#Arknights + AK Endfield

1 messages · Page 8 of 1

rustic echo
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but ya if it's too much don't worry about it

gloomy tulip
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Can you like use half resolution

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I don’t see scgi prefiltering depth mipmaps to reduce texture fetch

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Maybe I missed that

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But it’s still just gtao with bitmask at the core I think

muted thorn
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I also had that

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So I'm guessing I did something wrong

rustic echo
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i mean it looks like GI is working pretty well

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i just don't have a monitor to say it's hdr able

gloomy tulip
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Which rtao shader are you guys talking about

rustic echo
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is reshade bypass before or after UI?

gloomy tulip
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vulkan memory leak despairge

grizzled herald
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VRAM leak is even worse to me on DX11. 32 GB last for less than 1 hour sometimes. 4K DLSS Q model M maybe ramps things up a bit.

rustic echo
# muted thorn So I'm guessing I did something wrong

you did not do anything wrong, turns out it was REST, even with it just being on black screen it. Also it took a bunch of reshade reload settings to get it to redo settings. Overall, for a "final final" eeehh not really final. rip

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ok I got the reported crash in deijang,~~ when Reshade is bypass before UI-ON.~~ even with it bypass before ui off...so..ya..i guess it's more common then it seems

rustic echo
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TAAU, i should try to grab a reno nightly reshade build next time, totally forgot that was a thing

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it's the exact spot as reported, i simply have to pan the camera slightly and crash

arctic echo
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Found another spot in Valley Pass that likely has a related crash, if you want to check that as well.

dusky wave
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Don't think either me or Spiwar have gotten to either zone yet

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So could be different shaders proccing

rustic echo
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easy to check, just turn reno mod off and turn on depth.fx

dusky wave
brittle abyss
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Hey ! I see the bypass is getting there ! Are lilium's shader failing to load normal ? Or did I bork something in my reshade options ?

dusky wave
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Normal

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Liliums will fail to compile when bypass is on, disable bypass and reload shaders to get them to compile again

rustic echo
brittle abyss
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Ok thank you guys for the confirmation ! First look at RTAO with bypass is very pleasant, not gonna lie !

rustic echo
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here's hoping you don't crash on a magical spot

rustic echo
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i'll try the reno nightly build later...maybe it's some special reshade thing

dusky wave
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I can test setting my native res to a bunch of options and see if that proccs

rustic echo
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while not pixel perfect, i was running around that area multiple time before i landed on the right spot

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so it may exist, but at least not casual enough hit it. though Deijang you'll likely run around that area multiple times

brittle abyss
dusky wave
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Dunno maybe when we get to Wuling, we'll start CTDing as well

dusky wave
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I guess depending on which shader you use, it'll be different

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We found LumeniteFX RTAO to look good whilst explicitly supporting HDR output

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Other shaders have SDR clamps which cause visual artefacts and require modifications to get working... Which we then can't share because of licensing

brittle abyss
dusky wave
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Other optical flow shaders might have SDR clamps

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So I'd just use the one in LumenitrFX

brittle abyss
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it's called LUMENITE : LumaFlow. It's included in lumenite shaders.

rustic echo
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flow is not needed

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all you need is the kernel

brittle abyss
arctic echo
rustic echo
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flow is for other developer shaders...and probably his own internal projects to be released in the future

dusky wave
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Misunderstood

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Yh flow isn't needed, kernel is handling motion vectors for RTAO

royal solar
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why does my game look like this lol

dusky wave
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Bypass on?

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Is it toggled on

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Looks like it's off to me

delicate pewter
dusky wave
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Wuling might have different deferred lighting shaders so bypass isn't activating

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I haven't gotten to Wuling yet, apologies

royal solar
dusky wave
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RIP

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I'll get around to it eventually

spiral imp
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not sure what could be

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but my game is crashing

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instantly

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with the addon

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in this area

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if i remove the addon I can play fine

spiral imp
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no shader folder, generic depth unchecked, and addon toggle set to off still crashing

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can only stop it from crashing by removing the .addon itself

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anyone able to replicate just to see if it's a me issue?

mighty palm
spiral imp
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ah, missed it

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been reading the whole thread

mighty palm
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ill try too if I crash

spiral imp
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seems i might need to use spiwars version and recompile or smth

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thanks

dusky wave
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AO shader needs depth

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wait

mighty palm
dusky wave
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@woeful raven

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is this why people are crashing

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?

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display depth is unchecked?

spiral imp
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no

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i was just testing things on and off to see what might be causing the crash

royal solar
spiral imp
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i recompiled vk shaders and now gonna launch in dx11 like spiwar said

spiral imp
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it's like there's something that loads that procs the crash

arctic echo
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I went to try and get a log in Valley Pass and now it doesn't crash??? Still crashed in Dijiang though.

mighty palm
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I launched the game, slightly panned my camera to crash and crashed (valley pass area) and here is my log ...

dusky wave
spiral imp
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#1440801914165002322 message

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this addon isnt crashing for me

spiral imp
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crash for me with this

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all this crashing has made my windows have visual glitches lmao

mighty palm
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crashed too

mighty palm
brittle abyss
arctic echo
dusky wave
spiral imp
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im on amd, not sure if that matter or not

dusky wave
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We have users on Blackwell who also have the CTD

median robin
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I also crashed from the Valley Pass location

arctic echo
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One guy had a 5070 I think. I'm on a 3070

median robin
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3080 here

mighty palm
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3080 too

strong vault
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I dont crash there but I am using older addon which lets you use sub native with reshade bypass

