#Arknights + AK Endfield
1 messages · Page 8 of 1
Can you like use half resolution
I don’t see scgi prefiltering depth mipmaps to reduce texture fetch
Maybe I missed that
But it’s still just gtao with bitmask at the core I think
possible, it's not as visually impressive, but the depthmap does show a proper GI
i mean it looks like GI is working pretty well
i just don't have a monitor to say it's hdr able
Which rtao shader are you guys talking about
is reshade bypass before or after UI?
vulkan memory leak 
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.
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
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
What resolution are you on?
4k
TAAU, i should try to grab a reno nightly reshade build next time, totally forgot that was a thing
it's the exact spot as reported, i simply have to pan the camera slightly and crash
Found another spot in Valley Pass that likely has a related crash, if you want to check that as well.
Don't think either me or Spiwar have gotten to either zone yet
So could be different shaders proccing
easy to check, just turn reno mod off and turn on depth.fx
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 ?
Normal
Liliums will fail to compile when bypass is on, disable bypass and reload shaders to get them to compile again
you can't use those shaders with bypass UI
Ok thank you guys for the confirmation ! First look at RTAO with bypass is very pleasant, not gonna lie !
here's hoping you don't crash on a magical spot
Log?
i'll try the reno nightly build later...maybe it's some special reshade thing
I can test setting my native res to a bunch of options and see if that proccs
while not pixel perfect, i was running around that area multiple time before i landed on the right spot
so it may exist, but at least not casual enough hit it. though Deijang you'll likely run around that area multiple times
another question : should we use the lumaflow shader ?
I'm not sure, both me and Spiwar have ran through that area a bunch of times. I even removed resource cloning + other code in the hopes it'll solve it
Dunno maybe when we get to Wuling, we'll start CTDing as well
Follow the instructions on the pin
I guess depending on which shader you use, it'll be different
We found LumeniteFX RTAO to look good whilst explicitly supporting HDR output
Other shaders have SDR clamps which cause visual artefacts and require modifications to get working... Which we then can't share because of licensing
I mean the optical flow shader of LumeniteFX. It says it provides motion information for other shaders.
Other optical flow shaders might have SDR clamps
So I'd just use the one in LumenitrFX
Thats exactly what i'm talking about
it's called LUMENITE : LumaFlow. It's included in lumenite shaders.
That's what I wanted to know ! thanks !
The one in Valley Pass? It's next to a TP point. Though the reason I looked in that direction was mainly cause there was a shared zipline there
flow is for other developer shaders...and probably his own internal projects to be released in the future
Ahh soryy
Misunderstood
Yh flow isn't needed, kernel is handling motion vectors for RTAO
you are casting an invert mask of the image, it's literary upside down lol
Wuling might have different deferred lighting shaders so bypass isn't activating
I haven't gotten to Wuling yet, apologies
happens on Wuling area only
not sure what could be
but my game is crashing
instantly
with the addon
in this area
if i remove the addon I can play fine
no shader folder, generic depth unchecked, and addon toggle set to off still crashing
can only stop it from crashing by removing the .addon itself
anyone able to replicate just to see if it's a me issue?
#1440801914165002322 message not just you it seems
ill try too if I crash
generic depth has to be checked
AO shader needs depth
wait
yeah crashed 
Does Martys RTGI works too?
send a log
i recompiled vk shaders and now gonna launch in dx11 like spiwar said
ive noticed it also only happens when you look to the right side
it's like there's something that loads that procs the crash
I went to try and get a log in Valley Pass and now it doesn't crash??? Still crashed in Dijiang though.
I launched the game, slightly panned my camera to crash and crashed (valley pass area) and here is my log ...
Both of you test this
crash for me with this
all this crashing has made my windows have visual glitches lmao
crashed too
same
No pb
Crashed as well

im on amd, not sure if that matter or not
We have users on Blackwell who also have the CTD
I also crashed from the Valley Pass location
One guy had a 5070 I think. I'm on a 3070
3080 here
3080 too
I dont crash there but I am using older addon which lets you use sub native with reshade bypass
4070
Yeah, that version doesn't seem to have the same issue
Crashes for me as well in the valley, 4070 Super
Hello people
Everyone whos crashing
Use the uberpost bypass
And let me know if it still crashes
#1440801914165002322 message
Lol
got some debooging setup
damn users cursed me with CTDs now
well the game isnt crashing
its freezing
which stops logging
I'll need to run Visual studio debooger like Pumbo showed me with Luma

