#Arknights + AK Endfield
1 messages · Page 6 of 1
wait
they ship RR
IOS endfield does have some very limited RT exclusive to it
Who knows why they decided to do this except to make money with Apple
same deal as higher res textures for ps5 in genshin sloppa
Damn corpa
if its mobile only not likely its even that impressive anyway
It does show that endfield is shipped with DLSS RR 310.3
Agreed
@dusky wave so uh, for the reshade AO bypass
I need to have the shader dumped
even if we'ere not going to modify it
so the list detects it
One sec
REST might be rip
It doesn't find the volumetric shader
Let me pull up the names
So first one is their beeg shader that handles enivorments
the second only handles grass and foliage
problem is
first one also contains fog
inside of the shader
They apply AO seperately for grass and enivorments in both those shaders before merging
Bypassing the beeg enviroment shader also stops fog from drawing
fuk
Dunno what to do
I dont think we cant move the fog over to another shader
Unless we can specifiy reshade bypass to run before X code
and not just run after X shader
nothing grok can't fix

can UIMask.fx be used to mask it? I don't really know how shaders work lol
UI mask is for well UI maks
Ahh, I gotcha
Makes sense
What were trying to do rn is inject the reshade based AO to render before X
So it's placed in the correct place in the pipeline
Before fog
Before volumetrics
Doesn't draw on top of the sky shader
Ect
E.g avoids all the typical Reshade FX memes
Ohhh, I see. Yeah, that is out of my league for sure lol
is it that shader
or is that just where the fog from another shader is composited

It contains fog and volumetrics
its in the code
no other shader when undrawn makes fog go poof
also wouldnt make sense for fog to be applied before
since AO is being applied in both shaders
Look at the very end of 1e8a
cb0[156].w + cb0[158].w is there height based fog
and they also calculate this seperately for the other shader which only handles deferred lighting for grass and foliage
@gloomy tulip
Any ideas?
Speaking of
Just got another double 6* pull

God gives his sillest battles to his funniest clowns
Can you compute AO into a texture (your SSAO pass), then sample that AO in both shaders (env + grass) right before they do the fog blend, and multiply it into the “unfogged lighting” component only or can you fade AO to 1.0 as depth approaches foggy distance (so it doesn’t “dirty” the far field) then mask sky by depth (AO=1 when depth is far-plane / missing). I'm not exactly sure based on my limited understanding but just thought I would throw out some ideas. Just ignore them if it seems dumb. My excitement gets the better of me sometimes lol
I never get double 6* pulls except in granblue sadge
DependsTM, You have to remember Reno wasnt built to handle passing shaders and changing order around
Unless Shortfuse has changed it since
I am not sure about thta
Luma has all the special sauce to allow you to do your own compute shaders for DLSS and xeGTAO implementation
I cant for instance take xeGTAO and some Luma functions and get working AO with Reno
We want to solve post tonemapping for DLSS in a few games but we cant move shaders around with Reno
Also we cant modify the base AO shader
because of the loicense
Ahhhh, I gotcha. Yeah, that does make it so much harder
earlier
how did you fix the decompilation issue
of the lighting not applying
wanted to know in case I decomp the shader and when compiled back into the game it borks itself
lmao
Did what Miru told me
I'm getting some crashes in this area with the latest download from this chat. Any logs that would be useful? I reshade.log didn't look weird
It's a total freeze/not responding, not a crash to desktop
never happened without reno
happened again:
Is there any logs at C:\Users<username>\AppData\LocalLow\Gryphline\Endfield
i didn't understand that much
what was it
decomp and recomp?
whatdahell
You dont use decomp
you take raw disASSembly
I dunno if you can run this trhough decomp again to get HLSL and it will work but I was able to load .shdr and the issues was solved
Many
Does the player.log show anything
Check C:\Users<username>\AppData\LocalLow\Gryphline\d9f71f86325c5b9733268efda40413c8\logs\games.log
That doesn't seem to include any logging for my post-crash sessions
Hmm, not sure what it could be. I've been to that area but haven't had that issue with renodx
Maybe delete old shader cache?
deleting old shader cache might not be a bad idea in general as baby patches made shader comp happen again
Where's the shader cache for this game?
Installing Renodx also forces a recompile already but no harm in doing some extra shader compiling
C:\Users[USERNAME]\AppData\Local\NVIDIA\ DXCache and GLCache folders usually but they aren't labeled by game name. just sort by date modified and it usually be whichever one is near the top
can you just put this in the reno folder
and it will compile this
no luck, back to vanilla VK I go for now
Does it happen with DLSS off too? If so, that sucks
Not sure if it will build the addon but it did load up for me via live path with Devkit
fuck
DLSS is off, it's using TAAU
We need to figure out both of these dumb ass shaders
because both of them have the damn fog
and shit ass AO
we will need to remove vanilla AO to solve ghosting shenanigans
and draw before fog
Time to ask the big boys
Musa, Shortfuse or Maple
Miru when he gets back
Ritsu