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4070

arctic echo
wet raptor
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Crashes for me as well in the valley, 4070 Super

woeful raven
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Hello people

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Everyone whos crashing

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Use the uberpost bypass

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And let me know if it still crashes

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#1440801914165002322 message

dusky wave
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uberblost doesnt CTD

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I am looking into wtf is up

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because now I am CTDing as well

woeful raven
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Lol

dusky wave
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got some debooging setup

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damn users cursed me with CTDs now

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well the game isnt crashing

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its freezing

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which stops logging

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I'll need to run Visual studio debooger like Pumbo showed me with Luma

woeful raven
wet raptor
dusky wave
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uberpost bypass is slop

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and slop works

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but good stuff doesnt work

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like clockwork

woeful raven
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Ye dawg

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Ao will apply after dof

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And on chars

dusky wave
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Da Pan looks like

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I dont even know

woeful raven
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Tonemap ass

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Sdr sun

dusky wave
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I've learnt a lot from this addon

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Musa The Goat's max channel Termite Fiend method

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how we can hack together tonemapAss whilst having custom settings

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OK, debug logged some stuff for me

arctic echo
dusky wave
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time to check

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@woeful raven the freeze happens even if I comment out shader bypass

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test on your end

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0x37837806,
0xD3FA93FC,

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instead of ubers

woeful raven
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What if u comment out the bypass function entirely

rustic echo
# woeful raven And on chars

I mean realistically characters look much better with AO shader, especially cutscenes. Panda be a side character for life

woeful raven
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Can build the addon but can't test since im not in the supposed area where the crash happens

woeful raven
woeful raven
dusky wave
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People were reporting CTD before bang fix

rustic echo
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such is life of modding, i mean the only way is to exclude his assets...or...clone his body over it?

dusky wave
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I will test disabling bypass entirely

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it might be something else freezing on my end

woeful raven
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Can u send the csos for the bypassed shaders

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Ill make a build

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If only we can bypass using hash only

woeful raven
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Ao on some char is nice but not necessary

woeful raven
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Inb4 this works

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Forgeslop cmake is broken

dusky wave
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If it is i'll just graft bang fix onto your version

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completely commented out bypass

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still CTDs

woeful raven
dusky wave
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My shit is just broken

woeful raven
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Your resource cloning disable

dusky wave
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Yes I tried those again

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still freezes

woeful raven
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Lemme see if i can remotely slop out a build on the bus

strong vault
dusky wave
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^

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AO will apply on DoF

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and on FX

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and particles

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Theres a wall of particles aboard Dijon that has black halos

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looks like ass

strong vault
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I didnt realised that because of clankerGI kekw

woeful raven
dusky wave
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Time to test this sloppa

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works

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So my shit confirmed broken

woeful raven
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Ya you might wanna rebase

dusky wave
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I messed up somewhere when trying bypass I guess

woeful raven
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I cleaned up the tree

dusky wave
woeful raven
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I still have this one as on drawn

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Instead of on render target change

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But if u were crashing w bypass disabled entirely tthen yeah thats likely not the issue

dusky wave
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nope

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it still CTDs

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it doesnt in Dijon

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but in valley pass TP

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near the denstack

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still freezes

gloomy tulip
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I think I got somewhat correct visibility bitmask now

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Looks odd compared to horizon ao tho

woeful raven
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Da truck looks less grounded yea

restive summit
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Do I need to do this ?

dusky wave
woeful raven
gloomy tulip
dusky wave
woeful raven
dusky wave
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Dijon doesnt but that TP near denstack in Valley pass does

restive summit
grizzled herald
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Not a single crash here so far, but I'm using an old build. Compiled on Jan 25 10:19:08. v. 125.1631

gloomy tulip
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Large scale AO is much better tho

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Because bitmask assumes the thickness of pixels and do horizon AO from the back

dusky wave
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we're just going to have to port Miru's AO at this point

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reshade bypass is being a PITA

woeful raven
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So it still crashed w new build?

dusky wave
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depeding on locations

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yes

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uberpost doesnt

woeful raven
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If only there was a way to trick

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Gtao to render

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At full res

dusky wave
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Ring up HyperGryth

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and tell then dafuq you doing

woeful raven
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So either use bypass and get fog issue

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Or use ingame ao

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And get terrible blur

dusky wave
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Luma time soyjakGrin

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(Dread having to update Luma in a GAAS gatcha)

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Pumbo does not recommend it

dusky wave
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even Dijon crashes

strong vault
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If only we had RT

rustic echo
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do the shaders behave the same in vulkan?

