#Arknights + AK Endfield

1 messages · Page 6 of 1

stable lava
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path tracing next patch

dusky wave
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wait

stable lava
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they ship RR

dusky wave
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wait

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some fog isnt bypassed

humble musk
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IOS endfield does have some very limited RT exclusive to it

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Who knows why they decided to do this except to make money with Apple

stable lava
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same deal as higher res textures for ps5 in genshin sloppa

humble musk
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Damn corpa

grim kiln
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if its mobile only not likely its even that impressive anyway

humble musk
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It does show that endfield is shipped with DLSS RR 310.3

grim kiln
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especially with it being "specific scenes"

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just enough to get the bag from apple

humble musk
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Agreed

woeful raven
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@dusky wave so uh, for the reshade AO bypass

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I need to have the shader dumped

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even if we'ere not going to modify it

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so the list detects it

dusky wave
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One sec

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REST might be rip

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It doesn't find the volumetric shader

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Let me pull up the names

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So first one is their beeg shader that handles enivorments

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the second only handles grass and foliage

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problem is

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first one also contains fog

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inside of the shader

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They apply AO seperately for grass and enivorments in both those shaders before merging

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Bypassing the beeg enviroment shader also stops fog from drawing

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fuk

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Dunno what to do

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I dont think we cant move the fog over to another shader

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Unless we can specifiy reshade bypass to run before X code

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and not just run after X shader

woeful raven
humble musk
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can UIMask.fx be used to mask it? I don't really know how shaders work lol

dusky wave
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UI mask is for well UI maks

humble musk
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Ahh, I gotcha

dusky wave
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It's a cope solution for people who don't code

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We already have UI bypass

humble musk
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Makes sense

dusky wave
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What were trying to do rn is inject the reshade based AO to render before X

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So it's placed in the correct place in the pipeline

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Before fog

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Before volumetrics

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Doesn't draw on top of the sky shader

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Ect

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E.g avoids all the typical Reshade FX memes

humble musk
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Ohhh, I see. Yeah, that is out of my league for sure lol

dusky wave
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Mans that's wack

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Why is fog not a separate shader

woeful raven
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or is that just where the fog from another shader is composited

dusky wave
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It contains fog and volumetrics

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its in the code

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no other shader when undrawn makes fog go poof

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also wouldnt make sense for fog to be applied before

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since AO is being applied in both shaders

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Look at the very end of 1e8a

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cb0[156].w + cb0[158].w is there height based fog

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and they also calculate this seperately for the other shader which only handles deferred lighting for grass and foliage

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@gloomy tulip

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Any ideas?

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Speaking of

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Just got another double 6* pull

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God gives his sillest battles to his funniest clowns

humble musk
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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

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I never get double 6* pulls except in granblue sadge

dusky wave
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DependsTM, You have to remember Reno wasnt built to handle passing shaders and changing order around

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Unless Shortfuse has changed it since

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I am not sure about thta

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Luma has all the special sauce to allow you to do your own compute shaders for DLSS and xeGTAO implementation

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I cant for instance take xeGTAO and some Luma functions and get working AO with Reno

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We want to solve post tonemapping for DLSS in a few games but we cant move shaders around with Reno

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Also we cant modify the base AO shader

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because of the loicense

humble musk
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Ahhhh, I gotcha. Yeah, that does make it so much harder

woeful raven
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how did you fix the decompilation issue

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of the lighting not applying

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wanted to know in case I decomp the shader and when compiled back into the game it borks itself

dusky wave
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This can wait

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I just got another double 6 star pull

woeful raven
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lmao

dusky wave
gleaming osprey
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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

dusky wave
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might as well send here

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does the CTD happen without Reno?

gleaming osprey
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It's a total freeze/not responding, not a crash to desktop

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never happened without reno

humble musk
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Is there any logs at C:\Users<username>\AppData\LocalLow\Gryphline\Endfield

woeful raven
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what was it

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decomp and recomp?