Yeah no crashes with the uberpost bypass
uberpost bypass is slop
and slop works
but good stuff doesnt work
like clockwork

We shpuld return to slop
Tonemap ass
Sdr sun
I've learnt a lot from this addon
Musa The Goat's max channel Termite Fiend method
how we can hack together tonemapAss whilst having custom settings
OK, debug logged some stuff for me
0 grass shadows
time to check
@woeful raven the freeze happens even if I comment out shader bypass
test on your end
0x37837806,
0xD3FA93FC,
instead of ubers
What if u comment out the bypass function entirely
I mean realistically characters look much better with AO shader, especially cutscenes. Panda be a side character for life
Can build the addon but can't test since im not in the supposed area where the crash happens
if we ignore the panda the rest looks fine sure
What if its related to the hair bangs
People were reporting CTD before bang fix
such is life of modding, i mean the only way is to exclude his assets...or...clone his body over it?
Can u send the csos for the bypassed shaders
Ill make a build
If only we can bypass using hash only
Or just fix whatever issue we're having now
Ao on some char is nice but not necessary

If it is i'll just graft bang fix onto your version
completely commented out bypass
still CTDs

Did you revert
My shit is just broken
Your resource cloning disable
Lemme see if i can remotely slop out a build on the bus
What problem is there on panda
^
AO will apply on DoF
and on FX
and particles
Theres a wall of particles aboard Dijon that has black halos
looks like ass
I didnt realised that because of clankerGI 
secret sauce
Ya you might wanna rebase
I messed up somewhere when trying bypass I guess
I cleaned up the tree
I still have this one as on drawn
Instead of on render target change
But if u were crashing w bypass disabled entirely tthen yeah thats likely not the issue
nope
it still CTDs
it doesnt in Dijon
but in valley pass TP
near the denstack
still freezes
I think I got somewhat correct visibility bitmask now
Looks odd compared to horizon ao tho
Da truck looks less grounded yea
Do I need to do this ?
No
This is for external AO
Still froze w new build?
Dijon doesnt but that TP near denstack in Valley pass does
Ohh, okay thanks
Not a single crash here so far, but I'm using an old build. Compiled on Jan 25 10:19:08. v. 125.1631
Large scale AO is much better tho
Because bitmask assumes the thickness of pixels and do horizon AO from the back
we're just going to have to port Miru's AO at this point
reshade bypass is being a PITA
So it still crashed w new build?
Luma time 
(Dread having to update Luma in a GAAS gatcha)
Pumbo does not recommend it
checked again in more detail
even Dijon crashes

If only we had RT
do the shaders behave the same in vulkan?
i know dx11 has a ton of funk even on vanilla reshade
not even reno involved
i've randomly crash for no reason on dx11 reshade, though i can't say it's always in the same spot
may not be a reno problem just compounded
rt isn't even on unity roadmap for vk request thread on their forum been opened since 2022
they probably not doing RT, unless their games falls to competition, like NTE
they're going to likely slop maintenance like genshin did. forever 60fps
NTE having the full UE5 gimmick if it eats at their revenue might change their tune
mobile does have rt reflections so they must have implemented something custom
We're trying a few things
I cant go back to slop vanilla AO
but this freezing is straight balderdash
well using ReVeil.fx isn't half bad at the fog problem
not a real fix, but it quite improvement
(on the old version that doesn't crash)
DOF 
ReViel is a little more complicated, it's far far far from perfect, but it does a poor man's clean up
did not screenshot convert from hdr, is there a setting?
Reshade screenshot function spawns a hdr png in your game folder
You can post it here
And itll just work
Another dumb question. Does regular reshade vulkan work in Endfield?
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
lack of good AO
and shadow hardening for grass/foliage
The game itself isnt 'washed' out
its just lack of effects that add contrast via grounding
like AO
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
You can tune the values yourself
You can adjust the strenght of ao
I appreciate that, I'm just keeping up with the updates here while I wait for the memory leak fix
There is no memory leak fix from us
I was referring to the game devs to fix it
Well time to spam hg with requests
the crash or the AO?
the freeze
its caused by bad shader decomp
I will look at what REST does
since it can do all this shader bypass without needing the shader .hlsl to be present inside of the addon
it just goes by shader hash and bypasses
Slopped bitmask ao and analytical ao from original gtao together 
ngl what am I looking at?
You can flick between the pictures and see large scale AO added
ah i see it now
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
wasn't the forgeslop cmake after all
Fellas test addon
so no more DLSS for us then?
I wanted to get around to it
but then this freeze occured
so I wasted my day debugging

