#Arknights + AK Endfield
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what does wuwa use on mobile
OGL + VK
but they use dx12 on pc
yes
cant they do the same
Mobile cant into DX
vulkan also supports raytracing natively
yeah, all these problems with shadows when you can just add rt shadows
last time i saw it wasnt even on the roadmap
for unity i mean
well vulkan the api supports it
unity is another matter
fuck dx, vulkan to the masses
I have a feeling they are only talking about ps5
watch them do the same thing that happened on ZZZ
ps5 doesn't have rt either for now
ik i mean in the future
Does iOS have RT
yep
rt reflections
cope
in some scenes only
I dont think they could do more anyway, mobileslop
everything is extra work
wuwa is also not UE4 RT
backported Lumenslop
RT reflections arent that important tbh, GI is most important but the fact is they have code for bvh already
that took a lot of work
that could have gone to ue5
Getting these visual fragments when using lumenite RTAO/LSAO, what am I missing?
imma be real, the SSR is soo good in this game. yes still has SS limitations memes but the reflections dont look like grainy shit
facilitating an engine upgrade after a game goes live is almost impossible
I dont think bypass works on new areas
one can only dream
play with those
before they went live
"hey maybe we should update the engine future proof it a bit"
k tysm, do you have any recommendations on which hdr presets to use?
Wuling?
there are no presets
stock game is bright enough
if you want
slap on some contrast
I run 55 contrast
rest default
corrrrrrect
Hoyo slop all look the same with flat color 
material work 10/10
yup
Neither me or Spiwar are there yet. New shaders are being used
"what if we slap slop temu gtao in"
Like bro
doing that
kk didn't know, thx!
just smoothmotionslop
LSFG sloppa time
120 fps is enough
You wont be getting 120 with RT
im getting 120 with dlaa
well maybe if you upscalemaxxx
so I could maybe with dlss quality
depends on the rt cost
as long as we dont get the wuwa treatment
Whatās with wuwa rt
I have a 5090 and MFG 4x slopmaxx
so I dont have issues
oh and 9800X3D
everyone else dies
9800x3d isnt safe
i get bottlenecks with it
the city is super heavy
which is why you MFGslopmaxx
super duper cpu heavy
in one area i get 90 fps, 40 in another
its bad
like every new map that gets added it gets worse
if they pull off a Metro Exodus then you will get 120 locked at DLSS Q on a 4080
Yeah wuwa kinda weird cause they need to have everything big and fancy always 
I got tired of that pretty soon
man that games still looks and plays so well
slavjank can cook up one of the first RT only titles
and it runs fine
meanwhile we're stuck with SW lumen RT sloppa
that runs worse than raster

and looks worse to boot
chinese vs slav devs
I dont even know why epic developed sw lumen
metro runs so well and looks gorgeous 
Is it because amd was shit at hw rt
conslows

dw we have megalights now
Tbh games nowadays donāt need billions of lights to look good
yeah but have you seen the comparison between sw lumen and megalights
But shadow casting ones would be good
not having shadowcasting pmo
every UE title I try and need to get Lazorr to fix
shadow casting disabled on every light source
light leak