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i know dx11 has a ton of funk even on vanilla reshade

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not even reno involved

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i've randomly crash for no reason on dx11 reshade, though i can't say it's always in the same spot

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may not be a reno problem just compounded

stable bloom
strong vault
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they are not using bare stock unity tho

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maybe they cooked up something

rustic echo
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they probably not doing RT, unless their games falls to competition, like NTE

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they're going to likely slop maintenance like genshin did. forever 60fps

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NTE having the full UE5 gimmick if it eats at their revenue might change their tune

stable lava
dusky wave
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We're trying a few things

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I cant go back to slop vanilla AO

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but this freezing is straight balderdash

rustic echo
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well using ReVeil.fx isn't half bad at the fog problem

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not a real fix, but it quite improvement

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(on the old version that doesn't crash)

strong vault
rustic echo
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reveil on and off on LSAO...decent

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uugh how do you take screenies in HDR again?

strong vault
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with reshade

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also doesnt reducing the range of AO accomplish the same thing?

rustic echo
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ReViel is a little more complicated, it's far far far from perfect, but it does a poor man's clean up

rustic echo
woeful raven
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Reshade screenshot function spawns a hdr png in your game folder

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You can post it here

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And itll just work

rustic echo
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o

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well ya, it...coop able

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as you can see that horrible line is gone

fluid patio
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Another dumb question. Does regular reshade vulkan work in Endfield?

dusky wave
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yes

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FG doesnt work though

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and Reno isnt supported

fluid patio
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3080 so no frame gen for me anyways, just wanted to adjust contrast and exposure. Game seems a little washed out for me in bright areas

dusky wave
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lack of good AO

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and shadow hardening for grass/foliage

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The game itself isnt 'washed' out

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its just lack of effects that add contrast via grounding

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like AO

fluid patio
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You would know better technically than me for sure but subjectively I thought the new reno ao in the pictures here were too harsh for my taste

woeful raven
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You can tune the values yourself

strong vault
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You can adjust the strenght of ao

fluid patio
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I appreciate that, I'm just keeping up with the updates here while I wait for the memory leak fix

woeful raven
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There is no memory leak fix from us

fluid patio
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I was referring to the game devs to fix it

woeful raven
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Well time to spam hg with requests

dusky wave
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Fellas

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figured it out

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its shader decomp issue

rustic echo
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the crash or the AO?

dusky wave
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the freeze

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its caused by bad shader decomp

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I will look at what REST does

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since it can do all this shader bypass without needing the shader .hlsl to be present inside of the addon

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it just goes by shader hash and bypasses

gloomy tulip
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Slopped bitmask ao and analytical ao from original gtao together despairge

rustic echo
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ngl what am I looking at?

gloomy tulip
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You can flick between the pictures and see large scale AO added

dusky wave
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around the vans

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and deeper in the hanger

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theres more large scale AO

rustic echo
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ah i see it now

dusky wave
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Slop fixed

  • Renders after deferred lighting so needs DLAA/TAAU 100%
  • Uses a similar system to REST for shader CRCs internally, doesnt need decompiled hlsl inside the addon. Should stop all freezes now
woeful raven
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wasn't the forgeslop cmake after all

dusky wave
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Fellas test addon

rustic echo
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so no more DLSS for us then?

dusky wave
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I wanted to get around to it

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but then this freeze occured

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so I wasted my day debugging

rustic echo
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sleep is also a thing you know

dusky wave
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Cant

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need to fix gatcha issues

woeful raven
median robin
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@dusky wave no freezing in valley pass anymore

woeful raven
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If you need to use upscaling

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Shits not going anywhere

delicate sand
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no freezing at dijiang anymore

rustic echo
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confirmed no crashes

woeful raven
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good

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Now we just need to make it work with dlss

dusky wave
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My slop works

rustic echo
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ya the uber post version kinda nice, since people can play with SDR-ish RTGI and stuff

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oh well, stuff must go

woeful raven
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only difference right now is dlss support

woeful raven
rustic echo
woeful raven
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exclude character is fine

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wuthering waves follow a similar method

rustic echo
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is it? I never like GI that starts excluding objects

woeful raven
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characters are rendered separately and composited on top of the environment

rustic echo
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oh! hmm..

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i guess depthmap can't see everything

grizzled herald
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I liked the shadows under the grass that you added. Are those still there?

dusky wave
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yes

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improved shadows is still here

stable lava
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the game is very easy to run anyway

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im doing everything max with Preset M at DLAA and still hitting 120fps (5070ti)

strong vault
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I cant maintain 120 with 4070 at DLAA with RTAO so I will be waiting for DLSS fix heihachiPlasma

dusky wave
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I can do 120 locked but the heat and energy consumption in my room I don't like

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The 5% visual improvements ain't worth it to me over DLSS Q

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Let me get around to adding upscaling support

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I fixed it via cbuffers in POE2 so it's probably the same here

median robin
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correct me if I'm wrong, but it seems to work fine on dlss q?

dusky wave
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characters arent bypassed

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is Reshade bypass toggled on?

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because AO should not be rendering on top of character models

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or are you using Spiwar's Uberpost version

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that one works with upscaling but renders AO on top of DoF, particles, FX and everything else

median robin
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no I'm using the latest one you posted. Bypass is toggled on

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but yeah if AO is not supposed to be on top of character models, I guess it isn't working as it's supposed to

dusky wave
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which one are you using

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Spiwar's works with upscaling and applies to everything but UI, my ones dont

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  • Fixed up some internal code
  • Disabled cloning and other resource upgrade code again (to improve mem and VRAM issues maybe)
  • Hair bangs shadow fix included again
  • AO now applies on to grass/foliage again
  • Added red text explaining shader bypass
median robin
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which was why I was asking, cause I understood it that your version doesn't work at all with upscaling

grizzled herald
dusky wave
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No way... I added RT /s

rustic echo
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Improved shadows on Native = also shimmering in some areas, DLSS cleans it up...by virture of well DLSS slop helps in this case.

rustic echo
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is there an equivalent of r.NGX.DLSS.DilateMotionVectors=1 in unity?

dusky wave
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IOS RT at home

(Might add this as an option)

dusky wave
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@left field

rustic echo
dusky wave
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Game just uses SSR

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Similar to how Lazorr increase reflection bias in UE

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I just removed the de-haziness

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I dunno if it breaks something, will need to test

rustic echo
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ya, figured. the real prize is if fx and other direct lighting suddenly start visually bouncing.