This might be a huge ask and I have no right... but any chance there can be an option for ao and shadows not to work on grass specifically? In my eyes it just emphasizes the fact that the grass is just mad of cards.
UID and ping is only currently hidden for 4k resolution
specifically
Aww okay
turn the game back to vanilla?
the option to toggle it back to vanilla behavior
ie no grass shadows
is there
They might want the rest of the foliage / distant objects to get the shadow hardening improvements
Just not grass
Which ehhh
Not sure if I can do
Foliage and grass are tied
I was mainly mucking about to get more prominent grass shadows, all the other shadow occlusion/hardening was just a happy accident
Wuling seems to be working fine btw
oh well
I'll just add the bypass
we'll deal with the fog later
aight
yuh
SDR vs Reno Dee Legs
We U+ now
if we get proof of concept bypass working
later we can focus on gettin the shaders decomped
and we can then render before fog fully
and remove vanilla AO
Just grass specifically. Bushes/small trees would be part of the fix/improvement
refer to this #1440801914165002322 message
Seen and heard
you turned it into drakengard ending e
Is it still messed up with DLSS?
I had to fix some shenanigans in POE2 with DLSS scaling
CBoofers were fukked
both TAAU and DLSS is broken
if you use sub native rendering

no i mean grabbing that is fine
because that's our actual depth buffer
but we need to find a way
to scale it back to native

do the honors
i added 1 bypass after this shader draws yea
wait
dafuq
why is this shit working correctly with displaydepth
so is it this jank free AO shader
ok yuh
the preprocessing motion estimation shader is ass

not an anime expert but to a certain extent I think it looks better without the ao :p
actually no its just displaydepth working correctly, everything else is fetching the base res
cause the AO strength is 100
probably needs some tuning
finally, AO argument #2
its set to 0.8
kibbles do you have yo POPCORN?
lol
i didn't get enough of the AO discussion checks notes 20 minutes ago
oh
didn't know this was already discussed
not here
yea
I'd just add a toggle and call it a day
but yeah that shit is waaaaaaaaaay too aggressive even at what i'm guessing is a low value
there isn't even a toggle cause we can;t incorporate the shader bc of the license
so i just leave it to the user
#1440801914165002322 message look at thius sloppa
oh you guys are using the shader bypass thingy?
yea im adding it into reno
I still can't understand though
how is display depth scaling it correctly and these shaders aint
sloppa indeed
give mfs access to reshade shaders and this is the type of shit they cook up

could we message the shader dev and get permission?
yep
or is that just not how it works
depends on the license
if there's an AO shader licensed under MIT we could use that without asking if you give proper attribution and redistrbute the license
they one they used isnt MIT is the issue i think
assume that's marty's ao, right?
no
its a diff AO, we only used it because it advertised HDR support
its like the only one with HDR support
there's probably other ones
but they're paid
i mean
people will have to manually install it eithe way
but they dont have to modify it
i dont mind installing it i just dont know how to set it up
in reno i mean
coding is absolute greek to me
oh?
well
Well I suppose just dont go adding shaders that arent AO
i just want the AO
good news: the shader can work with DLSS or TAAU with lower than native res
bad news: you'll have to modify it yourself

wait, Liliums will be borked
oh so dont use dlaa got it
le shader?

