be spared that fate. Thank you SO MUCH 🥲 .
gyatt
notice how the game has contrast now
yeah
instead of having that grey hazy look
So much contrast and depth now
It is insane they didn't have this in the base game. Fucking multiplat coding bases that have to be optimized for mobile devices
if memory serves me right, it actually should work in performance mode.
Yeah maybe thats a bit overkilled 😅
slop REST has an issue, they have two separate shaders for handling scene / grass AO depending on the camera
and the problem with rest is
one of them doesnt render hands
the other does
in rest anyways
for some reason
if taau is fine i'll just remove opti id rather have AO anyway
It is so beautiful 
This looks fire
fuk if only the shader was MIT or something
we could just add it into reno and fix scaling issue
Yeah, the hand texture blackening
Can we see the hand thing on your clip ? I don't really notice anything.
Look at the MC left hand when he zooms in
yea the left hand looks like its camera positioned based
didn't notice at first
Draw distance based?
i eagerly await the next drop
I concur.
what's the hash
i'll sacrifice nativeaa/dlaa for some proper AO
I'll sacrifice my sleep shcedule for some proper AO
😂 so will forge and spiwar
pardon my ignorance, but could this be used to push other settings higher too, i wonder?
if it is limited by GameAssembly.dll
doesnt match any on devkit
You might want to message the repo owner and ask about other limits that are hard coded in the GameAssembly.dll. They could direct you on how to do it
bro discovered what expotential growth is
inb4 proper AO is hidden in gameassembly
man that looks so good
Until the next major patch and they add in more PC exclusive graphical features xD





