#Arknights + AK Endfield

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dusky wave
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so VK is easier

sudden nest
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what does wuwa use on mobile

dusky wave
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OGL + VK

sudden nest
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but they use dx12 on pc

dusky wave
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yes

sudden nest
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cant they do the same

dusky wave
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Mobile cant into DX

sudden nest
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no i mean

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ogl vk on mobile and dx12 on pc

dusky wave
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Dunno, ask HyperGrypth that

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I am guessing they dont want to bother with extrra work

stable lava
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vulkan also supports raytracing natively

sudden nest
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yeah, all these problems with shadows when you can just add rt shadows

sudden nest
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for unity i mean

stable lava
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well vulkan the api supports it
unity is another matter

sudden nest
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yeah i know vk supports rt, HG had to make extra work for vk rt

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just use dx12 šŸ™

safe swallow
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fuck dx, vulkan to the masses

dusky wave
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duality of man

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be like

sudden nest
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i agree, but reno doesnt work for vk

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for now

strong vault
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we are robbed

sudden nest
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watch them do the same thing that happened on ZZZ

stable lava
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ps5 doesn't have rt either for now

sudden nest
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ik i mean in the future

gloomy tulip
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Does iOS have RT

sudden nest
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yep

strong vault
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rt reflections

gloomy tulip
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despairge cope

stable lava
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in some scenes only

sudden nest
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I dont think they could do more anyway, mobileslop

woeful raven
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wuwa is also not UE4 RT

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backported Lumenslop

gloomy tulip
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RT reflections arent that important tbh, GI is most important but the fact is they have code for bvh already

woeful raven
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that took a lot of work

sudden nest
snow dust
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Getting these visual fragments when using lumenite RTAO/LSAO, what am I missing?

dusky wave
woeful raven
strong vault
woeful raven
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infinity nikki only went from UE5

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to UE 5.4

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because they did that

woeful raven
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before they went live

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"hey maybe we should update the engine future proof it a bit"

snow dust
woeful raven
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stock game is bright enough

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if you want

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slap on some contrast

strong vault
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rest default

gloomy tulip
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Their unity upgrade is good I think

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The pbr + non pbr look good

dusky wave
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corrrrrrect

gloomy tulip
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Hoyo slop all look the same with flat color Stronge

woeful raven
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material work 10/10

snow dust
dusky wave
# snow dust yup

Neither me or Spiwar are there yet. New shaders are being used

woeful raven
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"what if we slap slop temu gtao in"

woeful raven
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check pins

snow dust
snow dust
sudden nest
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HG please

dusky wave
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I want RT but at the same time

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FG no worky

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with VK reshade

strong vault
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just smoothmotionslop

dusky wave
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LSFG sloppa time

sudden nest
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120 fps is enough

dusky wave
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You wont be getting 120 with RT

sudden nest
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im getting 120 with dlaa

dusky wave
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well maybe if you upscalemaxxx

sudden nest
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so I could maybe with dlss quality

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depends on the rt cost

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as long as we dont get the wuwa treatment

gloomy tulip
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What’s with wuwa rt

dusky wave
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I have a 5090 and MFG 4x slopmaxx

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so I dont have issues

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oh and 9800X3D

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everyone else dies

sudden nest
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i get bottlenecks with it

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the city is super heavy

dusky wave
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which is why you MFGslopmaxx

sudden nest
gloomy tulip
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Yeah I remember when I got to the city on water

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The fps was so bad

sudden nest
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in one area i get 90 fps, 40 in another

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its bad

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like every new map that gets added it gets worse

dusky wave
strong vault
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whats the % of that

gloomy tulip
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Yeah wuwa kinda weird cause they need to have everything big and fancy always Stronge

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I got tired of that pretty soon

sudden nest
dusky wave
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slavjank can cook up one of the first RT only titles

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and it runs fine

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meanwhile we're stuck with SW lumen RT sloppa

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that runs worse than raster

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and looks worse to boot

sudden nest
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chinese vs slav devs

strong vault
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I dont even know why epic developed sw lumen

safe swallow
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metro runs so well and looks gorgeous despairge

strong vault
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Is it because amd was shit at hw rt

dusky wave
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conslows

strong vault
gloomy tulip
sudden nest
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dw we have megalights now

strong vault
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we will see in 2030 games hopefully

gloomy tulip
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Tbh games nowadays don’t need billions of lights to look good

sudden nest
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yeah but have you seen the comparison between sw lumen and megalights

gloomy tulip
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But shadow casting ones would be good

dusky wave
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not having shadowcasting pmo

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every UE title I try and need to get Lazorr to fix

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shadow casting disabled on every light source

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light leak

gloomy tulip
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Most RT solutions don’t trace lights except sun lights despairge

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Only seen in gta v

dusky wave
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Think the fog gets a bit too much at times, I'll need to test out Pumbo's OKlab fog code for better blending

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wait

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fuk

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Fog is packaged into the enviro shaders

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and something something decomp was causing freezes

dusky wave
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cooked

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Vanilla fog / modified fog

stuck sandal
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god damn

dusky wave
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Might be a bad idea to modify

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vanilla hides the chasm

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modified exposes the mesh seems

rustic echo
grim kiln
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i actually kinda like the modified look idk like its got more depth

rustic echo
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Thanks spiwar, for reveil.fx 7yr later free patch~

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as the mod grows the cost for perfection grows it seems

dusky wave
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every new feature added delays VK addon

grim kiln
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yea but then the vk addon launches feature complete so bonus

rustic echo
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does VK not flip the depth like a drunken gambler? or same shaders either build?

