#Arknights + AK Endfield

1 messages · Page 10 of 1

gloomy tulip
#

Removing the ping indicator removes the announcement icons during that loading screen too

#

But in game there is no issue so far

dusky wave
#

@woeful raven

gloomy tulip
gloomy tulip
# gloomy tulip

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

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

bool OnUIDDraw(reshade::api::command_list* cmd_list) {
if (isUIDInputCandidate)
{
if (use_uid == 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;

}

#

Of course you need to register the on draw indexed and on present reshade events

quaint solar
gloomy tulip
#

This is the addon I made for vulkan SDR so you need to wait for forge and spiwar to port them when they can

quaint solar
#

ahh ok makes sense! thank you!!

woeful raven
dusky wave
#

Look above

#

We have ways to hide UID

#

That works for every res

#

And latency bsr

woeful raven
#

whats the cost

#

cpu?

dusky wave
#

50% FPS

fast topaz
#

Is the new Nvidia driver worth it for this game?

rustic echo
#

DLSS problens are game side, not driver side

fast topaz
rustic echo
#

since this is a hdr discord, yes

#

continual reports of OLED flicker fixes or banding fixes (that was in the hotfix i guess)

fast topaz
#

New problem. Can't get the RTAO stuff to work in ReShade.

Am guessing my directory is laid out wrong?

rustic echo
#

sound like a reshade.ini bork not finding the files

#

i would delete it, and download the luminite folder from repo

#

then make sure reshade has a subfolder link to that

#

if it's not scanning it automatically

fast topaz
#

Got it now, thanks.
Think how I was downloading it was just fucking it up.

#

RTAO looks super good. ^^

rustic echo
#

it hurts fps a bit though

#

waiting on miru's merge... and just live on TAAU crap

#

the artifacts starting to bug me

idle notch
elder sentinel
#

hmm idk why but it seems sometimes when i fast travel between different zones my display depth flips upside down

runic dove
glossy compass
#

Kinda unrelated but when I use DLAA my gpu uses all 575w and hits 85C TAAU is fine and DLSS performance is fine. Anybody else see this happening?

muted thorn
#

Dang, I'm sitting at a calm 50c and 323w in Wuling with DLAA

runic dove
#

yeah i'm fine here with 230W in wuling and DLAA

arctic echo
unkempt pulsar
#

it’s a 10L case so the fans get REAL loud lol

#

dropping down to dlss quality instantly makes the fans more quiet

glossy compass
unkempt pulsar
#

ye i’m using it like a console under my tv so a normal sized pc isn’t really an option

covert jetty
#

Spiwar and Forge be like

arctic echo
#

How long must we languish in this terrible fog? When will salvation from smeary AO come?

keen pagoda
#

Is there any chance we will have renovk? dx11 hits the performance

arctic echo
#

Possible, but not much motivation unless Vulkan gets RT or something.

rustic echo
#

I think once they're finally done with dx11, they can spin up a VK build, but they're throwing all their free time squishing the remaining annoyances

keen pagoda
rustic echo
#

I think only @gloomy tulip knows if there's shader differences between vulkan and dx11 versions of Endfield. Maybe it's cleaner under the hood? maybe not?

woeful raven
gloomy tulip
#

Maybe I will experiment with using addon to provide data to reshade shader for custom AO

gloomy tulip
#

Grasses dont have motion vector sadge

#

Oh there is but need to multiply the uv velocity by 1000

gloomy tulip
#

Havent got fps drop by doing this yet which is a bless

rustic echo
gloomy tulip
#

It's velocity in uv space

#

To get real velocity I need to multiply with screen size

rustic echo
#

oh so you're making a motion flow shader and hope the game can cope?

dusky wave
dusky wave
#

Alexander was able to use game data/normals ect to feed for xegtao

gloomy tulip
#

It's just using addon to interface with reshade fx. No REST since it wouldnt work in vulkan anyway

rustic echo
#

I wonder if we'll ever have someone update REST, How do other games handle it?