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then we get coop RTR haha

dusky wave
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You asked for pretty reflections

rustic echo
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I mean they probably added haze into SSR cause they didn't attempt to fine tune material properties

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Maybe go look at paved roads in science center or something? If SSR breaks, it will break on those roads, that only get just enough reflections to not look like slop

dusky wave
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I'll check in a bit

dusky wave
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if you dont care

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you can use upscaling

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and avoid the whole AO section

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Improved shadows works either way and still has a toggle

dusky wave
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upscaling will break the output

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when using AO mask debug view

dusky wave
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what if I told you

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there might be a 1% chance

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we could force IOS RT on PC

brittle abyss
dusky wave
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dunno

woeful raven
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Forge is coping

strong vault
woeful raven
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Please ignore him

rustic echo
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Considering that mobile load meter is in the game, I bet iOS RT is in there somewhere?

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Cope

brittle abyss
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I think I got the wrong discord.
This is definitely U+

median robin
strong vault
dusky wave
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Needs a res bump

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theres a reason this game runs at 120FPS locked on a potatoe

grizzled herald
dusky wave
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it was always a toggle

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it just under advanced settings in Reno

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I added it there for A/B comparisons

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to check and see if it breaks something or if someone doesnt like it they can just toggle off

woeful raven
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Anything is possible

dusky wave
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So when do we play the game?

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Patch 3.0?

dusky wave
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We're pretty much Hypergryph devs at this point

strong vault
fast hearth
grizzled herald
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Soon to be the most commented post in this whole Discord haha.

dusky wave
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Unc is just angry

frosty current
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rtgi and rt reflections would go hard

royal yoke
brittle abyss
frosty current
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Rtr = reflections?

brittle abyss
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Yep

grizzled herald
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Second area of the game and its story seem kind of better than the whole first chapter but it takes a lot of time to get there. Many people will just drop in the way.

brittle abyss
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does anyone now where the shader cache is for the game ? Just updated drivers but didn't recompile. Now it's a stutter fest.

dusky wave
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You can either delete your Nbidia DX cache

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or switch over to VK

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wait for decomp to finish

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then switch back to DX11

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it'll trigger a new shader comp

brittle abyss
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ho nice trick. Thanks.

spiral imp
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Thanks for all the work btw

woeful raven
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@dusky wave

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applied to two base uberposts (dlss and taau) only

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decide on neutwo or termite then I can replace

dusky wave
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ok

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People dont use this outside for testing neutwo

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it doesnt have my bypass solution

woeful raven
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but it works with dlss

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i am devving on an sdr ultrawide

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so i can't see shit in terms of results

dusky wave
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well

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I cant see shit either

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they look the same

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so either theres very little difference

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or the toggle no worky

woeful raven
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let me check ze code

tough halo
dusky wave
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Allows the use of AO shaders before in-game shaders

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so you dont render reshade AO on top of UI, FX, DoF ect

woeful raven
royal yoke
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I have a question: my monitor has a peak brightness of 600 nits, what should I set the paper white brightness to in games?

woeful raven
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is your average brightness

dusky wave
royal yoke
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gotcha

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thanks!

stuck sandal
woeful raven
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we dont

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if the game looks too bright on average

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turn down game brightness

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game brightness = how bright you would play them in sdr

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and then the peak brightness as the hdr extension

dusky wave
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1nit avg brightness
10K nits peak brightness

woeful raven
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at least thats how i think about it

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what are your thoughts mr bear

stuck sandal
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ig lol
you know how people suggest paperwhite of 100 for tb400? it's because it's mathematically equivalent to a paperwhite of 203 for peak 1,000

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but yeah you could just eyeball it

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would just be nice to be able to suggest a good starting point for oddball peak values

woeful raven
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you'd have to do 200/203 game brightness anyways

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so i dont think too much about the ratio

dusky wave
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Do musa strat of changing all of these values dynamically based of ToD

woeful raven
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right now i have to do paper white 300 peak 600 cause im in a bright room

dusky wave
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He adjusts based on the direction of the sun

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into his room

glacial kayak
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i do 100 game brightness and 1000 peak on my alienware

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200 game and 1500 peak on my s90d

stuck sandal
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I just use 203 on my peak 1,000 mini led

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unless the game is stupid bright

tough halo
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This game brightness is so low at 203

dusky wave
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increase exposure

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I dont even touch game brightness slider

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203nits always

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adjust brightness with exposure

tough halo
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What about highlights brightness instead?

woeful raven
royal yoke
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maybe i should use 138nits on my montitorpatrickNotes

tough halo
woeful raven
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@dusky wave

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it's there

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not a big diff

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but neutwo is cheaper

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might as well

dusky wave
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CHEAPER????

woeful raven
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i heard?

dusky wave
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25% cheaper?

