#Arknights + AK Endfield
1 messages · Page 7 of 1
too bad it runs like ass cheeks
DX11 + DX12 on PC
It looks better than this game tho
The ass cheeks are worth it
yeah but it costs almost twice the perf
also its not like it cant run well
the first zone runs fine
but the newest zone runs horrendous
Cause the newest zones r more dense
Its crazy
well dont forget Endfield has some abysmal LODs, GTAO is a meme hence why we added bypass, zones are smaller and theres no ToD
yeah the zones are smalleer
i would blame ue for wuwa running like ass but mfs using ue4
so its just a skill issue
Its not ue4
its a modified ue4
Its ue4.69 lumenite 20
Wuwa runs like ass because they cope with backporting feautes
What are your recommended settings?
Yea
No recommended
Defaults are fine
But if you want
if ur gonna backport everything just fucking upgrade to ue5 at that point
Highlights 55 contrast 55 saturation 55
Yeah
This game comes out already pretty kk
High 55 cons 55 sat 55 is enough boost
if you guys know Ex Astris Android only you can see some inspiration mainly the characters outline they look like eatable cake lol so defined
@dusky wave i was playing thru the mines/desert area
Was thinking "yknow this is pretty good looking"
Then i turned off improved shadows and rtao
also i do like good graphics but if it nukes the perf was it truly worth it?
This game is light enough to add in a good AO pass
I will take PT running at 30FPS then MFGmax slop
not ur stuff i mean
wuwa
Its worth it
I have 30-50fps
Frameslopmax to 180fps
The visuals are amazing
yea wuwa looks too great, the fps hit is worth the quality

I tried getting into Wuva just for visuals alone for 3 times but I just cant do it
There is too much lore slop dump at start
wuwa story just weak asf
the first act is fastish
Meanwhile Endfield is Tutorialslop dump
anime games and first good section is rare
its always a massive info dump
with very little happening
The tutorialslop they added to prevent filtering out normies
Are actually filtering out normies
Need 10 pages of essay
To explain
how factory works
How to make a belt and move from point a to b
factory games will never appeal to everyone
people discovering they dont like games with more complex systems than "spend resin logout"
Did anyone try it with RTGI ? It looks so good
Sure but theyre also filtering out people who could get into it
But getting tutorialslopped
I couldnt find any rtgi that worked in HDR
Thing with GI shaders will be they will also apply to the fog
and most dont support HDR
Yeah
It will look even more obvious
Cause now the fogslop
Will also bleed color
Probably
I asked gemini to edit RTAO shader to add gi but idk how to feel about it 
Clanker will fail on that
I tried 2 hours on uber rt and it couldnt do it
Most of them just do SDR clamping at the very end
some sort of SDR shaping
or a saturate()
or clamp to 1
you lied to me btw
Mxao was two lines
Not one line
Scammed
But yea
Didnt even need gpt for thay
A + B
Or something + 1.0
Addition = sdr slop
which shader is this?
I see the difference but i would not call it a huge diff
I didnt know there was one that support HDR ootb
Hes probably slapping it on sdr
And not seen any issue yet
Like mxao works fine on hdr until u see the black pixels

marty rtgi comparison here
kotorin have you tried out AO? I linked a new build
Marty's should have artefacts ootb
it will bork the pixels when using HDR
not yet, the one spiwar posted with reshade bypass didn't work with rtgi since it just clamped to sdr so i didn't use it
you can always increase the lighting bounce
and increase the ao
Try again with the latest build
While i doubt it'll change
But it would look too unrealistic, you can always test it yourself
No i meant using your existing setting
Default is 10.000 which is too much, even the creator suggests 5.000
And taking a screenshot somrwhere else
Your screenshot wasnt a rly good showcase
#1440801914165002322 message
Alright, I just started the game, will take more picture the more I play
Right now I continue work on making DLSS work
yeah latest build still doesn't play nice with rtgi
with help from GPT4.1