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whatdahell

dusky wave
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You dont use decomp

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you take raw disASSembly

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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

humble musk
gleaming osprey
humble musk
# gleaming osprey

Check C:\Users<username>\AppData\LocalLow\Gryphline\d9f71f86325c5b9733268efda40413c8\logs\games.log

gleaming osprey
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That doesn't seem to include any logging for my post-crash sessions

humble musk
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Hmm, not sure what it could be. I've been to that area but haven't had that issue with renodx

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Maybe delete old shader cache?

grim kiln
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deleting old shader cache might not be a bad idea in general as baby patches made shader comp happen again

gleaming osprey
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Where's the shader cache for this game?

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Installing Renodx also forces a recompile already but no harm in doing some extra shader compiling

humble musk
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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

woeful raven
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and it will compile this

gleaming osprey
humble musk
dusky wave
woeful raven
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fuck

gleaming osprey
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DLSS is off, it's using TAAU

woeful raven
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vscode didn't detect any changes

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didn't even attempt to rebuild the addon

dusky wave
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We need to figure out both of these dumb ass shaders

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because both of them have the damn fog

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and shit ass AO

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we will need to remove vanilla AO to solve ghosting shenanigans

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and draw before fog

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Time to ask the big boys

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Musa, Shortfuse or Maple

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Miru when he gets back

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Ritsu

woeful raven
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wait

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why is REST not showing the list of shaders for me

dusky wave
timid marten
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Heya, UID and ping text doesn’t hide for me

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5120:1440p

fluid patio
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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.

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UID and ping is only currently hidden for 4k resolution

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specifically

timid marten
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Aww okay

woeful raven
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the option to toggle it back to vanilla behavior

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ie no grass shadows

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is there

dusky wave
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They might want the rest of the foliage / distant objects to get the shadow hardening improvements

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Just not grass

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Which ehhh

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Not sure if I can do

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Foliage and grass are tied

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I was mainly mucking about to get more prominent grass shadows, all the other shadow occlusion/hardening was just a happy accident

median robin
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Wuling seems to be working fine btw

woeful raven
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I'll just add the bypass

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we'll deal with the fog later

dusky wave
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aight

woeful raven
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are you gonna commit that AO gamma thing

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or do we scratch it

dusky wave
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no

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its ass

woeful raven
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yuh

dusky wave
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SDR vs Reno Dee Legs

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We U+ now

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if we get proof of concept bypass working

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later we can focus on gettin the shaders decomped

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and we can then render before fog fully

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and remove vanilla AO

fluid patio
woeful raven
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refer to this #1440801914165002322 message

fluid patio
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Seen and heard

woeful raven
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ah nvm

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need to set the rehsade flag

dusky wave
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We're getting there

glacial kayak
woeful raven
dusky wave
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Is it still messed up with DLSS?

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I had to fix some shenanigans in POE2 with DLSS scaling

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CBoofers were fukked

woeful raven
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if you use sub native rendering

dusky wave
woeful raven
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DLAA is fine

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its bc reshade grabs the sub native depth buffer

dusky wave
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doodoo

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rebuild reshade

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so it doesnt do that

woeful raven
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no i mean grabbing that is fine

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because that's our actual depth buffer

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but we need to find a way

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to scale it back to native

dusky wave
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Time to ring Shortfuse

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he might know

woeful raven
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do the honors

dusky wave
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since grass looks different

woeful raven
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wait

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dafuq

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why is this shit working correctly with displaydepth

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so is it this jank free AO shader

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ok yuh

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the preprocessing motion estimation shader is ass

stuck sandal
woeful raven
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actually no its just displaydepth working correctly, everything else is fetching the base res

woeful raven
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probably needs some tuning

glacial kayak
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finally, AO argument #2

dusky wave
woeful raven
dusky wave
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You told me to do 0.8

stuck sandal
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lol

glacial kayak
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i didn't get enough of the AO discussion checks notes 20 minutes ago

stuck sandal
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oh
didn't know this was already discussed

glacial kayak
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not here

woeful raven
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yea

stuck sandal
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I'd just add a toggle and call it a day

glacial kayak
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but yeah that shit is waaaaaaaaaay too aggressive even at what i'm guessing is a low value

woeful raven
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so i just leave it to the user

dusky wave
stuck sandal
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oh you guys are using the shader bypass thingy?