sleep is also a thing you know
Keep using the uberpost version
@dusky wave no freezing in valley pass anymore
no freezing at dijiang anymore
confirmed no crashes
ya the uber post version kinda nice, since people can play with SDR-ish RTGI and stuff
oh well, stuff must go
you can also play with that with the current version
only difference right now is dlss support
now make that slop work on dlss
it will exclude characters, so GI be kinda wack, but it's after all coop RT
is it? I never like GI that starts excluding objects
DLAA/TAAAU 100% is only if using AO effects?
I liked the shadows under the grass that you added. Are those still there?
the game is very easy to run anyway
im doing everything max with Preset M at DLAA and still hitting 120fps (5070ti)
I cant maintain 120 with 4070 at DLAA with RTAO so I will be waiting for DLSS fix 
I can do 120 locked but the heat and energy consumption in my room I don't like
The 5% visual improvements ain't worth it to me over DLSS Q
Let me get around to adding upscaling support
I fixed it via cbuffers in POE2 so it's probably the same here
correct me if I'm wrong, but it seems to work fine on dlss q?
characters arent bypassed
is Reshade bypass toggled on?
because AO should not be rendering on top of character models
or are you using Spiwar's Uberpost version
that one works with upscaling but renders AO on top of DoF, particles, FX and everything else
no I'm using the latest one you posted. Bypass is toggled on
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
which one are you using
Spiwar's works with upscaling and applies to everything but UI, my ones dont
- 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
I'm using this one #1440801914165002322 message
which was why I was asking, cause I understood it that your version doesn't work at all with upscaling
I got lost with all the AO talk haha. Does it need an external shader now? If I just want grass shadows at the moment can I toggle off AO and use DLSS?
No way... I added RT /s
Improved shadows on Native = also shimmering in some areas, DLSS cleans it up...by virture of well DLSS slop helps in this case.
pretty reflections~
is there an equivalent of r.NGX.DLSS.DilateMotionVectors=1 in unity?
IOS RT at home
(Might add this as an option)
Sacboy would know, he uses Unity for his projects
@left field
are you just tweaking the SSR, or is there actual plantar going on or something?
Game just uses SSR
Similar to how Lazorr increase reflection bias in UE
I just removed the de-haziness
I dunno if it breaks something, will need to test
ya, figured. the real prize is if fx and other direct lighting suddenly start visually bouncing.
then we get coop RTR haha
@fast hearth
You asked for pretty reflections
I mean they probably added haze into SSR cause they didn't attempt to fine tune material properties
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
I'll check in a bit
external shaders are for AO
if you dont care
you can use upscaling
and avoid the whole AO section
Improved shadows works either way and still has a toggle
Something is wrong on your end
upscaling will break the output
when using AO mask debug view
I thought you really got RT reflections going...
I would give you money
dunno
Forge is coping

Considering that mobile load meter is in the game, I bet iOS RT is in there somewhere?
Cope
Or ask for your hand
In marriage
I think I got the wrong discord.
This is definitely U+
You are most definitely right, I just don't know what lmao
Shadow aliasing is crazy 
Nice. Did you tune them more or just made it a toggle? It's not a toggle in my 2 days ancient version haha. You guys work so fast!
it was always a toggle
it just under advanced settings in Reno
I added it there for A/B comparisons
to check and see if it breaks something or if someone doesnt like it they can just toggle off
Now that we can hook directly into the game
Anything is possible