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i did notice it's shaders are kinda different

dusky wave
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You'll want to ask Miru

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I havent even looked at VK yet

rustic echo
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when i was looking at the UI layers in VK version...it looks a lot less slap on like dx11

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like UX flips around has per UI overlay, flickers around and other junk...VK...was one and done.

dusky wave
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DX11 might be legacy 'we added it because users' version

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and VK is their main API

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dunno

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VK allegedly doesnt have the mem leak

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but then Miru posted his mem getting gobbled up as well on VK

rustic echo
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but whatever, the mod is almost done? it's pretty amazing at this point with some costly if not coop solution, it should please most people's eyes.

dusky wave
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Will need to test in Wuling since that area has a lot of fog

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I'll keep a copy of this code, since applying it requires me to figure out what the hell causes deferred shader freezes to happne

dusky wave
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We might have in-game AO improvements SoonTM (cant say for certain yet)

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and we have Miru's work

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Fog I am experimenting with rn

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Colour / HDR side, the mod is done

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Then it remains to be seen how updates grief the addon

rustic echo
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please update the shaders from his repo, specifically the include/colormanagement.fxh . It was a bug in his code that was fixed like 24hrs ago. It happens because Endfield does funky stuff when going into menu.

safe swallow
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oh

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but then why does it work fine with reno

rustic echo
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So i tweak the settings of FGFX::LSPOIrr and Glamarye fast effects with fake GI
and layered them together(with a lot of settings tweaking)...It really does look like a poor man's RTGI...maybe 60% of it.

rustic echo
safe swallow
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fair enough

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already, let's try that

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nope, still the same thing

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If I use the bypass with REST that's in the normal version, rtao throws this error, if I use the alt bypass, it's fine

rustic echo
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clear shader cache?

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it was a rest problem yes. you can also exclude that shader from REST, it also solves it

safe swallow
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yeah but the entire point is to have ao there

rustic echo
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I mean it's a very minor visual difference again, luminite should have fixed it, and I tested it with him. Try cleaning shader cache in reshade first

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if not you can ask the shader author yourself, since he's aware of the problem. Maybe something we missed.

safe swallow
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nope, still the same, oh well, alt bypass it is

rustic echo
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how are you guys taking HDR pictures and having it able to convert to SDR?

glacial kayak
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reshade and skiv can take hdr pngs for you

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then you can just paste them into discord

rustic echo
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reshade didn't, or i need a setting?

covert jetty
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But hopefully discord will get jxr support eventually

runic dove
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reshade will take HDR pictures, its just that windows photo viewer doesnt support HDR PNG

woeful raven
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a tonemappass vk mod in like

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an hour or three

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but there's no motivation to atp kekw

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the memory leak is fine, set your system to like

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96gb page file

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you'll slowly leak

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and just occasionally restart the game

gloomy tulip
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Experimenting with more changes to their blur and upsampling shaders in worst case scenario, vanilla vs modified

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The upsampling shader is just bad, it blurs over edges because it doesnt have depth buffer

covert jetty
rustic echo
gloomy tulip
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It's just the game's own upsampling shader which is a useless box blur

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It doesnt have access to any other data like depth

rustic echo
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oh, rip game prost processing game devs

arctic echo
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I actually haven't had any issues with long sessions the past 2 days.

rustic echo
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Vanilla, RTGI, Faking GI combo comparison ....this...is kinda coop-doable lol...look at the fps difference!

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Sadly it can't fake the light bouncing test..RTGI still is the only one that can bounce lights

naive ridge
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oh hey my buddy made that lol. we had the idea for it ages ago and found some research papers on fog/haze detection. Idea being that if you can dehaze the image, run effects on that, and then add the difference back in, you can get AO or w/e looking suitably behind volumetrics. Pretty neat, at least within the context of what reshade was capable of then.

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surely just making a REST config is the better way to go now

woeful raven
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as the deferred lighting pass includes fog

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so even with REST bypass DOF and other post effects, fog can't be bypassed for now

naive ridge
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RIP

woeful raven
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unless there was some way to run reshade before code for fog triggers

naive ridge
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the shader is pretty compelling for AO, but it's not a good pair with GI, just to put that out there

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you could look at what the custom REST config for FFXIV does. It's setup to save normals/depth etc to textures and he's able to insert xegtao somewhere where it can use all of that

left field
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he says: "Out of the box, no. But it is probably possible to setup, I foresee it being a huge pain though." This is from a person who makes an asset that's a custom implementation of DLSS for unity

naive ridge
rustic echo
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no easy win then

naive ridge
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xegtao is also in there and it's under an MIT license

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tbh I'm not super well versed in REST. I know voosh is though, if you wanted to ask him.

rustic echo
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wait REST is not dead in 2026? I thought it's been abandoned after so long.

gloomy tulip
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It works for dx11

tidal finch
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Can someone do a quick write-up of what to do to have the best image quality in Endfield?
I see lots of AO add-ons like the RenoDX-based one or Reshade shaders.
Which one is the best if I play with 1440p DLAA?
And are there any graphical settings best to tune down?

rustic echo
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but realistically you can literally copy someone's reshade.ini and shader folder, and get the same-ish results in the future.

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And realistically you don't turn any settings down...Endfield in it's base form can get max graphics settings on even low end cards, much less high end DLAA users.

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but some people will be more purist.

grizzled herald
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Wait. Was grass botched all this time and we just assumed it was the way the game looked? haha.

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Indeed. Character model looks less shaded now though.

woeful raven
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this fix only affected the grass

spiral imp
woeful raven
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No

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I'm actually playing the game now

spiral imp
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enjoying it at least?

woeful raven
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Yes

spiral imp
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still using reveil for the fog stuff ?