Think the fog gets a bit too much at times, I'll need to test out Pumbo's OKlab fog code for better blending
wait
fuk
Fog is packaged into the enviro shaders
and something something decomp was causing freezes
god damn
Might be a bad idea to modify
vanilla hides the chasm
modified exposes the mesh seems
Ya...but it's not horrible horrible... 9/10 wins for 1 lost?
i actually kinda like the modified look idk like its got more depth
Thanks spiwar, for reveil.fx 7yr later free patch~
as the mod grows the cost for perfection grows it seems
yea but then the vk addon launches feature complete so bonus
does VK not flip the depth like a drunken gambler? or same shaders either build?
i did notice it's shaders are kinda different
when i was looking at the UI layers in VK version...it looks a lot less slap on like dx11
like UX flips around has per UI overlay, flickers around and other junk...VK...was one and done.
DX11 might be legacy 'we added it because users' version
and VK is their main API
dunno
VK allegedly doesnt have the mem leak
but then Miru posted his mem getting gobbled up as well on VK
I think there's a different ways leaking in endfield. Like I can get it to doodoo in 15mins in DX11, doing certain, non friendly reshade stuff. I can't do it in VK,
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.
I fud up the hue preservation, it was causing posterzation
vanilla / modified
Will need to test in Wuling since that area has a lot of fog
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
I'd say so, fog and AO are the only things I care about left
We might have in-game AO improvements SoonTM (cant say for certain yet)
and we have Miru's work
Fog I am experimenting with rn
Colour / HDR side, the mod is done
Then it remains to be seen how updates grief the addon
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.
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.
cause reno already forces everything into 1 color space thanks for forge?
fair enough
already, let's try that
nope, still the same thing
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
clear shader cache?
it was a rest problem yes. you can also exclude that shader from REST, it also solves it
yeah but the entire point is to have ao there
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
if not you can ask the shader author yourself, since he's aware of the problem. Maybe something we missed.
nope, still the same, oh well, alt bypass it is
how are you guys taking HDR pictures and having it able to convert to SDR?
reshade and skiv can take hdr pngs for you
then you can just paste them into discord
reshade didn't, or i need a setting?
I use NVIDIA then convert the jxr to PNG with https://github.com/ledoge/jxr_to_png
But hopefully discord will get jxr support eventually
reshade will take HDR pictures, its just that windows photo viewer doesnt support HDR PNG
can probably slop out
a tonemappass vk mod in like
an hour or three
but there's no motivation to atp 
the memory leak is fine, set your system to like
96gb page file
you'll slowly leak
and just occasionally restart the game
Experimenting with more changes to their blur and upsampling shaders in worst case scenario, vanilla vs modified
The upsampling shader is just bad, it blurs over edges because it doesnt have depth buffer
10 push-ups every time the game crashes due to leak, buff in no time (depending on RAM)
what are you trying to upsample? i feel like there's a ton of shaders out there that have gotten their take on this with depth aware included
It's just the game's own upsampling shader which is a useless box blur
It doesnt have access to any other data like depth
oh, rip game prost processing game devs
I actually haven't had any issues with long sessions the past 2 days.
Vanilla, RTGI, Faking GI combo comparison ....this...is kinda coop-doable lol...look at the fps difference!
Sadly it can't fake the light bouncing test..RTGI still is the only one that can bounce lights
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.
surely just making a REST config is the better way to go now
it still ended up being useful here
as the deferred lighting pass includes fog
so even with REST bypass DOF and other post effects, fog can't be bypassed for now
RIP
unless there was some way to run reshade before code for fog triggers
the shader is pretty compelling for AO, but it's not a good pair with GI, just to put that out there
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
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
where can i find that
dang, thanks
no easy win then
xegtao is also in there and it's under an MIT license
tbh I'm not super well versed in REST. I know voosh is though, if you wanted to ask him.
wait REST is not dead in 2026? I thought it's been abandoned after so long.
It works for dx11
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?
ummm the problem is...it's not finalized yet, and right now it's a lot of bandaid solutions depending on taste, and fps and of course monitor.
but realistically you can literally copy someone's reshade.ini and shader folder, and get the same-ish results in the future.
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.
I mean i personally think a few light fx gets some mighty impressive results for a little fps lost;
https://cdn.discordapp.com/attachments/1440801914165002322/1466324496654012519/6.png?ex=697c549a&is=697b031a&hm=b2d1a986ef97b9c5167a680bb2eef02f9ffef5cc9a8a872fbeb2c6471947f476&
but some people will be more purist.
Wait. Was grass botched all this time and we just assumed it was the way the game looked? haha.
Indeed. Character model looks less shaded now though.
less shaded probably because you were coming from a really old build
this fix only affected the grass
read the pins