woeful raven
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yea im adding it into reno

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I still can't understand though

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how is display depth scaling it correctly and these shaders aint

dusky wave
grim kiln
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could we message the shader dev and get permission?

stuck sandal
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yep

grim kiln
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or is that just not how it works

stuck sandal
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depends on the license

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if there's an AO shader licensed under MIT we could use that without asking if you give proper attribution and redistrbute the license

grim kiln
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they one they used isnt MIT is the issue i think

stuck sandal
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assume that's marty's ao, right?

grim kiln
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no

woeful raven
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its a diff AO, we only used it because it advertised HDR support

grim kiln
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its like the only one with HDR support

woeful raven
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there's probably other ones

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but they're paid

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i mean

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people will have to manually install it eithe way

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but they dont have to modify it

grim kiln
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i dont mind installing it i just dont know how to set it up

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in reno i mean

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coding is absolute greek to me

dusky wave
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nothing

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you download the shader

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plop it in

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voila

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adjust settings

grim kiln
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oh?

dusky wave
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reno Dee Legs handles everything

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Since he added bypass

grim kiln
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well shit

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star wars genesis can wait then i guess

woeful raven
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well

dusky wave
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Well I suppose just dont go adding shaders that arent AO

grim kiln
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i just want the AO

woeful raven
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good news: the shader can work with DLSS or TAAU with lower than native res

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bad news: you'll have to modify it yourself

dusky wave
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wait, Liliums will be borked

grim kiln
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oh so dont use dlaa got it

dusky wave
woeful raven
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but like

dusky wave
woeful raven
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just have grok do it for you

dusky wave
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dont care

woeful raven
dusky wave
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yh

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Also since this bypasses every reshade shader

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liliums and stuff will be rendering before

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so will be borked

grim kiln
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dang

dusky wave
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Users dont need liliums though

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its purely for debooging

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sharpening, film grain and everything else is already inside of reno

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grading as well

grim kiln
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still need to configure something though correct or is it really just download drop in and enjoy?

woeful raven
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so if u need to use liliums

dusky wave
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Eggcellent

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Truly based

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Spiwar still no dev role

woeful raven
dusky wave
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Tomo or when Miru comes around, we'll see about solving fog

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Spiwar did you see the new TI lore

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hes going after Pumbo

woeful raven
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Wot

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where's the link

dusky wave
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#1178744045875511406 message

fast topaz
dusky wave
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I will write instructions

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its for AO

woeful raven
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CEO of HDR meets CEO of grift optimization

dusky wave
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Legendary battle soon

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I prefer the way the AO looks when we're not rendering on with grass

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the applications looks better

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not ass deepfried

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Nah Bear you misunderstood

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the AO is still applying to foliage

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its just that since we're drawing after the enviroment deferred shader instead of both enviro and foliage/grass

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it looks a bit different

stuck sandal
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hmmmmmm

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I see

dusky wave
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under the raw AO viewer

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foliage isnt black/white

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since we've bypassed to render before it

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it just doesnt look as dark anymore

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but still gets shading around the base

woeful raven
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ah shit true

dusky wave
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wait that isnt accurate

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since I disabled grass shadows

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whatever you get the point

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RenoDX betta

woeful raven
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the reason we adding it in the first place

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is so the grass shadows dont look flat

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gotta move it one step further then

grim kiln
dusky wave
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OK, let me fix the shader so it works on my end with upscaling

woeful raven
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we could add the shader after the upscaling pass

dusky wave
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Fog though

woeful raven
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also

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the shader we bypassed got decomp issues as well

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we're cooked

dusky wave
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by shader?