just have grok do it for you
dont care

yh
Also since this bypasses every reshade shader
liliums and stuff will be rendering before
so will be borked
dang
Users dont need liliums though
its purely for debooging
sharpening, film grain and everything else is already inside of reno
grading as well
still need to configure something though correct or is it really just download drop in and enjoy?
- Added reshade bypass
Tomo or when Miru comes around, we'll see about solving fog
Spiwar did you see the new TI lore
hes going after Pumbo

What does Reshade bypass do?
LMAO
CEO of HDR meets CEO of grift optimization
Legendary battle soon
I prefer the way the AO looks when we're not rendering on with grass
the applications looks better
not ass deepfried
Nah Bear you misunderstood
the AO is still applying to foliage
its just that since we're drawing after the enviroment deferred shader instead of both enviro and foliage/grass
it looks a bit different
under the raw AO viewer
foliage isnt black/white
since we've bypassed to render before it
it just doesnt look as dark anymore
but still gets shading around the base
ah shit true
Doing 0.65
wait that isnt accurate
since I disabled grass shadows
whatever you get the point
RenoDX betta
the reason we adding it in the first place
is so the grass shadows dont look flat
gotta move it one step further then
Lmfao is this dude okay that's so unhinged
orrrrrr
we could add the shader after the upscaling pass

yeah but that's a "later" thing
also
the shader we bypassed got decomp issues as well
we're cooked
with the current implementation i can't get reshade to draw after unless i have the shader in the library
cooked
ok
I cant post instructions
we can still have the next best thing
apply in uberpost
let me see if that breaks dof
bro wat
fog is gonna be broken regardless
weell
cause ubers are in native
so we dont have to tell users to mod the shader themselves
unless
we find something else that's even before uber but still in native res

@dusky wave the shader you linked
we can still get foliage
The enviro one?
hmm but the two shaders are handling different deferred lighting
one is specific to scene
and the other for handling foliage
they use the same passes for fog and volumetrics blah blah
for the rtao shader cant use dlaa correct?
oh okay
oh nice game update with zero patch notes. HG learning from the best
there we go it was being funky but thats because im a retard and didnt have the kernel.fx on to 🤦♂️
hmm interesting when going to the aic the depth buffer flips from upside down to not upside down and vice versa
Fuk
Spiwar
The game alternates between two permutations
Depending on the angle
For those shaders
It's not just a singular environment and singular foliage/grass deferred lighting shaded
Yes
bruh
that is bizzare lmao
Because the game is switching to the other permutation
And that permutation doesn't have shader bypass
when its working correctly its beautiful
do we have just two permutations then
unless theyve done something weird and each zone has its own seems like its just 2 let me go to another zone one sec
theres also alot more straight up frame lockups which is weird
didnt happen before this release so who knows i might need to just restart my pc
science facility is also upside down and stays that way no matter the direction i look
science facility and dijiang is the same if i remove the upside down part they are fine just seems to be that one spot by the aic
oop game just died im going to restart my pc
i should delete my shader's just in case
yea game wont even start now
something is borked
yea the reshade bypass release does not launch for me anymore prior version is fine 🤔
You guys working so hard on this meanwhile I got completely turned off by the factory stuff, the game is totally not what I expected 😭 I knew it was a part of it all but it's like this seems like its the main core of the game. I just wanted to do more combat and exploration but this is not it. Did ya'll even get far, you don't mind/enjoy the factory stuff? What good is perfect HDR when most of the time you spend in menus fucking around with the factory 
as a factorio player it doesnt bother me any even if it is babys first factorio its no where near as complex
Ah, it's not for me though. I am so sad because the game with Reno is so damn beautiful, satisfying sound design etc combat might be shallow but it's a treat for senses. I'm just annoyed it doesn't let you focus and enjoy that but instead forces you into factory learning
I kept pushing trough the game to finally get to the good part but it's kinda looking like the good part is the factory stuff 
Blueprints the fsctory stuff
If u wanna keep enjoying the other stuff
yeah you can get codes for it if you really wanna play the rest of it
has anyone messed with the dlss dlls at all
does it disable it if you swap
yea you can just use the factory sim site and copy paste whole factories for whatever you need to produce
Look at this guy
Enjoying the game
While me and forge slaving at the mines