then its RIP
bypass cant make non HDR compat shaders work
since the shaders up to that point are already in HDR linear
meanwhile SDR reshade shaders already expect output to be SDR
since reshade is applying as a post process
yeah this is what happens with bypass
Oh btw
If u want a temp solution
I forgot to tell u guys
Theres a preprocessing shader to decode linear to srgb
Linear srgb -> rtgi -> srgb linear
oh soop converter thing?
SOOP was DOA for WH3 when I tried with rest hence why I manually patched MXAO
Cuz i prefer if it was just patched directly
But cant share so
Yeah kotorin try the soop one
Maybe itll work
What was the error?
Since you cant modify and share Marty's you need to use Soop but soop doesnt work unless you also modify it to now work with bypass

yes
2.7ms
Ur on 5090
can run marty rtgi and still keep 120 fps
The game with shadow improvement and RTAO is complete
Is this mod not supported for SDR monitors? I tried using it, but it forces the color space to hdr and makes my game washed out...nevermind I just figured it out...it was because of this program "novideo sRGB" ... when i unticked "clamped" my colors became normal 
You will also need to set game/ui/peak brightness to 80
yeah I did that already, but in the end this program fricked it all up the most
adding bounce lighting so good
@tough nimbus @dusky wave do you even need to set colorspace to scrgb for this?
I tried hdr10 80/80/80 and it was fine
Jon has added explicit SDR support into his addons
HDR10 doesnt work off the bat
need scRGB
when was this?
I dunno if we've now added something into the addon
that prevents that
The other day when i had to play on an sdr ultrawide
Acktually
I can test from my tablet rn
@mighty palm is it working now after you disable nobideo?
Do I have to upgrade formats from RGBA8 to RGBA16F for updating shaders?
Could someone eli5 me how to install this 🙏 I dropped the shaders and renodx file in game folder, set effect path in reshade and it fails to compile
I followed the instructions but 
Ya
scRGB doesnt
I had a user in BDO tell me
if the mod supports SDR
and It doesnt because I did scRGB
reshade log?
I need to see what its failing on
same here
I need to see what reshade is failing to compile
Likely the colorspace detection function
LMAO
Youll have to tell them how to fix it if its the case
HDR10 PQ still does 0-1 like SDRbrainrot
PQ EOTF is mapped differently since you have 0-10K nits
scRGB is the one doing its own thing
which is why SDRlets cant enjoy scRGB mods
oh right
nope
even simpler
you see how I told people to not install other shaders
guess
what the issue could be

(your folder is now missing ReShade.fxh)
you just need ReShade.fxh
back in the Shaders folder
Oh lol
We never need ReShade.fxh
outside of this moment
I think this is the first Reno addon with bypass
using AO
outside of what Shortfuse did with Oblivion