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it brightens the grass

rustic echo
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took a bit of time for me to start visualize what should be "fog" in the debug view

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but it does clean it up quite a bit everywhere you have that "reshade AO" look

spiral imp
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it's very minimal so I don't mind it

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just something I noticed turning it on and off

rustic echo
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ya even with the spiwar compatiblity patch of reviel...it still messes with the hightlights a bit, but much less, and settings are much more pronounce in how much depth to mask out your shaders...I would go fairly deep in th negative to test. The debug view is good to peak at

gloomy tulip
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Hmm I implemented xeGTAO's denoiser, things are actually more stable when moving (still image still sucks because of bad upsampling)

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Ghosting reduced too

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Thanks to their bad denosier implementation, i got 2 passes of denoising instead of 1 pass in total

rustic echo
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can you incease the fidelity of the denoiser or that's the limit of what you can do without actual motion data?

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your last sample...even without moving the camera had temporal stablity issues, it's just quite finicky

gloomy tulip
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The limiting factor - bad upsampler shader that causes bad flicker and half res for blurry AO and shimmering

brittle abyss
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@woeful raven doesn't Reveil.fx do dome color clamping ? Even when there is no fog, grass seem to desaturate quite a bit when it's on.

rustic echo
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man this HDR... why are games that don't have HDR sometimes the best HDR looking games...those devs...really missed step this "one trick"

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these scenes are gorgeous

stable lava
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the VFX are great too

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very bright very cool

arctic echo
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Cope that they'll add HDR later. And then it's worse than what we have

twin haven
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anyone have perfect black RenoDX they can share? just wanna compare

strong vault
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what is perfect black renodx?

rustic echo
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I think the preset already floors the black levels

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am i missing something?

twin haven
twin haven
rustic echo
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at least we got some decently cope AO now, RTAO/LSAO is really no joke in how good it looks

twin haven
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i commend them, doing the works of the devs themselves are supposed to do

rustic echo
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you can also try the FGFX::LSPOIrr and Glamarye fast effects with fake GI combo I slapped on

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it's not quite GI, but it's sure can trick the brain into thinking you got GI, until you look closely at things

twin haven
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i just drop them at reshade-effects no?

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tbh never tried installing things other than those

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just renodx and reshade

rustic echo
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umm i tweaked it a bit as both of them are a bit too strong combined, and you need to set your white point (basically yor reno in game brightness) into the setting

brittle abyss
rustic echo
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I did something like this

rustic echo
gloomy tulip
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I set the AO to really contrasting to show them

rustic echo
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it really does bring back the highlights

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that's pretty nice

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how is the artifacting/stablity of the shadows?

delicate escarp
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Hey guys, quick question: Is it possible to use some effects in Reshade while also using Renodx HDR? Thanks!

gloomy tulip
rustic echo
gloomy tulip
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Yeah the crawling artifacts come with them too, I think maybe those grasses don't actually write to depth or something

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Maybe I will try to generate vertex normal in place, because gbuffer normal is funky

rustic echo
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you can do that in unity? i thought those are determined pre packaged?

gloomy tulip
rustic echo
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looking forward to it then, finally someway to beat the resolution issue

twin haven
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damn RenoDX is just waiting for him

twin haven
grizzled herald
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New NVIDIA drivers. Any chance they fix VRAM leak?

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Oh they are from 2 days ago so probably not.

twin haven
gloomy tulip
grizzled herald
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Now trying to force shader compilation again... Not working haha.

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Was this always like this by default? (Sorry for the off topic though)

dusky wave
gloomy tulip
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This is my recommended setting, don't recommend changing radius and use large step count because horizon based AO could over occlude with huge samples

delicate escarp
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you're great 😘

spiral imp
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it seems to add these vertical lines

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in that picture

rustic echo
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so you need step count of about 14 to match RTAO ish, and then it flickers like mad in motion

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though the flickering is pervasive regardless ya...

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endfield...why you do this..

gloomy tulip
rustic echo
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lowering the thickness to .20 significantly lowers flicker...at least to an extent your brain won't fixate on it

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this allows you to up the step to like 14

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i would say...umm passable...maybe, just from grass

gloomy tulip
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14 step count will over occlude alot in my testing

rustic echo
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so take the flicker...hmm

gloomy tulip
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At least I dont hate it anymore, cope

rustic echo
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you gain roughly 10-15% more fps not using LSAO...soo

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hmm significantly better stablity in TAAU mode

gloomy tulip
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Those AOs are brute force screen space tracing so yeah.. fps be gone

rustic echo
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let me try different DLSS

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if it's a DLSS issue...

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it's a DLSS issue ish

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i am guessing motion vectors?

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or not passing it along to DLSS

strong vault
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Forge said DLSS had borked mvs

rustic echo
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DLAA has flickering

strong vault
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so possible

rustic echo
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so TAAU is very clean (ish)

gloomy tulip
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Maybe TAAU is using a different jittering pattern than DLSS

rustic echo
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TAAU can clean up all but the craziest step count

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i pumped thickness upto 2.5

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still pretty stable

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let me try a different DLSS preset

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ya...it's a predominately a DLSS problem

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i wonder if your friend, previously mentioned, has an idea on wtf motion vector is borked. because that's a super weird problem to have, DLSS isn't 1.0 anymore

dusky wave
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@woeful raven I think I got working hlsl for deferred now

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games not freezing and lighting looks the same

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Time to add alt fog and maybe cope we can inject AO before fog

rustic echo
dusky wave
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I could port Miru's now i thinl

gloomy tulip
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I abandoned the idea of gamma'ing the AO in deferred now, its all just modding the GTAO shaders

rustic echo
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but yea...it really sucks for TAAU to be the one true recommendation, but moding is about having the gear haha