nah i'm putting it off for a bit because all of the discourse around this game pisses me off
just curious for later
yea something about that reshade bypass release breaks my game pretty good no more lockups on the prior one either 🤷♂️ who knows
its experimental
yea i figured
doesnt work then just go back to the previous version
looks great though when it does work
should be obvious
either way
- Change reshade bypass to after uberpost. Bypass wiill render after Fog and DoF, but before UI, that is expected for now. On the other hand, this will work with DLSS and TAAU with sub-native resolutions.
What's the benefit of the reshade bypass?
apply reshade effects before ui
Though the same. It's just that mission or area does not use it much. It'll come back.
So Nsight works, just have to rename the nsight exe to bypass their process name check
Finally get to peek at their graphics
latest reshade bypass release runs great no flipping and the frame lock ups are gone
Nice
sigma
Yeah its GTAO
Half res GTAO at least
Seems to be correct about the step and dir count
what bout the ghosting
can u make it more obvious while fixing the ghosting
Maybe decrasing the temporal frame count would help but i think thats the issue of the accmulation pass
I only changed the main raw GTAO shader
For reference it looked like this default
This is the vk shader im modding
wait how were you able to build it back into the addon
I compile shaders manually because of slang syntax errors XD
fancy
i can't even build a shader straight out from glsl back in
cause it'll just bitch about layout(row_major)
must be to noob for that shiz
Here is the source for renovk
I compile with ts
Increasing the step count really helps with the quality
The blur 😭
#include <embed/0x064B27B1.h>
#include <embed/0x07997DCC.h>
#include <embed/0x16781FF7.h>
#include <embed/0x1CBB4C37.h>
#include <embed/0x1FD2C238.h>
#include <embed/0x23489DC1.h>
#include <embed/0x275EC6B3.h>
#include <embed/0x29837890.h>
#include <embed/0x2F7E7919.h>
#include <embed/0x4A246DF2.h>
#include <embed/0x57C50BFC.h>
#include <embed/0x6355294A.h>
#include <embed/0x65204858.h>
#include <embed/0x6ACB1363.h>
#include <embed/0x94F9541B.h>
#include <embed/0xA81035F7.h>
#include <embed/0xAB15F0F8.h>
#include <embed/0xB1B827FD.h>
#include <embed/0xBE6BFB94.h>
#include <embed/0xC9382D85.h>
#include <embed/0xCF1D8B6E.h>
#include <embed/0xD51CEB61.h>
#include <embed/0xDBA2D185.h>
#include <embed/0xDC2D567C.h>
#include <embed/0xDD127422.h>
#include <embed/0xE076BD78.h>
#include <embed/0xE2AFD669.h>
#include <embed/0xEABD2C41.h>
#include <embed/0xEC224F54.h>
#include <embed/0xF1680CAA.h>
#include <embed/0xF42CFA3E.h>
#include <embed/0xF671F95E.h>
#include <embed/0x65236CFD.h>
you don't need all those embeds
shaders.h has all the embeds in it
Huh really, i was just doing what I did back when embedded headers were needed
Oh well
once you hit configure it'll add all the embeds to shaders.h
Well maybe reno can upgrade resolution then you gotta change the thread logic in the compute shaders
vanilla cooked
damn
so much depth added
I'll leave it to forge to slop this in DX11 
but like it'll still ghost too much
@gloomy tulip you know a way where we can inject AO before the volumetric fog in this game runs
Hmmm maybe try drawing the AO directly on the AO render target
I saw that the vol fog is also added in deferred lighting pass
yea forge was saying if its possible to run reshade before the fog code
cause if we go after that shader the fog is already added
I dunno how to make reshade draw specific effects during X pass tho
Yeah you really need to directly draw on the AO render target
Increasd sample count seems to make ghosting less visible
Like the AO doesnt have that delay to me anymore
Here is the AO, you can try in vulkan maybe
one sec
Of course its still bad around vegetations because of half res blur and upscaling
Alright I will keep that in mind
if they did half res of output res this might not look bad
but its half res of input
540p to 2160p if you're using performance upscaling
The vegetation looks bad maybe because they don't have per object motion vector
only the camera motion vector
Oh well depth is also half res
AO using smoothed normal instead of vertex normal is kinda bad too
4K native
os 1080p depth
yea its still kinda bad even with 1080p depth when you see the dark bushes
the 1080p underneath really shows
Motion vector I think mostly calculates for dynamic objects
Would explain the insane blurriness of the AO