True.
shame it’s a weebs slop
Soon to be the most commented post in this whole Discord haha.
rtgi and rt reflections would go hard
it looks great
I would settle for RTR and properly implemented AO.
Rtr = reflections?
Yep
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.
does anyone now where the shader cache is for the game ? Just updated drivers but didn't recompile. Now it's a stutter fest.
You can either delete your Nbidia DX cache
or switch over to VK
wait for decomp to finish
then switch back to DX11
it'll trigger a new shader comp
ho nice trick. Thanks.
Thanks for all the work btw
- Added neutwo tonemap method
@dusky wave
applied to two base uberposts (dlss and taau) only
decide on neutwo or termite then I can replace
ok
People dont use this outside for testing neutwo
it doesnt have my bypass solution
but it works with dlss

i am devving on an sdr ultrawide
so i can't see shit in terms of results
well
I cant see shit either
they look the same
so either theres very little difference
or the toggle no worky
let me check ze code
What is this bypass everyone talking about lol
Allows the use of AO shaders before in-game shaders
so you dont render reshade AO on top of UI, FX, DoF ect
I have a question: my monitor has a peak brightness of 600 nits, what should I set the paper white brightness to in games?
paper white/game brightness
is your average brightness
Cronos raised black floor be like
honestly we need a calculator for this or something
we dont
if the game looks too bright on average
turn down game brightness
game brightness = how bright you would play them in sdr
and then the peak brightness as the hdr extension
1nit avg brightness
10K nits peak brightness
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
but yeah you could just eyeball it
would just be nice to be able to suggest a good starting point for oddball peak values
yeah but if you're doing in a bright room
you'd have to do 200/203 game brightness anyways
so i dont think too much about the ratio
dear lord
i do 100 game brightness and 1000 peak on my alienware
200 game and 1500 peak on my s90d
This game brightness is so low at 203
increase exposure
I dont even touch game brightness slider
203nits always
adjust brightness with exposure

What about highlights brightness instead?
cause 100 game bright * 2 exposure is 200 game bright anyways
maybe i should use 138nits on my montitor
Ohh, how do I get that?
- neutwo implemented (fr fr this time)
@dusky wave
it's there
not a big diff
but neutwo is cheaper
might as well
CHEAPER????
i heard?
but yeah compare them
read the pins
Ok so it's installed already in the renodx of endfield
Just use Mewtwo then
I cant tell a diff
slight difference in that vid
but its soo slight only a renolet could tell
when we adding BT 2020 stretching
after all
its not real HDR if theres no BT 2020
at 50%
im too lazy
grok copy wuthering waves bt 2020 stretching
grok play the insane colors video every time the user switches to bt 2020
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
so no bypass version, but better fps version?
Is this how "Improved Shadows" is supposed to work? It just removes all shadows and reflections for me
Valley IV hub area has cloud shadows
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
Oooooh, I see !
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
Waah, I'll disable it for this section and check it out in the next one ! Excited !!
I will PR in a bit, Spiwar can then merge before pushing to githoob snapshot and here
bypass is still ther ebut applies to everything
WOW the improvement is incredible !!
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
fr fr
I fuk with this
I assume the ghosting is still bad?
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
Lines up with what I saw
DoF is pixelated mess
and GTAO is borked
ahhhhhhhh
Have to cope HyperGryph adds improvements
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
its probably just the lighting changes
sun position etc
the improvement is in the shaded parts
The AO covers large radius yeah. VB often used for SSGI
Not sure if the game will use bent normal to shade lighting tho
Since the non bent normal version doesnt output bent normal now
https://github.com/yplebedev/BFBFX/tree/main
someone posted this before and using the same technique
are these the same one feeding dlss/taau?
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.
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
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
i mean there's more settings to mess up for the dlss version
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
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
might want to use lower white clip for SDR
what do y'all use blowout 100 or 0?
we dont even need to call a custom func for neutwo anymore right
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
white clip at 1.1f is basically the same as clip
it means tonemap down from 1.1 to 1.0
oof
that would be more clipped than sdr
maybe just boosting highlights for sdr users would be better
or maybe something other than neutwo
SDR seems to be about 1.5f or slightly less
its slightly less than 1.5f i think but i'll keep it there
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