depeer down the rabbit hole you go
enjoying it at least?
Yes
well it takes tweaking a bit, after all it's not perfect, and neither is AO on top of it..sooo
took a bit of time for me to start visualize what should be "fog" in the debug view
but it does clean it up quite a bit everywhere you have that "reshade AO" look
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
Hmm I implemented xeGTAO's denoiser, things are actually more stable when moving (still image still sucks because of bad upsampling)
Ghosting reduced too
Thanks to their bad denosier implementation, i got 2 passes of denoising instead of 1 pass in total
can you incease the fidelity of the denoiser or that's the limit of what you can do without actual motion data?
your last sample...even without moving the camera had temporal stablity issues, it's just quite finicky
The limiting factor - bad upsampler shader that causes bad flicker and half res for blurry AO and shimmering
@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.
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"
these scenes are gorgeous
Cope that they'll add HDR later. And then it's worse than what we have
anyone have perfect black RenoDX they can share? just wanna compare
what is perfect black renodx?
nothing really, it's the matter of contrasty crushed blacks
nvm the game is missing AO that's why it looks washed out in daylight
yep and that's the bulk of the ongoing work right now
at least we got some decently cope AO now, RTAO/LSAO is really no joke in how good it looks
i commend them, doing the works of the devs themselves are supposed to do
you can also try the FGFX::LSPOIrr and Glamarye fast effects with fake GI combo I slapped on
it's not quite GI, but it's sure can trick the brain into thinking you got GI, until you look closely at things
i just drop them at reshade-effects no?
tbh never tried installing things other than those
just renodx and reshade
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
My recommendation for contrast but no crush would be :
Contrast 55
Highlight 48
Shadows 83
And I personally like saturation 53
this is a comparison made between the effects vs a GI solution like marty. As you can see by the roll of cable area, vanilla is pretty flat without repect for the lighting, where RTGI actually tries to properly illuminate it, while the fakery just kinda masks it a bit to make it look like it blends in
Here is vanilla denoiser vs xegtao denoiser
I set the AO to really contrasting to show them
it really does bring back the highlights
that's pretty nice
how is the artifacting/stablity of the shadows?
Hey guys, quick question: Is it possible to use some effects in Reshade while also using Renodx HDR? Thanks!
For some grasses they are just blurry by default, dunno what is going with that. As long as you dont set the AO super contrasting, it's passable
blurry is acceptable, flickering/crawling/boiling effects are...really stuff that'll make you pull your hair our
Yeah the crawling artifacts come with them too, I think maybe those grasses don't actually write to depth or something
Maybe I will try to generate vertex normal in place, because gbuffer normal is funky
you can do that in unity? i thought those are determined pre packaged?
I can generate the normal inplace with depth information
looking forward to it then, finally someway to beat the resolution issue
damn RenoDX is just waiting for him
will look into this later but this looks good!
New NVIDIA drivers. Any chance they fix VRAM leak?
Oh they are from 2 days ago so probably not.
isn't it because of dx11? or same thing happens with vk?
Sadly nothing really improves
I've only played on DX11 for now, so probably on devs end.
Now trying to force shader compilation again... Not working haha.
Was this always like this by default? (Sorry for the off topic though)
This is new denoiser build for VK
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
you're great š
so you need step count of about 14 to match RTAO ish, and then it flickers like mad in motion
though the flickering is pervasive regardless ya...
endfield...why you do this..
I couldnt reproduce it anymore tbh
lowering the thickness to .20 significantly lowers flicker...at least to an extent your brain won't fixate on it
this allows you to up the step to like 14
i would say...umm passable...maybe, just from grass
14 step count will over occlude alot in my testing
so take the flicker...hmm
you gain roughly 10-15% more fps not using LSAO...soo
hmm significantly better stablity in TAAU mode
Those AOs are brute force screen space tracing so yeah.. fps be gone
let me try different DLSS
if it's a DLSS issue...
it's a DLSS issue ish
i am guessing motion vectors?
or not passing it along to DLSS
Forge said DLSS had borked mvs
DLAA has flickering
so possible
so TAAU is very clean (ish)
Maybe TAAU is using a different jittering pattern than DLSS
TAAU can clean up all but the craziest step count
i pumped thickness upto 2.5
still pretty stable
let me try a different DLSS preset
ya...it's a predominately a DLSS problem
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
@woeful raven I think I got working hlsl for deferred now
games not freezing and lighting looks the same
Time to add alt fog and maybe cope we can inject AO before fog
^, Just play on TAAU seems to be the answer to Endfield haha. Miru's AO is pretty darn good (only in TAAU resolution)
I could port Miru's now i thinl
I abandoned the idea of gamma'ing the AO in deferred now, its all just modding the GTAO shaders
but yea...it really sucks for TAAU to be the one true recommendation, but moding is about having the gear haha
I hope it's just something borked in the MV being passed to streamline
when compiled into the build of the addon its freezes