they really messed up with the post effects suite of this game
DoF is also pretty pixelated
Honestly I thought that was intentional
Thanks for the work ! Could you maybe pin link to the shader ?
Ok found it
I fell asleep near my desk with the computer still on

We're really working like studio devs now
It was a good nap though
11/10 would recommend
Great power demands great responsibility...
@woeful raven bypass at Uber is slop
It's applying AO to various FX
Like in the training hall behind the glowing wall, the wall particle flow has a constant darkening halo

Actively testing that. A lot of stuff does stand out through fx. Is the pinned version better in that regard ?
We moved it to Uber so upscaling works
But the issue is Uber is the final shader before UI
So all rendering is done
Which means AO is applying to particles that shouldn't get AO
As well as DoF
I'm doing dlaa so that pb shouldn't affect me. REST has to be on for bypass to work right ?
No
Reno is doing the same thing as rest now
If you're using DLAA, then use the older version addon
AO still applies to fog but it still looks better than Uber bypass
Welllll
The issue is we haven't properly decomped the deferred lighting shader
So stuff doesn't render

Then I will be a good boy and wait. I have to work on my patience anyway.
^
This is right after deferred lighting shader
But has broken decomp with missing multi bounce lighting
The struggle seems endless. Still, you will be remembered as people who sacrificed for a great cause. You will be remembered sergent.🫡
Yes they do. Well, to be more exhaustive, that also applies to nerds and procrastinators. Gooner + Nerd + lazy ass procratinator = dream team.
The procrastinater is generally the most efficient of the bunch, but only if the nerd and the gooner are nagging him with sufficient determination.
Trying to add visibility bitmask to GTAO but couldnt figure out why it wasnt working 😭
Endfield is using stock xegtao
REST config for Baldur's Gate 3. Contribute to 4lex4nder/ReshadeEffectShaderToggler-BG3 development by creating an account on GitHub.
Trying to copy from this because all the other ones I tried just didnt work 🙁
Maybe you can apply AO to albedo render target instead
That way it should be blending with fog
Unfortunately, I can't get any bypass preset to work. Depending where and from where I look, stuff gets in, and out of the bypass, and depth keeps on flipping.
Theres two shaders for enviorment deferred lighting
we have to bypass both
depedning on the camera angle the game switches to one or the other
one of them isnt getting bypassed which is why the whole reshade AO flips and borks itself
Waiting on Spiwar to come back and add his build to githoob
gothhub is a way better funny name for github come on now
Gilftub