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I hope it's just something borked in the MV being passed to streamline

dusky wave
gloomy tulip
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I wonder if I can upgraed r8_unorm to rg16f to store depth in the half res AO

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Then I can do better upsampling

rustic echo
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hmm besides motion vectors does unity have mipbias or other things that DLSS needs to upscaled correctly? Maybe it's not seeing your AO at the right resolution?

fleet socket
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unsure if this is related to the memory leaks on windows, but on linux one user reported that the games spawns a bunch of CEF processes without ever closing them, which could be a potential source of leaking

dusky wave
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Storefront be leaking

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News letter menu leaking the game

rustic echo
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red dots kills lives

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but that sounds blockable no? all you lose is umm...filling out serveys?

fleet socket
fluid patio
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I can't hide the ping and uid, is it currently broken?

rustic echo
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my uid is hidden as of the last pinned release

strong vault
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Its working with 4K only for now

fluid patio
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Oh yeah, I forgot about that

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Thanks for the response~

strong vault
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np

grizzled herald
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Oh my, I can't believe we were playing with that broken grass shading all this time. Such a big improvement. haha.

dusky wave
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totally not my fault

arctic echo
dusky wave
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Vanilla / Alt fog

arctic echo
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Day 1 I forgot I had renamed ProcessFramework.exePlatformProcess.exe trying random stuff to see if SpecialK would work.

fleet socket
strong vault
rustic echo
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is the fog volumetic?

dusky wave
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nope

arctic echo
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I mentioned earlier, but I don't seem to have leak issues anymore for some reason. So I can't really test. But just renaming ProcessFrameworkPlatformProcess should prevent it from spawning CEF processes

rustic echo
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table flip, why the heck is it so foggy if it's not volumetic!!!

dusky wave
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ah hlsl still fucked

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I had to load as .cso

dusky wave
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after modifying .asm

dusky wave
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so it washes out hues

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which I restored

rustic echo
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good riddance. I understand if it's volumetric fog, which has all sorts of lighting purposes and fun stuff...but just plain old fog ick. mobile/console cop outs.

woeful raven
rustic echo
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can you do a MSAA on the AO shadows or something then?

dusky wave
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the gradients are wack

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its like the fog has a greenish hue at times instead of a smooth cyan gradient

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I will see if I can modify that

woeful raven
dusky wave
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I dont have sandleaf becasue you get it in a later ares

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but we';ve been too busying modding

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so I havent gotten to that area yet

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shader bypass before fog is impossible chief

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shaders execute atomically

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and we cant pause midway

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we could do is split the shader

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and I am trying to figure out if Reno even supports adding new shader passes (probably not)

woeful raven
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We save it and apply at a later passā„¢

dusky wave
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Thats what I am looking into

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we disable fog entirely on deferred and apply it later on

woeful raven
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#1440801914165002322 message

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How does Restā„¢ do it

dusky wave
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FFXIV has separate fog though

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I will look into all the normal/depth

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I think we could also grab lit and fog colour

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and mod the shader to only apply on lit

woeful raven
dusky wave
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is there a free loicense fog shader?

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we can use

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I can take existing game data

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feed that to reshade fog

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we apply reshade ao > reshade fog (with game data)

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might look better than vanilla linear blend slop

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and since we feed it game data it wont just be the same static fog look across the whole game

woeful raven
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Or voosh

naive ridge
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Not sure. As far as reshade goes, I know Treym had a good looking fog shader

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Doubt that’s licensed in a friendly way though

dusky wave
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yh I know that one

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I could ask him since I am in his server

gloomy tulip
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Did you guys write your own reshade fx shader

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Since REST integration needs your own fx

tidal finch
gloomy tulip
tidal finch
woeful raven
median robin
woeful raven
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No

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Broken after a ghost switched to any size upgrade

median robin
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Right

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Typical ghost behavior

tidal finch
woeful raven
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There is no renodx based ao

tidal finch
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What's this then

rustic echo
gloomy tulip
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Thats renodx (vulkan) sdr AO mod

rustic echo
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for LSAO/RTAO you will need to config it yourself. but if you don't want to play with it, just insert your reno game brightness into the AO shader white brightness field and set the strength to .45 -> .65 taste wise

woeful raven
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.45 or .4 is probably enough

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Lsao is better but more costly

rustic echo
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I'm afraid Reviel is a bit more customized setting.

rustic echo
woeful raven
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you'll need to use a higher AO strength

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if you're using reveil

tidal finch
woeful raven
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to compensate

woeful raven
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renodx by itself does not equal hdr

gloomy tulip
rustic echo
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Forge did want to put that into the main build, TAAU players rejoice i guess

dusky wave
woeful raven
tidal finch
arctic echo
glacial kayak
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Endmin

tidal finch
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Did you finish this implementation?
The reflections look quite nice

woeful raven
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its just changing the reflectance value

rustic echo
# glacial kayak Endmin

Lore accurate according to Rossi. Didn't you know the Endministrator single handily destroyed Talos-V in their prime. Cannon summons were just child toys back then.

woeful raven
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SSR fade in out would look even more obvious

rustic echo
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did the SSR test ever pan out? like making mirror like reflections turn roads into water slides and stuff?

dusky wave
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it kinda janky

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it makes Dijon look nice

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but then roads get turned into mirrors

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So I am on the fence about including it

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I cant target to only apply to Dijon

woeful raven
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ya

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Just leave it out

rustic echo
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yea, proper material roughness property work went into Laevatain facial expressions as she looks at you in disgust.

woeful raven
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@dusky wave while we're at it might need to consider dealing with the cloud