I wonder if I can upgraed r8_unorm to rg16f to store depth in the half res AO
Then I can do better upsampling
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?
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
you mean chrome api?
red dots kills lives
but that sounds blockable no? all you lose is umm...filling out serveys?
it does seem like the game uses CEF (Chromium Embedded Framework)
I can't hide the ping and uid, is it currently broken?
my uid is hidden as of the last pinned release
Its working with 4K only for now
np
Oh my, I can't believe we were playing with that broken grass shading all this time. Such a big improvement. haha.
Most of the popups use CEF. News/notices, gacha details and history. Game is playable without them, but those few buttons will just not do anything, and you might forget why lol
Day 1 I forgot I had renamed ProcessFramework.exePlatformProcess.exe trying random stuff to see if SpecialK would work.
someone should do some testing first too before just disabling it altogether. it might not be (one of) the source of leaking
is the fog volumetic?
nope
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
table flip, why the heck is it so foggy if it's not volumetic!!!
after modifying .asm
its doing a basic linear fog blend
so it washes out hues
which I restored
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.
Ao is always half your internal resolution whether you're using taau or dlss
can you do a MSAA on the AO shadows or something then?
oh yh, the colours are also limited to 0-255 range. You can see it in the second screenshot
the gradients are wack
its like the fog has a greenish hue at times instead of a smooth cyan gradient
I will see if I can modify that
But have you modified your factory to a productive state