enough with the memes
we need to lock in
and get AO working
Either fix up vanilla
or fix up reshade AO
Just to get an idea of the jet lag we're working with here, do you guys mind sharing wich corner of the world your from ? I get the feeling some of you get to sleep when I get up !
Nice to know ! In Forge case we shouldn't be far off ! Living in France on my end.
Internet is nice that way.
Dio is French as well
That's cool. I should ask him wich region if I get the chance !
za colorz
after we get AO working and the decomp properly, I will try out Pumbo's OKlab fog
Want to see how it changes up the fog
There's a lot of fog going on in the 2nd major area too
yh, it has that hazy UE5 look which OKlab method is meant to improve upon
Would be lovely
anyone found a fix for the memory leak?
that's a problem in general? thought this was my computer dying
it's a general, 14GB right now.... imagine if i did not have an m.2 and a ryzen 7 9xxx series.... the pc would be freaked, not talking hear, listening to youtube and play the game at 130fps xD
I have 48gigs and it eats up 90% of it and my entire computer crashes
i'm 98% and stable...
Use VK

Allegedly disabling DLSS and Reflex also helps
this is on TAU xD dlss and reflex off
then rip
do you have mismatched sticks of ram?
oh there is a newer version, sec to update...
ryzen loses fps when you go above 32GB btw
I don't think I've seen that lol
assumed one 16gb kit and one 32gb kit

it's a DDR5 optimization, new chips go by 12 instead of 8, but only intel benefits... ironic since there are 48GB sets for EXPO
2 sticks of Corsair 8 gb DDR4 3200 and 2 Corsair 16gb 3600, with a 5700X3D
that's probably the issue ?
if you mismatch your sticks of ram they will often not be able to run at their full speeds
Yeah I was aware of that but I got the 32Gb sticks so cheap back then (lol) but they're down to 3200Mhz since the Ryzen can't go further
Still weird that this game leaks so much
how much are you leaking because i never got past 15gb in dx11
30+ gigs
are you using dlss reflex?
DLAA + Reflex
turn it off
both ?
just to be safe
Will try
The amount of ram, should not affect the speed if it's the same brand and speed, as long as the size is the same on the combo port, aka 8GB for A and 4GB for B, so 24GB in total
VK isn’t safe, I have memory leak. I think it started when I used reno tho
using the new file that is dlss compatible, without dlss on, better than the old one, but keeps going up... so the leak is game related 100%
I dont know in that case. I tested removing Reno and using DX11. The same leak was happening
It isn’t as crazy as you guys but the game started using like 12GB in 30 min instead of 6GB like usual

Not even 5 minutes in and I'm already at 10GB+ too
In my experience it was only with DX11 that this issue occurs
Removing Reflex and DLSS/DLAA sadly doesn't help
true, when i was using dx12 i did not have the leak...
but dx12 we get no HDR...
Too much sacrifices
the real question is why they did not enable HDR like they promised
This was planned ?
Promised, one PC with True HDR
unless they wanted to say RTX HDR
better that capcom's will ever be
I recently did Dragon's Dogma 2 and the HDR in this game is something special and not in a good way
@woeful raven did you try doing before draw?
can't we just draw right before the deferred lighting shaders and fix all these shenanigans
do 'on_draw' instead of 'on_drawn'
REST might have been the issue but Reno might work without the arm blacking out issue
Havent
I have my commits up on gith00b of u wanna mod
I think I found the last G-buffers containing albedo
So I am trying Miru's suggestion
But also
I'm out of Clanker assistance

Until 1st Feb
Welp
Tried albedo and now AO doesn't render at all
Probably fucked up somewhere
No it's because I had DLSS on

What is that ghosting bruh
AO mask is now applying before fog but why it doesnt actually apply AO when mask is off and why theres a ton of ghosting I have no idea
I will try on_draw for the deferred lighting shaders instead
Did you run reshade on_draw
You need to draw before main deferred lighting is drawn
Spiwar did on_drawn
because we ran into an issue with on_draw with REST
but it might just be a REST problem
so I'll try on_draw now
on_drawn works fine
on_draw bugs out badly
let me record
on_drawn
on_draw