#

Since we changed the cloud shadow intensity when you're in top down building mode in the factory the cloud shadows will show defined blocks instead of a smooth fade

rustic echo
#

really? i never noticed it, but then in factory mode, all you see is a bunch of grids anyway

woeful raven
#

Turn on top down factory and improved shadows

#

Wait for some clouds to go over

#

Some of them will have a very obvious vertical cutoff line

rustic echo
#

either i'm blind, or I lack the spare brain capacity to bother do field engineering and notice shadows at the same time.

woeful raven
#

its not in all clouds but when u see it you can't unsee it

dusky wave
woeful raven
#

Yeah

#

And then wait for the secret sauce 4096 shadow res increase

dusky wave
#

GTAO with full res, better MVs and bent normals

#
  • Miru's code
rustic echo
#

oh speaking of improved shadows they seem to produce a fair bit of flickering on thin objects on native

woeful raven
dusky wave
woeful raven
#

Causes other issues

#

But thats for later

rustic echo
#

also if you actually look at making another alt-renod version, is it possible to exclude the UI from the menu and splash screens? if not, no biggie

woeful raven
#

Wdym

rustic echo
#

reshade effects that are not pure depthbuffer will try to apply to those areas. And it seems i can't use the normal REST addon when reno is in action.

#

Minor annoyance, as it's just a fuzzed up menu or a weird looking splash screen, etc.

strong vault
woeful raven
#

Shadow filtering stuff

dusky wave
#

the amount of slop needed to have deferred working

#

instead of just having one .hlsl per shader

#

Fog code is in now

#

I will fix up cloud shadows

#

also added chromatic aberration slider

waxen delta
#

is there a vk build yet? or is that not on the cards?

woeful raven
#

like rt

#

no

waxen delta
#

got it, that's what I assumed

timid marten
#

Damn the mem leak is crazy

woeful raven
#

increase your page file, restart the game every 1-2h

timid marten
#

Man, 15 min in and vram and ram already full lol

#

I’ll try with the page file, thanks

tidal finch
#

Does this game even support VK?

#

or is it just unofficial?

#

Also, why no DX12 support for Reno?

strong vault
#

There is no DX12 for this game thats why

#

Also VK is the main API

woeful raven
#

ya bro weird question

waxen delta
woeful raven
#

have you actually launched the game once lol

tidal finch
#

huh

#

wait it's VK?

strong vault
tidal finch
#

I thought it's DX12 and DX11 as fallback

woeful raven
waxen delta
#

most are but Endfield wanted to be freaky

tidal finch
#

First gacha I see with native VK support tbh

#
  • not on mobile
waxen delta
#

I wouldn't be surprised if hoyo uses vk if they ever upgrade beyond DX11 since they already use it on mobile

tidal finch
#

so probably they'll just use that

waxen delta
#

yeah, you can launch Zenless in DX12 now with RT and DLSS support but Genshin is an entirely different beast from the other two with a different version of Unity so who knows?

unkempt pulsar
#

gpu drivers updated and no shader compilation step after

#

sus

#

YEAP it's stuttering out the ass wtf

glacial kayak
#

switch to vulkan and then switch back to dx11

#

should force the shader comp after

unkempt pulsar
#

oh sweet, thank you!

#

the clipping in the main menu alone, oh god

#

hey vulkan is actually running quite fine for me now

#

it was completely unplayable with the previous driver

woeful raven
#

main menu is SDR btw

#

other than the one light effect at the start

#

there is no HDR values to be extracted

unkempt pulsar
#

i do mean the light effect

#

gonna play using vulkan this evening to compare performance and memory leaks

#

super glad to see vulkan running well (and even better than DX11) now, was kinda worried with how reno development has shifted to Vulkan now dogekek

glacial kayak
#

vulkan and dx11 were both borked for me when i first installed it, but i switched to the tim sweeney version and then they both stabilized for some reason

unkempt pulsar
#

huh interesting

#

yeah i've not tested vulkan again in the meantime, it's possible one of those updates they shipped already fixed it and it wasn't actually the nvidia driver

brittle abyss
dusky wave
#

nope

#

I have only modified existing fog with a toggle betwee vanilla and alt

#

fog bypass is a PITA

brittle abyss
dusky wave
#
  1. Need to split deferred lighting shader into multiple passes (Reno cant do this, would require Luma rewrite)

  2. Completely disable vanilla fog in the 4 deferred shaders for Valley IV + do the same to Wuling. Then apply Reshade AO and try to come up with some solution for reshade based fog that takes data from game code (dunno how well this will work, might completely bork visual intent)

  3. Port Miru's code into DX11 for GTAO, since that's modifying vanilla AO and applies before fog

dusky wave
brittle abyss
#

Ho. ThanksšŸ˜…

strong vault
#

Wait second one would be insane but not in a good way. Wouldnt that be hard for you to maintain?

dusky wave
#

theyre all going to be PITA to maintain

#

Rather cope that HG fixes / improves AO

#

so I dont have to mess with allat

strong vault
dusky wave
#

we have a update tomo

#

or server maintainces whatever it is

#

inb4 shader change

#

Didnt see anything about DoF in the patch notes

#

vanilla / alt

#

Improves interiors I think

#

lower black floor a bit so you dont have this grey haze

#

Can't target interiors specifically unfortunately

strong vault
#

Yeah looks good on those screenshots

royal yoke
#

the visuals look pretty good now

#

i luv it

grizzled herald
grizzled herald
dusky wave
#

alt fog

#

I'll post a build soon

#

you will be able to test yourself

#

alt fog will be less of a grey haze

#

it will mantain hues from the scene

grizzled herald
#

Nice. Will it depend on an external shader though or you guys can take others effects and apply them to RenoDX if their license allow it?

brittle abyss
# dusky wave alt fog

That's the fog blending thing you talked about earlier ? Who did you say came up with this one ?

dusky wave
#

Pumbo has OKlab blend code that he shared with us and was implemented into Cronos.