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PQ is expensive after all

woeful raven
dusky wave
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so we can now run 100 instances of PQ

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and fake gamut BT2020 stretching

woeful raven
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but yeah compare them

dusky wave
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users are thinking

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dafuq is neutwo

tough halo
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How do I get the bypass? Is it an addon?

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I have no idea

woeful raven
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read the pins

tough halo
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Ok so it's installed already in the renodx of endfield

dusky wave
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Termite / Mewtwo

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I cant tell a dif

woeful raven
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there is a diff but i had to look at the sky

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but if its cheaper

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might as well?

dusky wave
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Just use Mewtwo then

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I cant tell a diff

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slight difference in that vid

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but its soo slight only a renolet could tell

woeful raven
dusky wave
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when we adding BT 2020 stretching

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after all

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its not real HDR if theres no BT 2020

#

at 50%

woeful raven
#

im too lazy

#

grok copy wuthering waves bt 2020 stretching

#

grok play the insane colors video every time the user switches to bt 2020

strong vault
#

saturation 100

woeful raven
#

Note: only use this build if you want to use DLSS/TAA upscaling, build doesn't include any changes from the current build by forge

  • uses newtwo tonemapper by default
rustic echo
#

so no bypass version, but better fps version?

livid shoal
#

Is this how "Improved Shadows" is supposed to work? It just removes all shadows and reflections for me

dusky wave
#

when those cloud shadows go over

#

they do what they do

#

I can just remove them, since they dont make much sense to me

#

the game has no dynamic clouds

livid shoal
#

Oooooh, I see !

dusky wave
#

other zones dont have them

#

so improved shadows does its job

#

you will notice it immediately on grass and foliage that is in direct view of the sun

livid shoal
#

Waah, I'll disable it for this section and check it out in the next one ! Excited !!

dusky wave
dusky wave
woeful raven
livid shoal
#

WOW the improvement is incredible !!

gloomy tulip
#

Okay so I double checked the bitmask implementation I did earlier and found out that the horizon min max angle wasn't normalized correctly, this should be most correct now

#

I tried this cosine weight and the AO is much better

dusky wave
#

all three of us really arent playing this game

#

🤣

#

Just coding

gloomy tulip
#

fr fr

dusky wave
#

Marty coming in clutch as always

#

How does it all look now?

gloomy tulip
#

vanilla vs visibility bitmask ao

#

GTAO with teh same setting as vbao

rustic echo
#

wow nice improvement

#

almost looks like real GI hit it

dusky wave
#

I assume the ghosting is still bad?

gloomy tulip
#

Yeah ghosting is an issue with the game's temporal denoising filter

#

The motion vector is really low quality

#

Only characters and some dynamic objects have it

dusky wave
#

Lines up with what I saw

#

DoF is pixelated mess

#

and GTAO is borked

#

ahhhhhhhh

#

Have to cope HyperGryph adds improvements

gloomy tulip
#

The AO algorithm is just one compute shader

#

So this should be super easy to implement instead of the AO gamma I was trying to do

woeful raven
#

sun position etc

#

the improvement is in the shaded parts

gloomy tulip
#

The AO covers large radius yeah. VB often used for SSGI

woeful raven
#

now to see if we can change the ingame values

#

assuming you want the bent normals?

gloomy tulip
#

Not sure if the game will use bent normal to shade lighting tho

woeful raven
#

well the flag is there but mayb ur right it doesn't do anything

gloomy tulip
#

Since the non bent normal version doesnt output bent normal now

gloomy tulip
woeful raven
gloomy tulip
#

Yes

#

Setting AO thickness to 2.0 despairge

#

Sadly that causes many artifacts on screen edge

woeful raven
#

Latest build with neutwo tonemapping along with latest changes from Forge
Two version will be provided

  • normal version with reshade bypass done earlier in pipeline. Use this version if you plan to play in native resolution. AO will apply before DoF and many post effects, resulting in less artifacts.
  • alternative version with reshade bypass done in uberpost. Use this version if you plan to use upscaling. AO will apply just before UI.
woeful raven
#

i know reading is hard but if anyone asks why there is two version i will punch them

#

but two for now until dlss can work with the normal path

rustic echo
#

I mean it makes sense, one for the plug and play, the other for the you can muck around with stuff at your own expense

woeful raven
#

they're both plug and play

#

depending on either if you use dlss or not

rustic echo
#

i mean there's more settings to mess up for the dlss version

woeful raven
#

there's no difference between the builds

#

other than when reshade is applying

rustic echo
#

I noticed the version, there's a lot of unintentional settings that can happen, such as your own REST messing with things, or the depthmask flipping that needs to be done

woeful raven
#

you shouldn't use rest with this, but yes depth mask will need to be flipped or unflipped depending on what settings you have before

woeful raven
tough nimbus
#

might want to use lower white clip for SDR

twin haven
#

what do y'all use blowout 100 or 0?

woeful raven
#

just renodx::tonemap::neutwo::MaxChannel?