HDR in SDR
well depends ages of monitor, but late gen SDRs are around 150 cdm and 320 peak cdm, and maybe some local dimming no one turns on?
120 would be really old monitors and not worth mentioning, for mods
i had a shit ass $300 monitor I got in 2018
its 240 nits
no local dimming or anything
60hz
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?
But you have to play the game so you can fix the areas where bypass is broken :P
I think I ironed out issues I found with bitmask pretty much, here is my current build for VK's ambient occlusion
Grassfield AO
Wowww... That has potential ! Could you do an ON/OFF comparison maybe ?
I think the issue has always been temporal
it would be interesting if we can take their motion vectors and just add our own at cost
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
On vs vanilla
isn't that a little too much? or just scenery?
It's full configurable so I just toned mine too much
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?
Screen tracing things?
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
like with luminite, it is only applying AO based on the depthmap regardless of intelligence
yes, disable vulkan/turn on dx11, then reverse it to force a shader recomp
it's one of those games that's not very smart about shader caches
noted
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
Screen space AO mostly do the same thing by tracing depth buffer and normal map buffer, so its not really that different
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
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
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
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
In endfield, they use GTAO + baked AO in texture asset + very low resolution light probes
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
Indeed. I do not know how it fairs in motion, it it definitely looks great in stills !
The big thing will be that it applies before fog
Right now Reshade based AO gets griefed hard by fog
Is it safe to launch VK with ReShade? I remember reading something about it not being blacklisted, sounded scary haha.
ok wtf? reshade derped?
guess it's due to the dll being named d3d12.dll?
likely, i can't grab a depth buffer, so it may be vulkan underneath
but then why is it running reshade and not ignoring it
It works without any issue
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
Yeah I'm a bit confused as to why the game even loads d3d12.dll in dx11 cause I thought that required dx12 to work
I guess it's d3d11on12 or soemthing
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.
😭
sry for the pin,how do i use this version
I can't see any change.
are you on dx11?
I think so.
do you have your own REST installed?
reshade effects shader toggler
The game has access to 3 devices
two D3D11 and one D3D12, the game isnt actually running in DX12 mode. unity does have some weird d3d11ond3d12 stuff that you can find in a bunch of games
We havent hooked Off toggle to change anything
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.
if you toggle tonemapper from RenoDRT to Vanillla
you'll see a difference
it will switch back to vanilla SDR code
interesting
Yh we just tell Reshade to 'hook' has d3d12
because they havent blocked it
dxgi and d3d11 do get blocked by ACE
Its for vulkan only
@dusky waveOK, I understand.
I did know d3d11on12 was a thing, but didn't realise it was widespread. I guess it makes sense for compatibility
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
Can we use the first version just toggling off ReShade before the UI if we want upscaling?
and it uses some DX11onDX12 shenanigans which is why perf is bad
and why DXVK improves CPU based perf on that title

Why is this grass flying in the air? 🤓
so I just need to install the VK version of the Reshade plugin, and then drag the addon to the game’s root directory, right?
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
thx,i will try it
VK hasnt got a HDR mod yet tho
u guys are awesome
Infinite feature creep 
Is is the DLSS or native version?
Game's native AO
anyone know what's Per Channel Blowout is for?
Blowout is related to very bright element shifting toward white if I remember correctly.
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?
That's weird. I don't think I got these problems.
depends on the effects, if they rely on depth buffer or not
a minor detail, but i am pretty sure I found those in rest before I started using bypass
I put per channel blowout to 100, because it makes colors slightly less saturated and look almost the same as vanilla 🙃
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.
glamarye clips
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
Thats with just GI
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
If you dont use reshade befor ui there is no difference between the two
So you made a foolproof version with different default settings I guess. Haha. Tyvm for answering^^
I've never done a dlss implementation but I know a guy who does
Is this. A dlss implementation question or just messing with configs?
this is a documented cvar in UE from nvidia, this usually helps 90% of the time in modern dlss by providing higher quality motion vectors, so wondering if there's a unity version of this api nvidia provided them?
I have some successes with ZenRT and the colourspace conversion shaders as well
only works with bypass UI off...and rest will mess up if you try, you are left with some kind of clumsy UIMask
Oh im still waiting for the bypass fog fix, it’s more distracting to me 
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
Pics?
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
Normal version
Deferred lighting -> Reshade -> effects -> uber -> ui
Alt
Deferred lighting -> effects -> uber -> reshade -> ui
weird, so nothing between UI reshade
Nothing so its why i think might be one of your shaders
If kernel + rtao shader works
Then its one of your additional shader
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
Get grok or gpt to fix whatever that is
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😅 ...
they're probably still in the tutorials, gonna be a while before they get to further areas