I tried it but it messed up with this games code

#

I took a similar approach but changed it

#

so it works with this Endfield's fog

dusky wave
#

I managed to get the deferred shaders working

brittle abyss
woeful raven
brittle abyss
#

To be honest, reveil works pretty well with fog, but I don't like how it desaturates stuff. I have to slap it together with a bit of vibrance slop on common shortcut key to compensate when there's fog.

grizzled herald
woeful raven
#

And apply the fog in another pass

dusky wave
#
  • Added alt fog blend mode with hue preservation
  • Fixed 'Improved Shadows' cloud shadows in Valley IV hub area, they will now be softer with better diffused look
  • Added chromatic aberration slider

(This version has grass shading bug fix included as well)

#

Now to rebase and sent PR off to Spiwar

grizzled herald
dusky wave
#

with this version yh

dusky wave
#

No

#

It doesn't have the hue change code you did

woeful raven
#

I'll merge and post two builds

#

oh wait

#

no pr yet

#

i guess u can rebase and create build

dusky wave
#

give me a sec

timid marten
median robin
timid marten
#

One more thing, what’s with this?

tidal finch
#

Creative Commons W

timid marten
#

Can’t deny that

strong vault
dusky wave
#

caused by slop base game AO

#

@woeful raven sent

fleet socket
#

rip. was going to try out miru's vk build, but on linux proton you have to override vulkan-1.dll to get reshade vk working, which ACE seems to block

dusky wave
#

oof

#

Us moving over to VK will mean no addon for Mary

fleet socket
#

šŸ˜”

#

im sure someone will have figured out something by then thankfully

#

doubt im the only linux user here lol

dusky wave
#

Geezers, let me know about all the new addtions

#

if they work or dont ect

#

with that I am now off to actually play the game

#

My addon shift is over for today

brittle abyss
spiral imp
#

so like, if I use TAAU at 60%

#

I need spiwars version right

woeful raven
#

yes

#

**Rebased version with color changes **
@dusky wave's changes:
Added alt fog blend mode with hue preservation
Fixed 'Improved Shadows' cloud shadows in Valley IV hub area, they will now be softer with better diffused look
Added chromatic aberration slider

Why there are 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.

yesterday's changelog: #1440801914165002322 message

woeful raven
dusky wave
#

Now push Nexooos page

woeful raven
#

guess I can push to gamebanana then

#

that's where all the gooners post their mods

woeful raven
#

aight

#

time to copy

#

from someone who's already formatted all this stuff

frosty current
#

has anyone seen this bug before on the floor (spoilered because Wuling)

woeful raven
#

we minecrafting on this one šŸ”„

frosty current
#

seems to be a texture stremaing issue

#

if i stay still for a bit longer it goes back to normal

dusky wave
#

Reno issue or base game?

frosty current
#

base game it seems like as it happened before too

dusky wave
#

So I just got to power plateau

#

Needs new shader bypasses

#

And fog code

#

And there looks to be an even bigger additional deferred lighting shader + environment+ foliage

woeful raven
#

meanwhile uberpost bypassloppers

spiral imp
#

actually further ahead than me lmao

safe swallow
frosty current
#

Once again im getting punished for picking radeon

safe swallow
#

what gen are you on btw

dusky wave
#

@woeful raven

#

unacceptable

woeful raven
#

Writing the gamebanana post as we speak

#

Bout to hit the post button

dusky wave
#

Another gorzillion users bout to join

woeful raven
#

dOEs tHIS wORK oN vULkAN?

dusky wave
#

Nah

#

Gambanana has gooners

#

and all gooners know DX11 betta

woeful raven
dusky wave
#

6MB

#

even worse than github

#

You'll have downscalemaxx the image

#

I dunno how to do so

#

@naive ridge

#

You managed to get some 1080p screenshots of Litcher 3

#

website image limitations are a PITA for HDR

woeful raven
#

"i should downsize the image"

dusky wave
#

when HDR avg size for pics is 30MB

woeful raven
#

but reshade png no compressy

dusky wave
#

You need to remove grain

woeful raven
dusky wave
#

because that adds extra size

dusky wave
#

Banding is atrocious on this gif but you get the point

naive ridge
woeful raven
#

lmao

#

slop website

#

i pressed submit

#

and it lead me back to the submission page

#

with all of my content deleted

dusky wave
#

😭

#

this is why you ctrl c + ctrl v before submitting

#

I dont trust websites to not pull shit like the above

woeful raven
#

oh looks like it does let me recover a backup

dusky wave
#

anti soul haze gas removal

#

ASHGR

dusky wave
#

I dunno if I can improve upon this

#

well I did notice it has banding

#

becasue rn its 0-255

#

Will have to rework

#

umm

#

You could have used the banner I made

#

for this thread

woeful raven
#

i can still edit it

dusky wave
safe swallow
#

avif ftw

woeful raven
#

the fujck

#

its not cached yet

#

wait for the cache to update ig

dusky wave
rustic echo
#

@dusky wave you forgot to say you should set the brightness field in RTAO to match your reno in game brightness. It's kinda important for the AO mask range to be detected.