I dont have sandleaf becasue you get it in a later ares
but we';ve been too busying modding
so I havent gotten to that area yet

shader bypass before fog is impossible chief
shaders execute atomically
and we cant pause midway
we could do is split the shader
and I am trying to figure out if Reno even supports adding new shader passes (probably not)
What info is used for fog
We save it and apply at a later passā¢
Thats what I am looking into
we disable fog entirely on deferred and apply it later on
FFXIV has separate fog though
I will look into all the normal/depth
I think we could also grab lit and fog colour
and mod the shader to only apply on lit


is there a free loicense fog shader?
we can use
I can take existing game data
feed that to reshade fog
we apply reshade ao > reshade fog (with game data)
might look better than vanilla linear blend slop
and since we feed it game data it wont just be the same static fog look across the whole game
Maybe @naive ridge will know
Or voosh
Not sure. As far as reshade goes, I know Treym had a good looking fog shader
Doubt thatās licensed in a friendly way though
Did you guys write your own reshade fx shader
Since REST integration needs your own fx
I mean, I have 9800X3D and 4070Ti so I'm going all-in with 1440p@120fps
This is like the only thing I did in reshade fx ngl
Very helpful, thank you my friend
Big Pin W
Scrolling is difficult
Wait was it broken since the start?
Even bigger Pin W
The question remains:
Am I supposed to just throw in that shader, or use that RenoDX-based AO?
There is no renodx based ao
What's this then
@tidal finch shader order is something like this ^
Thats renodx (vulkan) sdr AO mod
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
I'm afraid Reviel is a bit more customized setting.
I found the key is mostly nailing the brightness setting in the settings...without it matching the AO mask goes wild.
huh, SDR only?
to compensate
renodx is used to replace shaders
renodx by itself does not equal hdr
Vulkan has SDR only for now
Forge did want to put that into the main build, TAAU players rejoice i guess
Thanks!
I'll play around with it
Who on Talos-II invented nukes
Endmin
Did you finish this implementation?
The reflections look quite nice
its just changing the reflectance value
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.
SSR fade in out would look even more obvious
did the SSR test ever pan out? like making mirror like reflections turn roads into water slides and stuff?
it kinda janky
it makes Dijon look nice
but then roads get turned into mirrors
So I am on the fence about including it
I cant target to only apply to Dijon
yea, proper material roughness property work went into Laevatain facial expressions as she looks at you in disgust.
@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
really? i never noticed it, but then in factory mode, all you see is a bunch of grids anyway
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
either i'm blind, or I lack the spare brain capacity to bother do field engineering and notice shadows at the same time.
its not in all clouds but when u see it you can't unsee it
Cloud shadows are a separate settings from what I can tell, probably just need to decrease hardness and maybe add some sort of blur
oh speaking of improved shadows they seem to produce a fair bit of flickering on thin objects on native
We've tested 4096 shadow res increase, it improves upon the flickering
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
Wdym
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.
I am curious what other issues higher res shadows could have
Shadow filtering stuff
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
is there a vk build yet? or is that not on the cards?
until vk has some meaningful difference
like rt
no
got it, that's what I assumed
Damn the mem leak is crazy
increase your page file, restart the game every 1-2h
Man, 15 min in and vram and ram already full lol
Iāll try with the page file, thanks
Does this game even support VK?
or is it just unofficial?
Also, why no DX12 support for Reno?
ya bro weird question
the default renderer is vk
have you actually launched the game once lol

I thought it's DX12 and DX11 as fallback
most are but Endfield wanted to be freaky
I wouldn't be surprised if hoyo uses vk if they ever upgrade beyond DX11 since they already use it on mobile
They are playing around with DX12
so probably they'll just use that
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?
gpu drivers updated and no shader compilation step after
sus
YEAP it's stuttering out the ass wtf
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
what clipping
main menu is SDR btw
other than the one light effect at the start
there is no HDR values to be extracted
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 
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
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
Does that mean we're going to get fog bypass ?
nope
I have only modified existing fog with a toggle betwee vanilla and alt
fog bypass is a PITA
PITA ?
-
Need to split deferred lighting shader into multiple passes (Reno cant do this, would require Luma rewrite)
-
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)
-
Port Miru's code into DX11 for GTAO, since that's modifying vanilla AO and applies before fog
pain in the ass
Ho. Thanksš
Wait second one would be insane but not in a good way. Wouldnt that be hard for you to maintain?
theyre all going to be PITA to maintain