Didnt u find the gbuffer containing albedo
which is the same thing that was happenening with REST
same thing happens with REST
on_draw breaks the shader
On render target change merges enviroment and foliage
so AO applies to both
but our fog issue remains unsolved
i got the double memory leak special
game still runs fine, surprisingly enough
but i can notice textures loading in real late sometimes
Is this the same ghosting
If you turn up the ingame GTAO
Fucked gb00fers?
looks ok for me :p
Even at 4k dlaa it looks jank
On_drawn fucks up grass/foliage as it changes from 0x1E8A471E to 0xD88CD7C9
on render target is fine mostly but has some wierd darkening warping thing goin on as you move
actually
both of those might becasue becasue of the bad decomp
the grass starts pulsing as you move around
I dunno if you can see that in the vid towards the end
Actually
That looks lkke
Vanilla jank behavior
If u look closely in vanilla
The grass switches LOD
In front of your eyes

Trying having a top down ish camera angle
And then walk slowly towards the grass
CONTINUES TO BE BETTER THAN MHWILDS
It should switch lod when ur near it
Oh yeah since ur injecting b4 upscaling now
Add one more note
Only usable at native or dlaa

No upscaling slop
TI code
I want to solve that though
Dont know how that would work, maybe patching reshade to scale the depth buffer to swapchain res?
Might have to ask in lab abt that
Marat told me to msg Miru
You can grab the viewport size from cbuffer maybe
Thats what I did for POE2
since decomp messed it up
but I dunno how Reshade plays into it all
or I could modify the shader for personal use and user can just deal with DLAA

Anyway I just analyzed the temporal and blur and upsample passes in vanilla, there are some issues
Temporal - seems fine at first glance but no averaging AO to suppress flickering
Blur - depth difference tolerance too high
Upsample - completely useless because it’s just a generic blur filter
Reshade def knows the res of the depth buffer
You can see in the generic depth buffer addon
I think? Its the final shader to have 5 RTVs + abeldo before going through deferred lighting
and I did on_drawn here
REST also has the same issue
You can register constants in your addon so that you can give render res to fx
With reshade api

Yeah that’s the one I think
Let me see
It’s like update constant binding or something
It’s just like REST using cbuffer stuff
I dont need to build my own reshade for this?
we can just code it into reno
Still need to fix decomp for both shaders

ignore
I forgor to toggle on bypass
how much safe is it to use the reno?
ive been grinding a lot of arknights lately
and just noticed there was a mod
Addons works
And we've been modifying it non stop without issues
No one has been banned if that's what you mean

I saw your post on gith00b
Its. Outdted already
Rain Hard vs Termite Spleen
We dont give that option anymore
what post?
The addon on my end also only has Termite Spleen
Maybe I just havent updated on my repo
but VS code is identical to yours
oh
I havent updated
rip
I forgot
I havent added any pics either because of the 10MB size limit
Let me edit
updated thread
Bypass is applied on to another shader which avoids decomp issues with missing multi bounced lighting
- Applies before UI, FX, Particles, DoF
- Still applies AO to fog though
- Requires DLAA/Native TAAU again to have bypass shader display output correctly (for now)
https://github.com/umar-afzaal/LumeniteFX Download the following shaders and ensure Generic Depth is activated in Reshade Addons tab
- Kernels.fx is the motion vector shader used by both AO shaders, it also needs to be active and running before AO to work
- Use either RTAO or LSAO by checking the shader and make sure Reshade before UI is toggle on in Reno tab
- Lower AO strength to around 0.7 or lower for RTAO.
- Uncheck Half-Framerate AO rendering and set Resolution Scaling to 0 to improve AO ghosting for the shader
- Play around with AO range to stop it leaking through distant fog until we get fog bypass working as well
Options under 2. will increase AO perf cost but atleast on my end I was looking at around 0.2ms higher per cost in exchange for AO ghosting to be entirely gone. I'd say thats a fair trade
MAKE SURE YOU ADD ReShade.fxh BACK IN TO THE reshade-shaders/shaders FOLDER SO AO SHADERS AND SUCH COMPILE AGAIN IF YOU DIDNT INSTALL RESHADE USING .EXE INSTALLER
(Thanks to umar-afzaal for this shader, it looks really good)
We fogging with this one
I tried mxao
Looks okay and cheaper than the free rtao
But that rtao hit diff man
So now to add upscaling support
then fix decomp and cope we can add it before fog
then I fix vanilla fog with OKlab
then i KMS
We can now do cool stuff with screenshots
since you can add banners and such before FX
then have FX fire leak out of the letterbox
Go ahead
But thats another issue cuz that also has the temporal accumulation preprocessing shader
Etc
Yes
the problem is you cant just easily use Reno
to do all of this
Reshade is handling multple passes for shaders
which Reno cant do
Luma can do that
Loomasloop time?
Okay so
- Only reason to use VK is for FG and potential RT
- FG not usable in renovk anyways
- If they add RT we dont need luma anymore bc rtgi/ao slop
So if they add rt we move back to renovk