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wat

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Bi shader

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Bye shader????

woeful raven
dusky wave
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well yh

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this was the one that was fucking up indirect lighting

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or whatever

woeful raven
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with the current implementation i can't get reshade to draw after unless i have the shader in the library

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cooked

dusky wave
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ah shit,

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COOOKED

woeful raven
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ok

dusky wave
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I cant post instructions

woeful raven
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we can still have the next best thing

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apply in uberpost

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let me see if that breaks dof

dusky wave
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bro wat

woeful raven
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fog is gonna be broken regardless

dusky wave
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You have a trillion other shaders

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you can pick

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why Ubers

woeful raven
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weell

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cause ubers are in native

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so we dont have to tell users to mod the shader themselves

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unless

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we find something else that's even before uber but still in native res

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@dusky wave the shader you linked

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we can still get foliage

dusky wave
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The enviro one?

woeful raven
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if we change after draw to render target change

dusky wave
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hmm but the two shaders are handling different deferred lighting

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one is specific to scene

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and the other for handling foliage

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they use the same passes for fog and volumetrics blah blah

grim kiln
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for the rtao shader cant use dlaa correct?

dusky wave
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You need native scaling for now

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DLAA or TAAU 100%

grim kiln
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oh okay

runic dove
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oh nice game update with zero patch notes. HG learning from the best

grim kiln
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there we go it was being funky but thats because im a retard and didnt have the kernel.fx on to 🤦‍♂️

dusky wave
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oof

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I will add instructions later

dusky wave
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the decomp is broken

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multi bounce is missing

woeful raven
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yea

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#1440801914165002322 message

grim kiln
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hmm interesting when going to the aic the depth buffer flips from upside down to not upside down and vice versa

dusky wave
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Fuk

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Spiwar

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The game alternates between two permutations

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Depending on the angle

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For those shaders

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It's not just a singular environment and singular foliage/grass deferred lighting shaded

grim kiln
dusky wave
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Yes

strong vault
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bruh

grim kiln
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that is bizzare lmao

dusky wave
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Because the game is switching to the other permutation

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And that permutation doesn't have shader bypass

grim kiln
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when its working correctly its beautiful

woeful raven
grim kiln
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unless theyve done something weird and each zone has its own seems like its just 2 let me go to another zone one sec

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theres also alot more straight up frame lockups which is weird

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didnt happen before this release so who knows i might need to just restart my pc

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science facility is also upside down and stays that way no matter the direction i look

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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

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oop game just died im going to restart my pc

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i should delete my shader's just in case

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yea game wont even start now

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something is borked

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yea the reshade bypass release does not launch for me anymore prior version is fine 🤔

balmy ember
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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 kekwsit

grim kiln
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as a factorio player it doesnt bother me any even if it is babys first factorio its no where near as complex

balmy ember
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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

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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 kekpepehands

woeful raven
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If u wanna keep enjoying the other stuff

glacial kayak
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yeah you can get codes for it if you really wanna play the rest of it

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has anyone messed with the dlss dlls at all

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does it disable it if you swap

grim kiln
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yea you can just use the factory sim site and copy paste whole factories for whatever you need to produce

woeful raven
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I was using ltest dll since day 1

glacial kayak
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cool

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back to 3.8.1

woeful raven
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Enjoying the game

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While me and forge slaving at the mines

glacial kayak
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nah i'm putting it off for a bit because all of the discourse around this game pisses me off

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just curious for later

grim kiln
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yea something about that reshade bypass release breaks my game pretty good no more lockups on the prior one either 🤷‍♂️ who knows

woeful raven
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its experimental

grim kiln
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yea i figured

woeful raven
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doesnt work then just go back to the previous version

grim kiln
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looks great though when it does work

woeful raven
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should be obvious

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either way

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  • 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.
covert jetty
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What's the benefit of the reshade bypass?

woeful raven
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apply reshade effects before ui

woeful raven
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did they fix the DoF pixelation

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doesn't seem to look that ass in this image

grizzled herald
gloomy tulip
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So Nsight works, just have to rename the nsight exe to bypass their process name check