#

though i think default of 203 works for...a large amount of monitors

dusky wave
#

lemme add

woeful raven
#

collecting uids now since im actually playing

dusky wave
#

I am getting fren request spams

#

I dont even know if its users from here or randoms

woeful raven
#

mostly randos prob

#

im getting some spam as well

spiral imp
#

filling up the friends list is beneficial

woeful raven
#

I maintain a pinned uid list on my other server

dusky wave
#

Why Endmin so cute

woeful raven
#

btw

#

you can run the skin mods

#

alongside reno

#

in DX11

copper stump
#

is it true she doesn't apparently wear a bra

grim kiln
#

yea wtf edmin is a total waifu

dusky wave
dusky wave
grim kiln
#

so quick question if i use upscaling with it set to nativeAA/DLSS do i use the alt version or the regular one?

dusky wave
#

if you dont vare about reshade you can use either

spiral imp
#

our penguin is so cute

woeful raven
#

this game insistence on using pre-rendered cutscenes even for non complicated sequences is

#

abysmal

rustic echo
#

they kinda have less and less of that, probably early development shortcuts

#

but ya...artifacts are so prominent on high resolution.

elder sentinel
#

hey guys! just joined and just installed the addon. it already makes the game look so much better! cant wait to see how it develops further! keep up the amazing work!!! BellePraying

serene bridge
idle notch
#

yooo thanks for the mod guys
just noticed that it adds HDR into character's eyes too!!
they look so gorgeous now 🄹

#

wait did the image actually come through as HDR on discord? šŸ‘€
i forgot to convert it using SKIV

woeful raven
#

yes

#

reshade PNGs are automatically HDR

idle notch
#

thats dope :D

#

loving the mod more and more the more places i revisit holy shit
please dont mind some images in the upcoming days šŸ’€

woeful raven
#

post in #šŸ–¼ļøgallery and then forward it here

twin haven
#

with reshade?

idle notch
# twin haven with reshade?

Yea
If you open the reshade menu the shortcut key for screenshot and screenshot location would be there in the Settings tab

rustic echo
#

ya reshade screenshot never managed to SDR for me...so ummm stuff

royal yoke
#

šŸ˜‹

woeful raven
idle notch
#

gois
ther might be a problem
the sun is doing some goofy stuff specifically in Science park infra station

strong vault
#

I wonder if new update broke it

#

I will try it out soon

arctic echo
#

Nothing wrong there. That's just how the Talos sun looks /s

strong vault
#

looks fine to me

idle notch
#

šŸ‡øšŸ‡ŗšŸ‡ø

#

let me reset my reshade settings

twin haven
#

try it first before resetting your current sett

idle notch
#

nahhh something is definitely up šŸ’€

rich acorn
#

Endfield crash after injecting 3DMigoto with RenoDX Stronge but work fine using one of them

twin haven
#

also reshade.ini

#

if you want ofc

#

or maybe that's the default sun behavior?

idle notch
royal solar
copper stump
# woeful raven

the black level floor is doggy tasty, can we have the setting or that's default?

#

mighty pweasee

idle notch
#

also
the power plateau sky is still WIP right?

rustic echo
#

So after miru's AO tests...I looked into DLSS a bit...and

#

It's a render scale problem

#

I think it has to do with SSR, or some other post process

strong vault
#

iirc spiwar said it takes half of your input resolution

rustic echo
#

it just isn't being affected by DLSS/TAAU or anything that should normally be processed

rustic echo
strong vault
#

Thats not the only problem

#

Motion vectors were bad and miru also said bad supsampler shader or something like that

rustic echo
#

on the weird side, after playing around... the dx11 renodx shader...is loading into vulkan fine...

#

the shaders are all messed up...but it's loading and working

gloomy tulip
#

Resource upgrade works in vulkan, I just tested yeah

#

I used this in my test build to store more stuff for upsampling

idle notch
#

wuling is so beautiful in HDR i cant 😭

spiral imp
#

very hazy areas really suffer with the ao dontfeelsoblob

strong vault
#

think it like a feature

#

fog vision snig

spiral imp
#

vision hacks

#

lmao

fleet socket
#

reno confirmed cheat software

dusky wave
#

Completed power plateu

mild hazel
#

It seems that AO is not hidden when some UIs are activated

royal solar
#

RTAO glitching on very far away grasses?

dusky wave
dusky wave
unkempt pulsar
#

just booted up the game on my tv for the first time and omg

#

reno does make the game look nicer on my monitor's shitty ips panel, but this is a whole different level

tidal finch
unkempt pulsar
#

why? it's got shite contrast but overall still looks a lot nicer than sdr

#

panel's got decent P3 coverage and brightness

dusky wave
#

its booooutiful

#

sheesh @woeful raven ranking in those numbers

unkempt pulsar
#

would it be possible to hide the little reception icon left of the ping number as well? it's the only element left on screen during cutscenes

dusky wave
#

Yh, I will take a look since someone mentioned it as well on github

#

and it also displays as you mentioned during cutscenes

#

I'll try to see if I can come up with some way to get it to also work on other resolutions

#

because for wuwa Spiwar had to manually add in the ratios per resolution and thats annoying

rustic echo
rustic echo
#

I found ReVeil needs to be set pretty strong in Endfield

rustic echo
#

@dusky wave you did some investigation into DLSS and endfield? You have any idea why DLSS seems to bork on post processes due to resolutions downscaling?

dusky wave
dusky wave
#

The pixelated DoF I didnt track down the exact source of the problem

arctic echo
dusky wave
#

Spiwar added** BETA** to bypass

#

so its all good

#

I can jsut say its a beta feature

rustic echo
dusky wave
#

^

strong vault
#

Forge alt fog doesnt work on wuling btw

dusky wave
#

yes, area has new deferred lighting shaders

#

I am not there yet

#

apologies

strong vault
#

All good just wanted to let you know

median robin
#

The alt fog looks real nice btw

dusky wave
median robin
#

Very pleasing to my eyes

dusky wave
#

stops the anti soul gas look so many games have

#

I will need to rework it since its currently 8bit limited 0-255

#

and I saw banding in dense fog areas

rustic echo
strong vault
#

I am kinda glad its not UE frenzy

dusky wave
#

ZAMMMM

#

we front front now

strong vault
woeful raven
woeful raven
#

Also i looked at the ping icon a while ago

brittle abyss
woeful raven
#

Its shared with other UI elements so if we do a hide mod it will leave a gaping hole in the bottom left corner