I'll slop out a mod post on gamebanana
And nexus

The industry expands
New outposts frfr
Nexooos doesnt have limit on pics so you can post HDR pngs in the description
the thumbnail images will have to be SDR though
add a heatmap like what Dabveed does
Whats dabveeds post
We factory farming this one
from liliums
XgarhontX is his other username
Then get ready for nexus commenta
Telling u
This is a reshade preset
Achieve true modder status
Look forward
BROOOOOOOOOOOO
IS THIS A RESHADE PRESET
Inb4 some salty nexoid reports us
and Reno for Endfield gets shut down
Real
Most of the comments r gonna be about
Either using it on vulkan
Or wrong injection name
I can already see it
You already know once updates hit
comment section will be 'DIS NO WORKY'
We already have +70 peeps here
yes it works, colors are slightly different but thats because now I have novideo srgb disabled, so its more saturated...(picture is just a joke
)
but the game is a bit more darker, but maybe I can adjust it in renodx...
left is with renodx, right is default game
the main menu doesn't use a tonemapper in vanilla
ah yes, avg reshade preset look
looks like i just have to raise my peak brightness from 80 to somewhere around 200, to match my default game look on sdr
well I guess I should change it to be around 300nits for my monitor (vg27aql1a)
What am I missing? I've followed these steps but i crash on launch now
Ya main menu lutbuilder is passthru
No hdr values
refer to instructions
in pins
the instructions i directly replied to?
#1440801914165002322 message
This is to load reno correctly
You'll want all 80 80 80
I'm launching through launch.bat
Did you try using d3d12.dll method instead?
If you have a bad HDR monitor you could still attempt hdr@mighty palm
It not optimal
But eh
Wadahell
23rd
Whos poppy
Slopsinger
I only listen to taylor swift
Rip
nah my monitor in hdr mode overblows some parts of display in certain circumstances because of horrible local dimming feature...for example it makes black text disappear on white background sometimes...the "blooming" or i dont know how to call this phenomenon is horrible...makes hdr unusable most of the time
yea that sounds like a bad time
IPS?
yes
bad time
Yeah just sdr
when I got this monitor and tried hdr for the first time....i thought I got faulty unit 
but thats just how it is
RIP
Btw
@dusky wave did u know
Wuwaslop hdr has paper white slider
Next patch

I had a dxgi.dll chilling in my game folder ruining things
ahh
- Sdr in hdr
- Sdr in hdr with autohdr scale to peak
- Sdr but stretch lut to hdr w black floor issue
- Ue hdr (no grading lut) with black floor issue
5.one of the above but with contrast applied
with gamma 2.4 mismatch
missing

HDR is about get a new era of washed out
we're not going from gamma 2.2 to srgb
its now going ot be gamma 2.4 to srgb
Maybe one of the kurobots are in here and thats why they implemented hdr
And its gonna be perfect
COPE
My AO appears to be upside down
Preprocessor
Set depth to upside down
Forge add that into ze guilde
we're rendering the shader with all the others
and theyre all flipped
it should then unflip itself
Reshade defaults r prob 1
might be
me manually setting it to flip again cuased it to be flipped
so you want it to be set to 0/off
and let the game flip the output itself
Preprocessor definitions r on the reshade screen
Oh my god, turning AO on/off is such a gigantic difference now that it works
Dont ask where it is
Hes enlightened
The screenshots didn't really sell it to me but i see now
yeah 0.7 might be a bit much still
UI looks a bit dim even with "UI Brightness" maxed, anything i can do for that?
it's specifically enemy health bars
Ui shit like health bars are in hdr
So thats like even less true
take a pic
With reshade
yes, many UI elements are already hDR
Yeah idk it's probably a me issue, the stagger bar isn't as bright as i felt it was on SDR
getting consistent driver freeze looking towards center of dijinang lobby from the little seating area down the stairs with the addon installed
Yeg send l0gs
Does it happen if you launch the game and head there straight away
Record vid or send logs either works
yes and can get stuck in a loop until move without it installed ill get logs
same here. driver constantly crashes near there with my 5070. I'm now at a spot where I can't even load into the game without it crashing 😭
i am on the same gpu and have not had that issue... logs are only way to see
@woeful raven new debooog
check comments, need to figure out whats up with shadows

if your entire driver is crashing you could be hitting vram limit tho, maybe keep an eye on that
Here's where it crashed and the log
let me check log
https://github.com/clshortfuse/renodx/discussions/490#discussioncomment-15611457 anyone run into this?
check the comment
nope not that i have seen
yes
reproducible
im back home with my matcha latte now
walk into shadow
then you can see
maybe the improved shadows values are tuned too aggressively
FUK
well with AO I could decrease the shadows to see if that solves the issue
or perhaps bypass it applying to characters
yea only issue i had on my 9070xt even with optiscalar doing fsr4 is the memory leak after a number of hours and then random lock ups on an older addon release otherwise its great
the light contribution is not hitting the characters hair
i mean
it is
but that part of the hair
fades to light earlier
NINE ELEVEN
@dusky wave check ff6
hol up I am reading this log
it's either decomp issue or you need to tune shadow contribution
is this only applying to characters?
I could just skip it
or figure out if its decomp
and it only applies when under cloud shadows?
not seeing anything out of the ordinary
What I could do is stop resource cloning
and send the addon to you
and see if that changes anything
sure i can try that.
one sec
yeah
only cloud shadows
perhaps there's a value you forgot to boost also
ok
i understand why now
oh i see now, the game crashes my obs causing a black screen for a few seconds so i assumed it was a driver crash. without obs running, the game crashes "normally", no black screen
Need peepol to test this version
- Disabled Resource cloning + some other code... Wondering if this improves mem / vram leaking
test this