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Finally get to peek at their graphics

grim kiln
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latest reshade bypass release runs great no flipping and the frame lock ups are gone

woeful raven
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sigma

gloomy tulip
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Yeah its GTAO

woeful raven
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how can GTAO be that bad

gloomy tulip
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Half res GTAO at least

gloomy tulip
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Seems to be correct about the step and dir count

woeful raven
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can u make it more obvious while fixing the ghosting

gloomy tulip
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Maybe decrasing the temporal frame count would help but i think thats the issue of the accmulation pass

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I only changed the main raw GTAO shader

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For reference it looked like this default

woeful raven
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holy shit lol

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looks like AO disabled

gloomy tulip
woeful raven
gloomy tulip
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I compile shaders manually because of slang syntax errors XD

woeful raven
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fancy

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i can't even build a shader straight out from glsl back in

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cause it'll just bitch about layout(row_major)

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must be to noob for that shiz

gloomy tulip
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Increasing the step count really helps with the quality

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The blur 😭

tough nimbus
# gloomy tulip Here is the source for renovk
#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

gloomy tulip
#

Oh well

tough nimbus
#

once you hit configure it'll add all the embeds to shaders.h

woeful raven
#

no way to make it full res?

gloomy tulip
#

vanilla cooked

woeful raven
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damn

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so much depth added

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I'll leave it to forge to slop this in DX11 heihachiPlasma

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but like it'll still ghost too much

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@gloomy tulip you know a way where we can inject AO before the volumetric fog in this game runs

gloomy tulip
#

Hmmm maybe try drawing the AO directly on the AO render target

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I saw that the vol fog is also added in deferred lighting pass

woeful raven
#

yea forge was saying if its possible to run reshade before the fog code

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cause if we go after that shader the fog is already added

gloomy tulip
#

I dunno how to make reshade draw specific effects during X pass tho

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Yeah you really need to directly draw on the AO render target

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Increasd sample count seems to make ghosting less visible

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Like the AO doesnt have that delay to me anymore

woeful raven
#

one sec

gloomy tulip
#

Of course its still bad around vegetations because of half res blur and upscaling

gloomy tulip
woeful raven
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but its half res of input

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540p to 2160p if you're using performance upscaling

gloomy tulip
#

input is full res depth and normal i think

#

depth is mipmapped

woeful raven
#

so they did input in full res

#

and output in half res?

gloomy tulip
#

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

woeful raven
gloomy tulip
#

AO using smoothed normal instead of vertex normal is kinda bad too

woeful raven
#

os 1080p depth

#

yea its still kinda bad even with 1080p depth when you see the dark bushes

#

the 1080p underneath really shows

gloomy tulip
#

Motion vector I think mostly calculates for dynamic objects

#

Would explain the insane blurriness of the AO

woeful raven
#

they really messed up with the post effects suite of this game

#

DoF is also pretty pixelated

last hinge
brittle abyss
#

Ok found it

dusky wave
#

We're really working like studio devs now

#

It was a good nap though

#

11/10 would recommend

brittle abyss
dusky wave
#

@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

brittle abyss
dusky wave
#

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

brittle abyss
#

I'm doing dlaa so that pb shouldn't affect me. REST has to be on for bypass to work right ?

dusky wave
#

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

brittle abyss
#

Then I will be a good boy and wait. I have to work on my patience anyway.

dusky wave
brittle abyss
dusky wave
#

Gooners really move mountains

brittle abyss
#

The procrastinater is generally the most efficient of the bunch, but only if the nerd and the gooner are nagging him with sufficient determination.

gloomy tulip
#

Trying to add visibility bitmask to GTAO but couldnt figure out why it wasnt working 😭

dusky wave
#

visibility bitmask + fixing the slop internal res would be PEAK

gloomy tulip
#

Endfield is using stock xegtao

#

Trying to copy from this because all the other ones I tried just didnt work 🙁

gloomy tulip
#

That way it should be blending with fog

brittle abyss
#

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.

dusky wave
#

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

stuck sandal
#

gothhub is a way better funny name for github come on now

dusky wave
#

Gilftub

stuck sandal
#

okay you win with that

#

lmao

dusky wave
#

enough with the memes

#

we need to lock in

#

and get AO working

#

Either fix up vanilla

#

or fix up reshade AO

brittle abyss
#

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 !

dusky wave
#

Ukay here

#

Miru is in Japan

brittle abyss
#

Nice to know ! In Forge case we shouldn't be far off ! Living in France on my end.