#

Unless theres a smarter way to do it

woeful raven
dusky wave
#

This isnt Wuwa

#

or hoyoslop

#

a bit of contrast and you're good

strong vault
#

I liked how 55 highlights look ingame but it is blinding me at this screen kekpepehands

woeful raven
#

That screen is just ui

brittle abyss
# woeful raven Thats all you need

You think your joking, but I'm actually using contrast 55. Though my shadows and highlights are at 83 and 48 respectively to compensate.

strong vault
#

It gets affected by game and highlights too

woeful raven
#

@grok confirm this

median robin
#

I just put contrast and saturation to like 53 I think. Was subtle enough for me

dusky wave
#

we can just target the very bottom?

woeful raven
#

If u open other UI stuff

#

Like the controller switch prompt

#

Does it leave a hole

dusky wave
#

ah fukl

#

it has vignette

#

yh

#

rip

#

the vignette of the UI is built into the same pass

#

what if I try and find the texture

woeful raven
#

Maybe it could work idk

dusky wave
#

We have the UI atlas

woeful raven
#

But if we can do texture replacement why would we even need the gooner 3dmigoto

#

Renodx can just do gooner skinmods

dusky wave
#

I am blind

#

I cant find the bar

woeful raven
#

Cant see it

dusky wave
#

it was flipped and inverted

woeful raven
#

Instead of removing the ping indicator

#

We replace it with this

jagged gyro
elder sentinel
#

will the most recent addon updates always be here pinned?

spiral imp
#

Always has been

brittle abyss
#

My highlights are 48šŸ˜…

#

It's to rebalance my contrast 55.

jagged gyro
#

oh oops i misread that my bad lmao

dusky wave
#

SDR / Reno + all rendering settings

#

Reno exposes that the distant mountain meshes have seems and holes whyGodWhy

#

suffering from success

frosty current
brittle abyss
# dusky wave suffering from success

he... I see one hole. It's not so bad. New fog really looks great By the way. It helps the Reveil.fx presentation funnily enough. Fog being less hazy grey, reveil steals noticeably less saturation when trying to put it in front of AO again.

#

compensatory vibrance has gone from 0.075 to 0.035.

#

much better

elder sentinel
gloomy tulip
#

There is no HDR addon for vulkan yet so the other one could break the game in vulkan

#

But you can rename it yeah

covert jetty
woeful raven
median robin
#

Replacing it with the face is off the table?

elder sentinel
gloomy tulip
#

Install vulkan reshade addon version with reshade installer, then just drop the addon to Endfield_Game folder

gloomy tulip
#

The UID stuff can be detected by heuristic but somehow the login screen text (when its still like unpacking resource and stuff) got detected as UI but after loading into the game it seems fine

#

In this screen the "Announcement" text got hidden somehow XD

#

⁨⁨⁨```cpp
bool isPingInputCandidate = false;
bool isPingDrawn = false;
bool isUIDInputCandidate = false;
float use_ping = 1.0f;

bool OnPingDraw(reshade::api::command_list* cmd_list) {
if (isPingInputCandidate)
{
isPingDrawn = true;
return true;
}
isPingDrawn = false;
return true;
}

bool OnUIDDraw(reshade::api::command_list* cmd_list) {
if (isUIDInputCandidate)
{
if (use_ping == 0.0f)
{
return false;
}
}
return true;
}

renodx::mods::shader::CustomShaders custom_shaders = {
{0xEFE8303C, {
.crc32 = 0xEFE8303C,
.on_draw = &OnPingDraw,
},
},
{0x92BB9EA9, {
.crc32 = 0x92BB9EA9,
.on_draw = &OnUIDDraw,
},
},
__ALL_CUSTOM_SHADERS,
};

bool OnDrawIndexed(
reshade::api::command_list* cmd_list,
uint32_t index_count,
uint32_t instance_count,
uint32_t first_index,
int32_t vertex_offset,
uint32_t first_instance) {

if ((index_count == 18) && (first_index == 0) && (vertex_offset == 0))
{
isPingInputCandidate = true;
}
else
{
isPingInputCandidate = false;
}

if ((first_index == 18) && (isPingDrawn))
{
isUIDInputCandidate = true;
}
else
{
isUIDInputCandidate = false;
}

return false;
}

void OnPresent(
reshade::api::command_queue* queue,
reshade::api::swapchain* swapchain,
const reshade::api::rect* source_rect,
const reshade::api::rect* dest_rect,
uint32_t dirty_rect_count,
const reshade::api::rect* dirty_rects) {

isPingInputCandidate = false;
isUIDInputCandidate = false;
isPingDrawn = false;

}

forgive the horrible code and the shader hashes are vulkan
dusky wave
#

Problem I faced is that the latency bar is part in the same texture atlas as a bunch of other stuff

#

They apply a UI vignette

#

So removing the latency bar makes a hole

gloomy tulip
#

Team comp menu or characters?

dusky wave
#

Characters

gloomy tulip
#

It's just cpu code based, not touching the shaders at all

dusky wave
#

What about the latency bar?

#

Bottom left

gloomy tulip
#

The 3 bars?

dusky wave
#

Yh

#

We have toggles the other two

#

But people want one for the bars

gloomy tulip
#

I can try to remove them and see

dusky wave
#

Nice

#

Me and Spiwar ran into issues

safe swallow
elder sentinel
gloomy tulip
#

I think the initial resource loading screen is not same device