one sec
I see the shader where the hair is drawn now
not sure if shadow contribution can be applied to that
actually
that might not be it
the assembly decomp
looks simple
this might be just be compositing something else
let me track
yeah this isnt it probably
one sec
still crashes sadge
i thought to lower all my in-game settings, but nah
I had a moment where the game was running for 6 hrs
and the mem leak froze up my whole pc
I disabled cloning (I dont think we even need it) so that should at the very least minimise further mem usage from reno side
51KB cant wait for the decomp errors on this one
game running for most of that graph, the dip is after it crashes
if it's not possible to fix we can just disable the improved shadows on characters
grass still works
anything running in the background, Overwolf, Discord
alright
I tend to disable everything before playing my games
^
I've ran through that area a billion times
so I dunno wtf is up
yeah
maybe its my ddr4 
other plugins can cause crashes
are you using anything else
like display commanders
i am ddr4
its not the reason
I went into vanilla endfield, turned around to face away from the center and walked forward one step, then what you see in the video is my attempt to record the crash with reno. The last 2 seconds were lost but all i did was turn around walk forward right after the clip.
0% gpu usage right after crash? im going to guess vram... but could try reinstalling your gpu drivers
how much vram are you sitting at before it crashes?
definitely isnt memory related, this is mine for the last couple hours
yea i'll try that next. about 1.3gb for vram rn after i restarted my pc. still crashes unfortunately
yea all i can think of based of what ive seen is vram, definitely seems gpu-related at the very least. but i could be wrong so
turn up
the page file
if you have a decently sized page file
the memory leak wont crash your pc immediately
and you can play a while
^
yea mine is at 98gb, mine is also basically full
but i havent really crashed or stuttered anywhere at all thus far
well it runs fine in every area (so far) until I go into that specific spot in dijiang, then i have to disable reno to get myself out otherwise i'll be stuck crashing trying to load in
wait- you don't crash w/o reno? or am i reading that wrong
what's he saying is
- he goes to that spot and crash with reno
- if he reloads game with reno, it reloads in that spot and he crashes again
- so he has to turn off reno and get out of that spot
lmao
I thought disabling resource cloning would help
but nada
and log isnt giving me anything
Same place in the lobby i have an 5080, 64gb ram it only happens with versions after the bypass was added regardless of setting, memory seems fine less than half vram usage at time of crashes pagefile fine other areas in game perfectly fine.
okay cunts
download this
#1440801914165002322 message
i have a feeling this won't crash
You mean
bypass added earlier in pipeline might cause issue is my theory
works
okay
now delete all your extra reshade shaders
and go in game with the latest addon, not that one i linked
keep only the default slop ones
also test latest with Render before reshade UI toggle off
yea works for me lol
maybe delete your entire reshade settings
what works
oh this is the one where ao semi-works with dlss right?
latest addon with no effects
your version
not even the default ones?
it's something with your machine
keep default slops
there is something you guys are doing wrong
because forge version works fine for me
if this doesn't work
take a picture of your list of addons
i have another hunch
man i wish. it doesn't work with latest. Just to confirm, the one in the pins is the latest?: #1440801914165002322 message
^
turn off effect runtime sync
and go to that area with the latest addon
you will have to restart the game
for the turn off to be effective
ok i turned that off, restarted the game, still crashes
are you at native resolution?
yep