Rather cope that HG fixes / improves AO
so I dont have to mess with allat

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
Yeah looks good on those screenshots
Nothing about mem leaks as well.
What are we looking at here? š
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
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?
That's the fog blending thing you talked about earlier ? Who did you say came up with this one ?
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
This is modifying existing code, doesnt need any reshade shaders. Toggle is included
I managed to get the deferred shaders working
Well, it definitely looks sexy in those screenshots !
So what if we save the info from that pass
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.
Awesome. Had no idea RenoDX could dive so much into a game. I'm loving this RenoDX+ approach haha.
And apply the fog in another pass
- 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
And as long as we have ReShade Before UI off we can use upscaling, right?
with this version yh
Was dis after rebasing
I'll merge and post two builds
oh wait
no pr yet
i guess u can rebase and create build
give me a sec
So this is the latest version for dx11 right? Does it work with dlss? Asking cause youāre talking about two builds
both versions are dx11 and work with DLSS (upscaling) if not using AO. Spiwars version supports AO with upscaling, Forge's supports AO only with native or TAAU. The VK mod is only AO for SDR. Should be more info in the pins
Thanks bud!
One more thing, whatās with this?
Creative Commons W
Canāt deny that
This is because of AO right 
yes
caused by slop base game AO
@woeful raven sent
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
š
im sure someone will have figured out something by then thankfully
doubt im the only linux user here lol
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
Yes, you definitely earned your REST...

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
endfield doesn't have a nexus page
guess I can push to gamebanana then
that's where all the gooners post their mods
has anyone seen this bug before on the floor (spoilered because Wuling)
we minecrafting on this one š„
seems to be a texture stremaing issue
if i stay still for a bit longer it goes back to normal
Reno issue or base game?
base game it seems like as it happened before too
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
actually further ahead than me lmao
it happens for radeon users on vulkan
what gen are you on btw
Another gorzillion users bout to join
dOEs tHIS wORK oN vULkAN?

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
when HDR avg size for pics is 30MB
u could get smaller probably
but reshade png no compressy
You need to remove grain
because that adds extra size
another way to do it is lower exposure
Banding is atrocious on this gif but you get the point
I think the image host did it for me
lmao
slop website
i pressed submit
and it lead me back to the submission page
with all of my content deleted
š
this is why you ctrl c + ctrl v before submitting
I dont trust websites to not pull shit like the above
oh looks like it does let me recover a backup
Slider comparison for alt fog
Slowpoke Pics image comparison service
anti soul haze gas removal
ASHGR
@stuck sandal
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

avif ftw
@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
lemme add
whats ur uid dawg
collecting uids now since im actually playing
filling up the friends list is beneficial
I maintain a pinned uid list on my other server
whilst looking at this I discovered
Why Endmin so cute
oh
btw
you can run the skin mods
alongside reno
in DX11
is it true she doesn't apparently wear a bra
yea wtf edmin is a total waifu
only the dudemin
so quick question if i use upscaling with it set to nativeAA/DLSS do i use the alt version or the regular one?
if you dont vare about reshade you can use either
our penguin is so cute
this game insistence on using pre-rendered cutscenes even for non complicated sequences is
abysmal
they kinda have less and less of that, probably early development shortcuts
but ya...artifacts are so prominent on high resolution.
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!!! 
got RTGI to unclamp with UI bypass using REST, but the tone map clamping thing is wonky and messes up the colors a bit compared to using no REST
welcome to renodx
they're great
yooo thanks for the mod guys
just noticed that it adds HDR into character's eyes too!!
they look so gorgeous now š„¹
wait did the image actually come through as HDR on discord? š
i forgot to convert it using SKIV
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 š
post in #š¼ļøgallery and then forward it here
how do you screenshot hdr?
with reshade?
Yea
If you open the reshade menu the shortcut key for screenshot and screenshot location would be there in the Settings tab
ya reshade screenshot never managed to SDR for me...so ummm stuff
gois
ther might be a problem
the sun is doing some goofy stuff specifically in Science park infra station
Nothing wrong there. That's just how the Talos sun looks /s
looks fine to me
can you try Preset #2 maybe a setting fucked your up
try it first before resetting your current sett
Endfield crash after injecting 3DMigoto with RenoDX
but work fine using one of them
fuck it reinstlal reshade 
also reshade.ini
if you want ofc
or maybe that's the default sun behavior?
alr restarting the game fixed it (also deleted the config file so it might have been just that)
show preset? 
the black level floor is doggy tasty, can we have the setting or that's default?
mighty pweasee
also
the power plateau sky is still WIP right?
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
iirc spiwar said it takes half of your input resolution
it just isn't being affected by DLSS/TAAU or anything that should normally be processed
even at potato resolutions DLSS can resolve these things, or even TAAU...but here it doesn't
Thats not the only problem
Motion vectors were bad and miru also said bad supsampler shader or something like that
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
Resource upgrade works in vulkan, I just tested yeah
I used this in my test build to store more stuff for upsampling
wuling is so beautiful in HDR i cant š
very hazy areas really suffer with the ao 
reno confirmed cheat software
It seems that AO is not hidden when some UIs are activated
RTAO glitching on very far away grasses?
Might have missed these pick up notes UI shader, I will take a look
We don't have a way to render before fog with reshade
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
Don't use HDR on an IPS panel lol
why? it's got shite contrast but overall still looks a lot nicer than sdr
panel's got decent P3 coverage and brightness
Musa plugged us with the max channel Termite and we've now moved over to Shortfuse's Neutwo tonemapper