#

white clip at 10.f didn't seem to make any difference

#

oh ok 1.0f doesn't work

#

1.1f looks fine now

tough nimbus
#

white clip at 1.1f is basically the same as clip

#

it means tonemap down from 1.1 to 1.0

woeful raven
#

yeah

#

settling at about 1.5f or 2.0f

tough nimbus
#

oof

#

that would be more clipped than sdr

#

maybe just boosting highlights for sdr users would be better

#

or maybe something other than neutwo

woeful raven
#

its slightly less than 1.5f i think but i'll keep it there

tough nimbus
#

I guess SDR blows out more

#

so less detail is visible

#

and max channel dims more

#

probably better to prioritize preserving detail

#

sdr users are all running shit at like 300 nits

woeful raven
tough nimbus
#

HDR in SDR

rustic echo
#

120 would be really old monitors and not worth mentioning, for mods

tough nimbus
#

i had a shit ass $300 monitor I got in 2018

#

its 240 nits

#

no local dimming or anything

#

60hz

rustic echo
#

speaking of, are we missing maybe 1 or 2 sliders to make, coop HDR reno on SDR? is it just slightly off with he highlights that is hard to control or something?

arctic echo
woeful raven
gloomy tulip
#

Grassfield AOkekpepehands

brittle abyss
rustic echo
#

it would be interesting if we can take their motion vectors and just add our own at cost

gloomy tulip
#

Yeah because the vegetations are always shifting in place

#

They shift when you stop moving your camera which is pretty much in an instant, no temporal can resolve that fast

#

Maybe I can use a more static noise function so that it isnt flickering

rustic echo
gloomy tulip
#

It's full configurable so I just toned mine too much

rustic echo
#

oh it was just for sake of ab testing

#

I assume since it's in game, it does't run into problems with screen tracing things it shouldn't like what we're doing with reshade?

#

or we don't have a choice because there's no guidance at all in the game?

gloomy tulip
#

Screen tracing things?

stable lava
#

did they just remove shader precomp?
i upgraded my nv drivers to yesterday's release, cleaned my dxcache folder and i didn't get a precomp step
now every action is introducing hitches

rustic echo
#

like with luminite, it is only applying AO based on the depthmap regardless of intelligence

rustic echo
#

it's one of those games that's not very smart about shader caches

stable lava
#

noted

rustic echo
#

oh ya and boot the game in between mode switches*

#

but that will for sure trigger a shader recomp and you should be back to normal

gloomy tulip
#

There is no additional information given to the in game AO shader as well

#

In some games they give info about surface thickness so that thin ones dont occlude so much

rustic echo
#

not familar with unity but the buffer usually is much more comprehensive with various effects and vector information, and configurable by the toggles to output only what you want seen?

#

more familar with UE hijinks then unity

gloomy tulip
#

UE5 has lumen AO so it's much better than unity

#

UE4 AO suffers the same huge halo as standard gtao

#

Not sure about other custom ones you are talking about tho

rustic echo
#

well UE4 lives and dies by the gbuffer, but it's pretty comprehensive, and usually you have some nice options to make a good shadowed scene. I assume unity will have the same hand holding

#

but it could be ya it's all Screen tracing, don't f-up your assets deal

gloomy tulip
#

In endfield, they use GTAO + baked AO in texture asset + very low resolution light probes

rustic echo
#

oh probe based, gacha

#

it has radiance cache?

#

that's usually an area that's nice to tweak

#

unless it's just used for reflections

brittle abyss
dusky wave
#

The big thing will be that it applies before fog

#

Right now Reshade based AO gets griefed hard by fog

grizzled herald
#

Is it safe to launch VK with ReShade? I remember reading something about it not being blacklisted, sounded scary haha.

rustic echo
#

ok wtf? reshade derped?

median robin
rustic echo
#

but then why is it running reshade and not ignoring it

rustic echo
#

I am guessing it's nvidia's DXGI swapchain for vulkan kicking in, endfield launch with -d3d12 produced same result

#

sad, would have been nice if there really was path to dx12

median robin
#

I guess it's d3d11on12 or soemthing

delicate escarp
#

Guys, I switched from "off" to "preset 1", but I didn't see any changes. Is this normal?

#

I have turned off auto HDR and RTX HDR.

#

😭

royal yoke
delicate escarp
#

I can't see any change.

rustic echo
delicate escarp
#

I think so.

rustic echo
#

do you have your own REST installed?

delicate escarp
#

what is REST

#

😭

rustic echo
#

reshade effects shader toggler

dusky wave
dusky wave
delicate escarp
# rustic echo reshade effects shader toggler

I only did two things. Rename ReShade64.dll in ReShade_Setup_6.7.1_Addon to d3d12.dll, and then place it in D:\Hypergryph Launcher\games\Endfield Game. Place renodx-endfield-alt.addon64 in the D:\Hypergryph Launcher\games\Endfield Game directory.

dusky wave
#

if you toggle tonemapper from RenoDRT to Vanillla

#

you'll see a difference

#

it will switch back to vanilla SDR code

dusky wave
#

Yh we just tell Reshade to 'hook' has d3d12

#

because they havent blocked it

#

dxgi and d3d11 do get blocked by ACE

gloomy tulip
delicate escarp
#

@dusky waveOK, I understand.