so what's the difference between the addon you posted and the latest? Might just run that instead
addon I posted runs the bypass after all game render but before UI
addon forge posted runs the bypass earlier in the pipeline
to bypass things like depth of field
same brand new install fresh inis redownloaded tried disabling effect sync still crashes with latest
if the forge one crashes
uses mine
i just ran out of fucks to give for diagnosing this
but acktually
use this rehsade ini
in place of your ini
aight ciao
Everyone else, could you also test my latest pin. If the game doesnt blow up or get clamped again by resources.
We can just keep cloning off and it should improve mem/vram related situation maybe
yea nope reshade.ini doesn't fix it. appreciate the help!
why does your devkit have the arrows next to the shaders?
using an old devkit by @tiny meadow
ze GOAT
with snapshot shortcut
i recreated your crash once, completely wiped reshade from existence, recompiled shaders and started over, no crash since
this version doesnt crash either
snapshot hotkey check javascript
snapshothotkey = 34 = pagedown
ok so you uninstalled via reshade.exe, then how do you get endfield to recompile shaders?
to get recompilation
launch the game in vulkan once
finish the vulkan recomp
yep that
go back to DX11
if still crashing, try the most recent addon forge posted and see if you crash or not
that's all i got for ya though
beyond that good luck
so far resource usage is not nearly as bad, will run for a while and see what happens tho
I need to finish my PR but yeah, that build has some nice conveniences
Though yes, quite old and wouldn’t have whatever else has been done to the devkit since
ok
I will try it out
I havent played the game this whole day, just attempting to fix stuff
Let me deal with this shadow nonsense
then get back to reshade DLSS support
I'll PR the uberpost build to github
just to get it on the hub
once we fix reshade dlss
what happened to Nexooos?
i cant seem to get the rtao or the lsao shaders to work, I've followed the instructions and done a fresh install to make sure reshade.fxh is in there and the shaders compile correctly but there is just no visual change when toggling them 
pr then build addon so we can update snapshot
because rn it is hella out of date on githoob
what would be an easy way to record this lol
make sure you're in DLAA or TAAU otherwise it won't change anything when toggling it
yeah ive tried it on both
are you having errors on reshade/in reshade log?
unsure then, i have very limited knowledge on ts
dont need to record
use
draw Raw AO
and let me see the result
Just say,g make sure you're not using the epic store version...epic blows stuff up anywhere anytime on reshade stuff
epic doesn't matter
you can launch the exe directly
without epic
I should write a quick guide for direct launch without game or epic launcher
do you mean the show AO mask option
aye aye captain🫡
no i literally only have rtao on, is that the issue
yes
okay i knew it was something stupid
thanks fellas
to thave the motion vectors for rtao
i think epic injects their overlay no matter what but could be wrong with direct launch. But i had one other person randomly crash enfield in a random spot non stop with reshade, just epic being epic
wait which version should i use the one forge posted to remove cloning or the one you posted spiwar?
**Launch game in DX11 without launcher **
- Right click Endfield.exe in your game folder, create shortcut
- Right click shortcut -> properties
- add
-force-d3d11to target (see screenshot) - launch game
- ???
- profit
oh speaking of, memory leak is still there, just took longer to max out this time... vram on other hand is slightly better
only use my version if you're
- crashing with forge's version
- using DLSS or TAAU upscaling
ah i do use upscaling yours it is
you only need the launcher when the game has an update, otherwise can turn it off to save resources
okay it works now 
added now
sounds about right
ok we can disable cloning in that case
might need to occsaionally re-pin the installation guide
cause people keep
NOT READING
Shortfuse would need to implement
then we can do that
just tag a word and bot summons instructions
you can delete it if need be
yeah that would be better than just pin and re-pinning
we could use the pins for current issues
like
- DLSS/TAAU will not work with reshade bypass except native resolution
- reshade bypass will still apply on fog
- hair bangs are drawn on a separate shaders, so it will sometimes look weird when using improved shadows
What you need to do is go over to lab/clubroom
and tell shortuse to give you modder role
fellas is out here with a common ass white name
be one with the masses
the masses travels
me when i get my modder role
https://youtu.be/B9PTYUFB-DY
Arknights Sidestory/Intermezzi OST - The Masses' Travels
━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Monster Siren Records: https://monster-siren.hypergryph.com
℗ Shanghai Hypergryph Network Technology Co., Ltd.
#arknights #アークナイツ