no one is ever truly free from the tutorials

@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
Wat

Creative Commons W
Special sauce fog detection?
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
Tried to get upscaling to work with deferred lighting bypass
no worky
Reshade keeps making RTVs at native res
no apparent downside with that new fx?
cost is always the downside
but the cost is trivial
76% -> 80% on my 4070 ti super
I mean visual
It does not work with hdr at default though yes ?
I don't think unity has motion vector quality as a general setting, it's per object in unity usually.
Otherwise they're either enabled or not unless dlss is doing something that has its own quality
I'll ask the dev I know

who will win
GTAO half res (or lower) with dogass MVs
sorry for the ping, but how can i use this? i downloaded the dll from the renovk thread and it seems to load (creates logs and all, which shows the addon being loaded), but it doesn't show the reshade interface and the addon isn't actually working either. i'm on linux using proton if that's relevant, and i renamed the dll to d3d12.dll. i also tried injecting via optiscaler and same issue.
or reshadeslopmax with fog guessing fx
not reno related but is anyone else struggling with the factory placement limit?
ok, looked into it in the reshade discord and i see that injecting reshade into vulkan is very different
i'm constantly not able to place any more belts because i've placed too many items in an area already
@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

VK hooking is not done via DXGI, d3d11 d3d12 ect
VK hooks via VK layer which uses ReShade64.dll
Inside of the ReShade folder
This also means reshade will run on every VK game
got it
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
Why we doing SDR sloppa?
So plebians could enjoy better shadows and effect controls?
i guess
splitters and the likes count as one entity, so if you're using alot of those, you might wanna look into re-routing
lame
why even have a limit like that
i’m already being limited by the overall space
@dusky wave there might be a texture upgrade issue
or you might have griefed something
when you disabled resource cloning
What blows up?

I'm sure there's a good reason for it, but I couldn't tell you. It is unfortunate
I'll revert to an earlier build with resource cloning enabled
Grass seems fine for me.
thanks
try this one
its fixed i just need one more person to confirm
SDR / Reno with cloning and improved shadows off
it is
cloning is not the issue
who changed unorm upgrades to any size
with improved shadows there's like a slight glow when it's shaded?
I might just be tripping balls
not surprised since the improved shadows should interact differently with the grass
a bit
its just the cloud shadows have more effect with improved shadows now
if you go to an area with no cloud shadows
and toggle on/off
it should make no difference
also, any ideas why the bypass with those hashes breaks rtao with rest?
0x37837806
0xD3FA93FC
yeah
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
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.
-# 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! 
I'll ask your mum to praise you next time I visit her

wont save the game from the gtao
even with grass fixed
GT stands for ghost town
ghost town AO
also, my issue's different, I get
Shaders\LumeniteFX\RTAO.fx' permutation:
error: effect permutation defines different uniform variables (UI_COLORSPACE_CONVERSION, UI_TONEMAPPER)
in the log
you could try reloading the shaders
dont really know what this means, but 
rip i guess it happens
Abysmal
or rather the lack thereof
its peak
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

So everything looks like it has no AO
Because making it have presence would assault your eyeballs with blur and ghosting
And shimmering
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

at least endfield doesnt run at 40 fps on a 4080
both have problems, but wuwa is becoming very problematic with optimization
just switch to ue 5 man


Frankenstein UE4.9.9999 with UE6 backporting