Do you know how to Luma?
No
Its gonna be a learning experience™
Yes
One part of me want the learning experience
Another part wnts to
Actually play the game

Yea lets fix up this dx11
then we just do fix ups whenever a new patch drops
Until rt drops

Had fun building the factory yesterday
Uhh when do the tutorials end? 
I'd like some game in my tutorials please
i love when the simulations tell you step by step what to do
then you have a 3-page tutorial with the exact same text
So far I alt + f4'd twice due to tutorials like wtf is this
Can't go 30 seconds without pausing
Its one complaint that the devs are even self aware of
My recommendation would be to skip all the factory tutorial during story
And play the tutorial missions in the operational manual
They're still a bit handholdy there but its better than the ones forced on you during story

Its funny how they had a pretty functioning tutorial in the tech test
Then too much people complained that they dont understand now and they try to tutorialslop
We coming back to see FULL BATTERY stack
sell that shit off for 100K Bills

Crash the economy

Also
gotta check spaceship
See how your
Slave labourers
Are doing
Guys I get black screen
when?
With reno
on launch
T̶h̶e̶n̶ c̶h̶e̶c̶k̶ d̶i̶s̶c̶o̶r̶d̶ t̶o̶ s̶e̶e̶ w̶h̶a̶t̶ y̶o̶u̶r̶ s̶l̶a̶v̶e̶ m̶o̶d̶d̶e̶r̶s̶ s̶l̶o̶p̶p̶e̶d̶ o̶u̶t̶
Careful before i add a UID check for your name


Is the launch screen supposed to be black?
you need to be launching in dx11 with the launcher
using force -dx11 command or vulkan just black screens you
^
VK isnt supported
Thank you, even tho you could have just said launch with dx11, but it's okay, I will read next time
This would have been a great shot but DOF is wrecking it 
when rt is out 
cant wait to shred my perf with rt
Which you can cope back again with Frameslopping
oh wait
VK reshade doesnt support FG

framegen cringe
nah
but also
rt is still
too much of a perf hit
maybe if i had a 5090
rt too much of a perf hit and framegen is indeed cringe
based
i mean framegen is fine if you already have good framerate
for sure, stable 60+ base frames and framegen is fine i feel
unstable frames from RT ruin it
game by game basis tho
I love my frameslop too
but i can only use fsr frame gen
maxsloppa
i mean fsr framegen is apparently very close to dlss fg
Vanilla / RTAO shader with 0.7 AO strength
tho maybe not anymore
what we thinking?
but a year ago it was
yah in most cases it's pretty close
framegen is framegen at the end of the day
@woeful raven
wonder if theyll add fsr to this game
too bad
real asf
I cant read the glsl dissassembly at all
Atleast for me
Need shortfuse flttened decomp
yeah its just more complex
but i wonder why they chose that
maybe they can get better perf than dx12?
or helps with cross platform
Cross platform the only reason
VK is cross platform