Also we now have Shortfuses new tonemapper
neutwo
Max Channel neutwo with per channel blowout and per luminance by chrominance when?
is that in the repo yet
does musa have an optimized function for mewtwo yet

bro gave us the drug last time
new version working great spiwar 👍
fellas kinda slop like no
I dunno why they have cloud shadows in this area
consider there is no moving clouds in the zone
Lewd
I think there might also be a hero light applied to the characters
- Fixed hair shadow problem
Ugh so I did try visibility bitmask for GTAO and it looks worse than non bitmasked version 😭

Come home to reshade bypassed AO Miru
it looks good
well
apart from the fact we're not rendering before fog atm
if anyone asks you why you shouldn't do AO on character
show them this
da pan got da dirt

Thats just reconstructed normal from depth
Its normal to have tons of noisy normal on very thin stuff
@grim kiln this is an issue you will encounter using the uberpost bypass version
We need games to start shipping with LSS
Need that Lackwell feature set for good looking fur
you mean the TI optimized version
Ti would just make the AO
da pan has more normals then the rest of the game 🤣
good lord you can really tell the fog bypass dont work in this area wtf lmao
i havent really noticed it before but holy lol
I'm still using old version of the mod before all this AO stuff.
Is it worth swapping?
Seems like there are a lot of stuff to be ironed out with it still.
i mean other then fog stuff the AO is insanely nice
im illiterate, where who is the AO can be downloaded? do i just download it in reshade-addon
lumenitefx linked in the pin
it's kinda up to you, if you want proper AO and don't it not being perfect then it's worth
if not, better to wait
AO adds a lot of depth the game doesnt have natively so for me its very much worth
yep, it's entirely personal pref
the fog bypass not working is a pretty minor thing to me anyway
spiwar version works for dlss i believe, newest release requires native... ill be corrected if im wrong tho
yea it doesnt seem too bad mostly
yea im using with optiscalar for fsr4 running dlaa/ native aa in fsr4
if you dont use an upscalar or taau get forges release
so that's why i've seen myself cranking the contrast up , the game it feels flat
ty
still better then the native slopped AO
Wait
Spiwar
My brain cells are working
What if
We completely disable their fog
Then reapply our own
Using Pumbo's OKlab method
This way we can still render on the same shader whilst avoiding their fog shit
forge have you even slept 😂