#

Internet is nice that way.

dusky wave
#

Dio is French as well

brittle abyss
#

That's cool. I should ask him wich region if I get the chance !

dusky wave
stable lava
#

za colorz

dusky wave
#

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

median robin
#

There's a lot of fog going on in the 2nd major area too

dusky wave
#

yh, it has that hazy UE5 look which OKlab method is meant to improve upon

median robin
#

Would be lovely

delicate pewter
#

anyone found a fix for the memory leak?

wet raptor
delicate pewter
#

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

wet raptor
#

I have 48gigs and it eats up 90% of it and my entire computer crashes

delicate pewter
#

i'm 98% and stable...

dusky wave
#

Allegedly disabling DLSS and Reflex also helps

delicate pewter
dusky wave
#

then rip

stuck sandal
dusky wave
#

wait for devs to fix

#

48 gigas is viable

#

I have the same

#

24 per stick

delicate pewter
#

oh there is a newer version, sec to update...

delicate pewter
stuck sandal
dusky wave
#

you get more than 32gb whilst sitll being cheaper than 64

#

or something like that

stuck sandal
delicate pewter
stuck sandal
#

ahhh
I'm still on ddr4

#

-# 5800x3d

#

probably why I haven't seen that

wet raptor
#

that's probably the issue ?

stuck sandal
#

if you mismatch your sticks of ram they will often not be able to run at their full speeds

wet raptor
#

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

balmy ember
#

how much are you leaking because i never got past 15gb in dx11

balmy ember
#

are you using dlss reflex?

wet raptor
balmy ember
#

turn it off

wet raptor
#

both ?

balmy ember
#

just to be safe

wet raptor
#

Will try

delicate pewter
#

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

wet raptor
gloomy tulip
dusky wave
#

Reddit threads mentioned the issue being exclusive to DX11

#

umm

delicate pewter
#

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%

dusky wave
#

I dont know in that case. I tested removing Reno and using DX11. The same leak was happening

gloomy tulip
#

It isn’t as crazy as you guys but the game started using like 12GB in 30 min instead of 6GB like usual

wet raptor
#

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

delicate pewter
#

true, when i was using dx12 i did not have the leak...

#

but dx12 we get no HDR...

wet raptor
#

Too much sacrifices

delicate pewter
#

the real question is why they did not enable HDR like they promised

wet raptor
#

This was planned ?

delicate pewter
#

Promised, one PC with True HDR

wet raptor
#

Damn

#

No idea if their implementation of HDR would be great tho

delicate pewter
#

unless they wanted to say RTX HDR

delicate pewter
wet raptor
dusky wave
#

@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

woeful raven
#

I have my commits up on gith00b of u wanna mod

dusky wave
#

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

gloomy tulip
#

What is that ghosting bruh

dusky wave
#

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

gloomy tulip
#

Did you run reshade on_draw

#

You need to draw before main deferred lighting is drawn

dusky wave
#

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

woeful raven
#

Your hands are tied

#

(Until feb 1)

dusky wave
#

I dunno if Grok and help here

#

Miru is the expert

woeful raven
#

Didnt u find the gbuffer containing albedo

dusky wave
#

and this is what I got

dusky wave
#

which is the same thing that was happenening with REST

woeful raven
#

What about the other option

#

On render target change

dusky wave
#

on_draw breaks the shader

#

On render target change merges enviroment and foliage

#

so AO applies to both

#

but our fog issue remains unsolved

unkempt pulsar
#

i got the double memory leak special

woeful raven
#

Well apply to foliage is good

#

Fuck

unkempt pulsar
#

game still runs fine, surprisingly enough

#

but i can notice textures loading in real late sometimes

woeful raven
#

If you turn up the ingame GTAO

#

Fucked gb00fers?