median robin
#

I did know d3d11on12 was a thing, but didn't realise it was widespread. I guess it makes sense for compatibility

dusky wave
#

Games run like ass that use it

#

Ass creed odyssey is an example

#

It was made with DX12 for consoles

#

but somethign something ubislop ported it

#

on pc badly

grizzled herald
dusky wave
#

and it uses some DX11onDX12 shenanigans which is why perf is bad

#

and why DXVK improves CPU based perf on that title

median robin
delicate escarp
#

Why is this grass flying in the air? 🤓

royal yoke
dusky wave
#

yes

#

make sure d3d12.dll and whatever else is removed

#

just remember Miru's isnt Reno HDR

#

he's just using Reno as a framework to improve AO

royal yoke
#

thx,i will try it

gloomy tulip
dusky wave
#

When we get to VK addon, you will be able to use both

#

or we'll just merge both

royal yoke
#

u guys are awesomekekpepehands

strong vault
timid marten
gloomy tulip
#

Game's native AO

twin haven
#

anyone know what's Per Channel Blowout is for?

brittle abyss
#

Blowout is related to very bright element shifting toward white if I remember correctly.

rustic echo
#

seens like you guys forgot to exclude the Map and operator menu UIs from REST. Is there something special there or can we exclude that ourselves with rest?

brittle abyss
rustic echo
#

a minor detail, but i am pretty sure I found those in rest before I started using bypass

mighty palm
#

I put per channel blowout to 100, because it makes colors slightly less saturated and look almost the same as vanilla 🙃

rustic echo
#

so for those that need a little more oompf in Endfield, I found 2 shaders that seem to be maybe be HDR compatible(cause they're really just effects shaders at all) that can fake a poor man's GI. There's obvious differences but it provides some trickery that can get a similar effect:
FGFX::LSPOIrr or Glamarye fast effects with fake GI (this one is fully HDR colorspace compatible)
Also Barbatos SSR is also quite good, if not way expensive for that RTR look.

strong vault
#

glamarye clips

rustic echo
#

ehh for glamarye, you'll want to disable everything but the GI part, and keep using luminite RTAO/LSAO. you just want his color bounce effect

strong vault
#

Thats with just GI

rustic echo
#

I mean you could use this other stuff...but GI color bounce is the key here

#

can just turn on debug mode and see what it's doing

#

should have something like this?

#

eeehhh those pictures did not come out sdr...

#

anyway this is what glamarye is basically doing

#

aka very low tech color bounce

woeful raven
grizzled herald
#

So you made a foolproof version with different default settings I guess. Haha. Tyvm for answering^^

left field
left field
rustic echo
brittle kiln
rustic echo
brittle kiln
#

Oh im still waiting for the bypass fog fix, it’s more distracting to me domLaugh

rustic echo
#

speaking of @woeful raven is there a reason alt-renoendfield, aka the UI bypass, messes up highlights with shaders, where bypass off (supposely just UI) the same shaders don't?

#

can't imagine there's something in the bypass that's doing more then UI

rustic echo
#

with UI bypass off

woeful raven
#

Maybe the shaders you're using

#

Works fine on my end

rustic echo
#

likely, but what's the difference with the bypass of just UI

#

I wish I can snoop shaders to hdr, but can't do that when bypass is on as well

#

it's just one of those "probably something" things

woeful raven
#

Normal version
Deferred lighting -> Reshade -> effects -> uber -> ui
Alt
Deferred lighting -> effects -> uber -> reshade -> ui

rustic echo
#

weird, so nothing between UI reshade

woeful raven
#

Nothing so its why i think might be one of your shaders

#

If kernel + rtao shader works

#

Then its one of your additional shader

rustic echo
#

ya it probably is, just a weird thing for UI to do that, but it is what it is

#

actually scratch that it doesn't quite work with rtao... need reveil to semi fix the fog. and reveil is one of those shaders that messes with the bypass

#

welp, guess i live with blown out sky

woeful raven
#

Get grok or gpt to fix whatever that is

brittle abyss
#

Fun fact for comrade Forge and comerade Spiwar : AO gets fliped upside down just after the boss fight (Big boy with big boy pipes) in Valley Fort. Goes back to normal after game restart. No idea why it happened or why it stopped happening. Do with that what you will😅 ...

spiral imp
#

they're probably still in the tutorials, gonna be a while before they get to further areas

glacial kayak
#

no one is ever truly free from the tutorials

woeful raven
#

@rustic echo i looked at the reveil shader you mentioned. trivial to make it work with hdr btw

#

@dusky wave

#

dont need to cope with SLOP AO

dusky wave
#

Wat

woeful raven
dusky wave
#

I disabled AO

#

Can't deal with fog artefacts

woeful raven
#

and mask the AO back

#

and

dusky wave
woeful raven
dusky wave
#

Special sauce fog detection?

woeful raven
dusky wave
#

Let me test

#

wtf

#

How did I not know about this

#

we're doing some wierd ass fx chaining

#

all of this just to solve slop AO

spiral imp
#

ohh that's cool

#

the ao on the fog and dof was getting to me as well

woeful raven
dusky wave
#

Tried to get upscaling to work with deferred lighting bypass

#

no worky

#

Reshade keeps making RTVs at native res

spiral imp
#

no apparent downside with that new fx?

woeful raven
#

but the cost is trivial

#

76% -> 80% on my 4070 ti super

spiral imp
#

I mean visual

brittle kiln
#

waitwhat

#

do i just turn reveil on or it's one of those wrapping around thingamajig

brittle abyss
left field
#

Otherwise they're either enabled or not unless dlss is doing something that has its own quality

#

I'll ask the dev I know

dusky wave
#

@woeful raven just did triagellos boss fight

#

We getting food tracks

woeful raven
#

who will win

#

GTAO half res (or lower) with dogass MVs

fleet socket
woeful raven
#

or reshadeslopmax with fog guessing fx

unkempt pulsar
#

not reno related but is anyone else struggling with the factory placement limit?