is volumetric fog still classifed as fog? you can turn off in-game fog setting
"What if we make our own game? With blackjack and hookers."
toggling volumetric fog doesnt remove all the fog in the game
that has to be manually removed from my understanding
i mean I thought about that
and then
u think
where do you even inject the fog?
how do you know a place has volumetric fog to inject
also you might need to go to sleep man what timezone ur on
its 4am
I am off
wanker time zone
I am malding at the fact they didnt make fog a separate shader
This close to perfection
aight sleep dawg
Oh now I just saw that the weird vegetation AO is from the LOD transition as well
Yeah
The lod transition right in front of you
It's not like LOD transition, its that the game updates the rotation with huge interval I think
Since they make some bushes just always facing the camera
Wow
That makes sense cuz whwnever hey fade into a new grass the new grass doesnt really look diff
Did some improvement to the accumulation tho
Just making the AO super extreme to show the flickering on the right
Doesnt show up in screenshot
any way to hide ui with a hotkey?
yeah i dont think this is on ss
got a build?
I'm basically just using unity's temporal code
It reacts faster to motion because original game one doesnt reject history from high speed pixels
bruh
is the half res blur still there?
Yeah cant do much about half res 🙁
honestly this half assed gtao implementation feels like either they dont care or they're gonna add rt soon
Hm. Getting a crash looking at this spot in Valley Pass. (turned off Reno for this screenshot)
I also get the crash in Dijiang mentioned earlier.
Its also the vegetation stops upating rotations when you rotate your camera
its so bad, even RT wont save that
Guys, we won't have renovk, isn't?
we can
but we won't
not until vk has something meaningful
?
He probably means when needing a feature exclusive to VK like RT or something that isn't possible to do in DX11. FG doesn't work on renoVK either way so that feature is moot
For some reason AO is upside fown for me in both Power Plateau and Wuling, every other zone appears to be fine for me. Am I missing something or is this to be expected for now?
Is this Marty's? I tried messing around with it earlier but it was a wee bit scuffed for me
SCGI seems to be the only one that plays well with this reno mod, the performance hit was unacceptable though
is it just me, afte not seeing TAAU for a long time or is it shimmering like mad on thin objects?
SCGI? Can't say I've seen that before
I can try seeing if I notice the same thing with TAAU
ya super shimmering on fences and even on endmin's cloak
hmm shimmering only happens with the renodx mod...i guess it's just my settings then
If you don't mind me asking, where is this magical SCGI you speak of? I kinda want to mess around with it
it's nothing amazing, in the bang visual department, but it's very clean
maybe that's its selling point, and it doesn't offend me in HDR with this mod
I also can't spot any shimmering at the moment, then again it's possible I'm not looking hard enough
may be my reno setings, i don't see it when i turn reno off
also for the scgi.fx, you need zenton framework for the motion vector, not listed in the documentation
ooooh it's the improved shadows, me dumb...of course...now i get what all the napkin biting is to the conversation before.
Power Plateau really does love turning effects upside down for me
Interesting, maybe I truly am blind
Or DLAA is based?
i'll see but it also happens with RTAO luminite bypass
just not as much, so it's something they're working on I bet with many hair pulling
is all this extra setup necessary for reno now or can i just download the newest addon and keep playing?
not necssary if you dont want to try the ao/gi shaders
nah i'm good, i saw the grass and figured i'd rather not 
this works in hdr?
how is the performance compared to the rtao shaders i linked
it bearly works according to the debug depthmap, so i can't say it's working. i would say it's not worth it no matter if it did
ok
you can use mxao if the performance hit of the linked rtao shader is too large
ask grok to remove the code that makes it sdr
this is what it's debug is giving me, so either the strength is too low, that i can't tell it's working well in hdr, or hdr works and the strength is too low
LASO i think is better if you don't mind performance hit according to luminate
lsao is still rtao but heavier yeah
OOh i had an old bugged version of the guy's SCGI...
now it looks like a proper depthmap

ok this doesn't look too bad
takes some tweaking but it doesn't look offensive
i have super crappy monitor so someone can play with it, fps lost is to big though
you also need to test with bright highlights and skill vfx
if its not explicitly hdr it will break if you use any moves
negative colors and stuff
my monitor is too crappy, i can't see any breakage
someone else check
be warned of fps
I wonder if the crashes with Forge's version are somehow resolution related.
if you have something to confirm your theory then its worth looking into
Yup
Just spitballing. Maybe if I can get the game to run in 4k to test later.
ironically the memory leak in DX11 makes me take a break on the game lol
You have to change some depth buffer settings
For example reversed 1
And upside down 1
If you got a actual good hdr monitor, check scgi for me, cause to me it looks ok, just...well 30fps no playable, maybe crossfinger future stuff
I could be dense but every time I turned it on, everything was black except for my characters and NPCs. Nothing I did worked
So more than likely user error
you need zenton framework
but umm was that debug?
or normal, so normal...umm depth map stuff~