delicate pewter
#

looks ok for me :p

dusky wave
woeful raven
dusky wave
#

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

dusky wave
#

I dunno if you can see that in the vid towards the end

woeful raven
#

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

delicate pewter
woeful raven
#

It should switch lod when ur near it

dusky wave
#

oh right

#

yh it changes position of the grass

#

of LODs

#

whatever it is

woeful raven
#

Yea so i guess we semi gucci with this

#

Other than the fog

dusky wave
#

Reduce AO distance and cope

woeful raven
#

Oh yeah since ur injecting b4 upscaling now

#

Add one more note

#

Only usable at native or dlaa

#

No upscaling slop

#

TI code

dusky wave
#

I want to solve that though

woeful raven
#

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

dusky wave
#

Marat told me to msg Miru

gloomy tulip
#

You can grab the viewport size from cbuffer maybe

dusky wave
#

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

gloomy tulip
#

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

dusky wave
#

its a PITA

gloomy tulip
#

You said you found the last gbuffer draw?

#

Then it should be on drawn

woeful raven
#

You can see in the generic depth buffer addon

dusky wave
# dusky wave

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

gloomy tulip
#

You can register constants in your addon so that you can give render res to fx

#

With reshade api

dusky wave
gloomy tulip
dusky wave
#

Let me see

gloomy tulip
#

It’s like update constant binding or something

#

It’s just like REST using cbuffer stuff

dusky wave
#

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

rancid dragon
#

how much safe is it to use the reno?

#

ive been grinding a lot of arknights lately

#

and just noticed there was a mod

dusky wave
#

Addons works

#

And we've been modifying it non stop without issues

#

No one has been banned if that's what you mean

strong vault
dusky wave
brittle abyss
#

Because it blew

#

My mind

woeful raven
#

Its. Outdted already

#

Rain Hard vs Termite Spleen

#

We dont give that option anymore

dusky wave
#

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

woeful raven
dusky wave
#

oh

#

I havent updated

#

rip

#

I forgot

#

I havent added any pics either because of the 10MB size limit

#

Let me edit

#

updated thread

dusky wave
#

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
  1. Lower AO strength to around 0.7 or lower for RTAO.
  2. Uncheck Half-Framerate AO rendering and set Resolution Scaling to 0 to improve AO ghosting for the shader
  3. 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)

GitHub

Kaidō's ReShade Effects. Contribute to umar-afzaal/LumeniteFX development by creating an account on GitHub.

woeful raven
#

We fogging with this one

woeful raven
#

I tried mxao

#

Looks okay and cheaper than the free rtao

#

But that rtao hit diff man

dusky wave
#

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

woeful raven
#

What if

#

I ask the free rtao author if we can slop the code inside the shader

dusky wave
#

Go ahead

woeful raven
#

But thats another issue cuz that also has the temporal accumulation preprocessing shader

#

Etc

dusky wave
#

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

woeful raven
#

Loomasloop time?

dusky wave
#

No LumaVK

#

though

#

Time to tell Pumbo to get to VKslopping

woeful raven
#

Okay so

  1. Only reason to use VK is for FG and potential RT
  2. FG not usable in renovk anyways
  3. If they add RT we dont need luma anymore bc rtgi/ao slop
#

So if they add rt we move back to renovk

dusky wave
#

Do you know how to Luma?