its booooutiful
sheesh @woeful raven ranking in those numbers
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
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
I did a manual REST on it, a lot of those UI share with other UI elements that can break, so I understand why now only the combat HUD is excluded
you should try ReVeil as well to help with it
I found ReVeil needs to be set pretty strong in Endfield
thank you 
@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?
and we on the front page now atleast

something something MVs are borked specifically when using DLSS/DLAA that casues DoF for example to ghost severly
The pixelated DoF I didnt track down the exact source of the problem
And that's your cue to fix the areas where bypass breaks right?
Spiwar added** BETA** to bypass
so its all good
I can jsut say its a beta feature

hmm...it's likely also the issue I see SSR artifacts in anything but native TAAU around the ship, etc. and likely why miru's AO also borks unless native
^
Forge alt fog doesnt work on wuling btw
All good just wanted to let you know
The alt fog looks real nice btw
we're coping that we can find access and/or improve this whole situation somehow
Very pleasing to my eyes
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
that's a job for devs....lol sadly this isn't UE, where the tricks to bad DLSS implimentations are known and fixed the moment they are spotted.
I am kinda glad its not UE 

Contrast 55 Highlights 55 Saturation 55
You're trolling
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
Thats all you need
I liked how 55 highlights look ingame but it is blinding me at this screen 
Uh thats a u problem
That screen is just ui
You think your joking, but I'm actually using contrast 55. Though my shadows and highlights are at 83 and 48 respectively to compensate.
UI slider doesnt control that
It gets affected by game and highlights too
@grok confirm this
I just put contrast and saturation to like 53 I think. Was subtle enough for me
its 0xEF07F89A.ps_5_0
we can just target the very bottom?
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
We have the UI atlas
But if we can do texture replacement why would we even need the gooner 3dmigoto
Renodx can just do gooner skinmods

Cant see it
highlights 83 damn. bro is searing his retinas
will the most recent addon updates always be here pinned?
Always has been
Shadows 83
My highlights are 48š
It's to rebalance my contrast 55.
oh oops i misread that my bad lmao
SDR / Reno + all rendering settings
Reno exposes that the distant mountain meshes have seems and holes 
suffering from success
6950xt
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
do i rename this so it doesn't overwrite other addon?
There is no HDR addon for vulkan yet so the other one could break the game in vulkan
But you can rename it yeah
Gaping hole preferable to searing my UID into my monitor
use a reasonable ui brightness
Replacing it with the face is off the table?
is there an istalll tutorial for this somewhere.....srry i am dumb and cant figure it out
Install vulkan reshade addon version with reshade installer, then just drop the addon to Endfield_Game folder
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
āØāØāØ```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
Did you check character menus?
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
Team comp menu or characters?
Characters
The 3 bars?
I can try to remove them and see
Might just be rdna2 exclusive issue
oh thank you....i had forgot i had dx version reshade installed
I think the initial resource loading screen is not same device