fleet socket
unkempt pulsar
#

i'm constantly not able to place any more belts because i've placed too many items in an area already

woeful raven
#

@dusky wave apparently I'll have to add in scRGB decoding for SDR sloppers after all

#

nvidia sdr has no issue when decoding hdr10

#

but amd sdr has some color shifts depending on if the game is focused or not

#

Doesnt happen w scrgb

safe swallow
dusky wave
#

VK hooks via VK layer which uses ReShade64.dll

#

Inside of the ReShade folder

#

This also means reshade will run on every VK game

fleet socket
#

got it

dusky wave
#

Unless you remove it

#

So to run VK reshade, easiest thing would be to run the reshade installer

#

And select VK

#

Make sure to remove DX11 based reshade hooks

#

So DXGI, d3d11, d3d12 ect

#

You'll know it's running because Reshade VK's ImGui is tinted greenish when using HDR

dusky wave
#

So plebians could enjoy better shadows and effect controls?

woeful raven
#

i guess

median robin
unkempt pulsar
#

lame

#

why even have a limit like that
i’m already being limited by the overall space

woeful raven
#

@dusky wave there might be a texture upgrade issue

#

or you might have griefed something

#

when you disabled resource cloning

dusky wave
#

What blows up?

woeful raven
#

grass textures

#

it's not being shaded properly

safe swallow
woeful raven
median robin
woeful raven
#

I'll revert to an earlier build with resource cloning enabled

arctic echo
#

Grass seems fine for me.

woeful raven
#

its not

#

@safe swallow amazing catch by the way

safe swallow
#

thanks

woeful raven
safe swallow
#

I know it's my fault for finding it out but come on

#

😔

#

fine

woeful raven
#

its fixed i just need one more person to confirm

safe swallow
#

okay

#

will do

dusky wave
#

Rip

#

grass is still off even with cloning back

safe swallow
#

yeah it's fixed

#

or

#

is it

dusky wave
#

SDR / Reno with cloning and improved shadows off

woeful raven
#

it is

woeful raven
#

who changed unorm upgrades to any size

dusky wave
#

Must have been Musa

#

RIP we've been playing with broken grass

safe swallow
#

with improved shadows there's like a slight glow when it's shaded?

#

I might just be tripping balls

woeful raven
#

a bit

safe swallow
#

yeah, well

#

there

woeful raven
#

if you go to an area with no cloud shadows

#

and toggle on/off

#

it should make no difference

safe swallow
#

also, any ideas why the bypass with those hashes breaks rtao with rest?
0x37837806
0xD3FA93FC

woeful raven
#

well it works with reno bypass

#

you meant

#

the shader

#

did not compile right

safe swallow
#

yeah

woeful raven
#

might be this issue

#

read from here #1440801914165002322 message

#

PATCH

  • Change internal hue shift values for both SDR and HDR
  • Change RGBA8_UNORM upgrades to only aspect ratio to fix the issue mentioned here #1440801914165002322 message
  • Disabled RGB10A2 upgrades because this game doesn't need it anyways
woeful raven
#

Uberpost bypass build
Why are there two versions:

  • normal version with reshade bypass done earlier in pipeline. Use this version if you plan to play in native resolution. AO will apply before DoF and many post effects, resulting in less artifacts.
  • alternative version with reshade bypass done in uberpost. Use this version if you plan to use upscaling. AO will apply just before UI.
mighty palm
# safe swallow thanks

-# I noticed this graphical bug too, but i thought that the game graphics are just bad...It should have been me, being praised, not you! kekpepehands

safe swallow
#

I'll ask your mum to praise you next time I visit her

mighty palm
woeful raven
#

even with grass fixed

#

GT stands for ghost town

#

ghost town AO

safe swallow
woeful raven
#

you could try reloading the shaders

mighty palm
safe swallow
#

doesn't work

#

instantly fails to compile

woeful raven
#

rip i guess it happens

safe swallow
#

time to probe gemini

mighty palm
#

is this...AO with debug view on?...

#

oh the shimering?

dusky wave
#

Native GTAO

#

Yes

safe swallow
#

or rather the lack thereof

mighty palm
#

its peak

woeful raven
#

there's a reason why they make it barely visible

#

if they make it so there's an effect you'll immediately see the ghosting

dusky wave
#

So everything looks like it has no AO

#

Because making it have presence would assault your eyeballs with blur and ghosting

#

And shimmering

mighty palm
#

wow grass is really fixed, game finally playable for me

#

if there is one thing thats the most important in games, its grass, thats why wuwa is peak

dusky wave
#

This is why The Beast has no AO or shadows on grass

#

Miru fixed that slop

sudden nest
dusky wave
#

Welllll

#

Endfield has abysmal lods

#

Terrible GTAO

#

Pixelated DoF

sudden nest
#

both have problems, but wuwa is becoming very problematic with optimization

#

just switch to ue 5 man

dusky wave
mighty palm
dusky wave
#

Frankenstein UE4.9.9999 with UE6 backporting

sudden nest
#

i swear dude they will never switch to ue5

#

game will be eol before ue5

#

also endfield devs using vk for some reason? to add rt on top??? Just use dx12 which supports it natively...

dusky wave
#

Well you see

#

Mobileslop