woeful raven
#

No

dusky wave
#

its not like Reno

#

You will need to do a lot more work

woeful raven
#

Its gonna be a learning experience™

dusky wave
#

Yes

woeful raven
#

One part of me want the learning experience

#

Another part wnts to

#

Actually play the game

dusky wave
#

And we do everything via Visual studio

#

yes

woeful raven
dusky wave
#

I want to play

#

Pumbo just mods and moves on

woeful raven
#

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

grizzled saddle
#

Uhh when do the tutorials end? pepeRageDistorted

stable lava
#

never

#

it's all tutorialslop

grizzled saddle
#

I'd like some game in my tutorials please

stable lava
#

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

grizzled saddle
#

So far I alt + f4'd twice due to tutorials like wtf is this

#

Can't go 30 seconds without pausing

woeful raven
woeful raven
#

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

dusky wave
#

sell that shit off for 100K Bills

woeful raven
#

Crash the economy

#

Also

#

gotta check spaceship

#

See how your

#

Slave labourers

#

Are doing

tough halo
#

Guys I get black screen

dusky wave
#

when?

tough halo
#

With reno

dusky wave
#

on launch

tough halo
#

It's just on launch?

#

I get it on launch

woeful raven
#

Follow

#

The instructions

strong vault
# woeful raven Slave labourers

T̶h̶e̶n̶ c̶h̶e̶c̶k̶ d̶i̶s̶c̶o̶r̶d̶ t̶o̶ s̶e̶e̶ w̶h̶a̶t̶ y̶o̶u̶r̶ s̶l̶a̶v̶e̶ m̶o̶d̶d̶e̶r̶s̶ s̶l̶o̶p̶p̶e̶d̶ o̶u̶t̶

woeful raven
#

Careful before i add a UID check for your name

strong vault
woeful raven
#

And intentionally ram leak if success

#

Oh wait the game already does that

strong vault
tough halo
jagged gyro
#

using force -dx11 command or vulkan just black screens you

#

^

dusky wave
#

VK isnt supported

woeful raven
#

Yeah

#

Once again

#

Read the instructions

tough halo
#

Thank you, even tho you could have just said launch with dx11, but it's okay, I will read next time

strong vault
#

This would have been a great shot but DOF is wrecking it kekpepehands

last hinge
#

surely we get vk one day

strong vault
#

when rt is out copium

last hinge
#

cant wait to shred my perf with rt

dusky wave
#

Which you can cope back again with Frameslopping

#

oh wait

#

VK reshade doesnt support FG

last hinge
#

game only has dlss fg

#

which i cant use!

#

so who cares

dusky wave
#

neither can Reno

#

VK reshade doesnt support FG

last hinge
#

framegen cringe

#

nah

#

but also

#

rt is still

#

too much of a perf hit

#

maybe if i had a 5090

jagged gyro
#

rt too much of a perf hit and framegen is indeed cringe

jagged gyro
last hinge
#

i mean framegen is fine if you already have good framerate

jagged gyro
#

for sure, stable 60+ base frames and framegen is fine i feel

#

unstable frames from RT ruin it

#

game by game basis tho

dusky wave
#

Damn... Me and Spiwar are frameslopmaxxers

last hinge
#

i mean i use it

#

unless its broken which it is in some games

strong vault
#

I love my frameslop too

last hinge
#

but i can only use fsr frame gen

strong vault
#

maxsloppa

last hinge
#

i mean fsr framegen is apparently very close to dlss fg

dusky wave
#

Vanilla / RTAO shader with 0.7 AO strength

last hinge
#

tho maybe not anymore

dusky wave
#

what we thinking?

last hinge
#

but a year ago it was

jagged gyro
#

framegen is framegen at the end of the day

dusky wave
last hinge
#

wonder if theyll add fsr to this game

dusky wave
#

They should add DX12 so we could avoid VK like the plague

last hinge
#

too bad

jagged gyro
#

real asf

last hinge
#

whats wrong with vk

#

other than being complex ig

dusky wave
#

Ass cheeks to work with

#

compared to DX

woeful raven
#

I cant read the glsl dissassembly at all

dusky wave
#

Atleast for me

woeful raven
#

Need shortfuse flttened decomp

last hinge
#

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

woeful raven
dusky wave
#

VK is cross platform

woeful raven
#

Weong reply

#

But yea