#

there's a ton of dx12 renodx mods out there?

dusky wave
#

Ehh

#

We can just do the same thing as REST in Reno now

#

I have in mind to update a few addons with the bypass feature

gloomy tulip
#

Huge pain in vulkan/dx12 is reading descriptors to copy cbuffer values

rustic echo
#

shader toggler still magically works evertwhere

#

sad face

brittle abyss
jovial tiger
#

Didnt know Reshade and renodx used that much extra RAM kek

dusky wave
#

It's a game issue

#

The game by itself leaks

jovial tiger
#

Yeah ik just a coincidence it happened for the first time right after I installed reshade

#

Or could be because I switched to dx11 shrug

dusky wave
#

DX11 leaks more

#

But Miru found that VK also leaks just at a slower pace

#

Linoooxbros found that the games opens CEF processes constantly

stable lava
#

disabling/renaming CEF doesn't change anything

dusky wave
#

Get Kal to look into it

delicate escarp
#

Hey guys, may I ask how we can apply Reshade's fake ray tracing effects to Endfield based on Renodx HDR? Thank you.

#

🤓

rustic echo
#

alternatively you can use REST and try to clamp the depth map

#

though it does change the image a bit due to umm... well different for everyone

delicate escarp
#

I've realized this is beyond my understanding, but thank you anyway.

#

😘

spiral imp
#

Speaking of leaks

#

Mine doesn't at all

#

And I've had 12hr sessions

twin haven
spiral imp
#

7900xt

#

32gb ram 7600x

#

Latest drivers

#

4k settings

halcyon crater
#

I don't have memory leaks either and I've been playing for 6 hours now.

twin haven
#

maybe it's nvidia but i don't have the energy to search if it does

halcyon crater
#

Nvidia specifically 3070 and also latest drivers

twin haven
#

maybe an endfield update fixed it and also i got tired of looking at ram usage

halcyon crater
proper leaf
#

mine is leaking with a 4080 super on latest drivers

twin haven
#

idk what that means but it's just cleaning the ram cache to alleviate leak?

mighty palm
#

i didnt notice any leaking too on my 3080, but the game is making my CPU run a bit hot (78°C), so pc is quite loud due to fans...also even if the game has 20FPS limit (when it is alt-tabbed in the background) it doesnt help at all kekwsit

#

but it runs like this even without renodx on vulkan...well maybe it runs slightly colder (by a 2°C)

grizzled herald
#

Mine gets to 30 GB VRAM in like 30 minutes. But I don't see performance dropping or textures not loading or nay other stuff. Is it safe for the GPU though?

safe swallow
#

I don't have any leaks on 6800xt

arctic echo
unkempt pulsar
#

i do notice textures loading in slowly after teleporting

#

can’t tell whether that’s from the vram leak or just general game behaviour though

stable lava
#

it's just poor streaming

unkempt pulsar
#

yeah fair

stable lava
#

also happens on cutscene camera cuts

unkempt pulsar
#

it does, all the time kekpepehands

stable lava
#

game has poor streaming, abysmal popin, terrible dof rendering, no AO, shit shadow resolution
but it runs at 120fps on all gpus so it's optimized

unkempt pulsar
#

i find that interesting because for all these flaws it has, i find the ssr implementation one of the best i've seen

#

and boy do i hate ssr

stable lava
#

the ssr does look good yeah

#

plenty of details seen in the reflections

unkempt pulsar
#

the way it transitions from ssr to cube maps is about as good as it gets too

#

still, rt when

stable lava
#

rtao, rtgi, rt shadows, rt reflections

#

needs pt

unkempt pulsar
#

rtao/gi would be nice. i can't stand the artifacts from most ssao solutions so i haven't even been following that discussion in here

#

all of those though, please

#

is there a way to replace taau with something else or turn it off altogether btw? it demolishes performance on my steam deck in the few games i've tested it

stable lava
#

can't turn it off, can probably use optiscaler to replace dlss with fsr or xess though

unkempt pulsar
#

oh yeah ThinkO_O

#

never used optiscaler before, much less on linux, but i'll look that up, thank you

stable lava
#

kevin wouldn't agree

#

it has forced TAA

dusky wave
#

I'll replace with decima jitter FXAA

#

Don't worry

stable lava
#

🙏

gloomy tulip
#

I’m a little bit into reshade based ao integration now. Have a plan to get the constant buffer values and final ao render target

dusky wave
#

Get it all working then we replace doodoo vanilla AO

#

Then I need to find a draw distance multiplier

#

Vanilla LODs are abysmal

unkempt pulsar
#

oh that would be great

#

the LODs are even worse on mobile. played a bit on my ipad, which can easily run the game on max mobile settings, but maaaannn

dusky wave
#

Super secret optimsation strat

#

Have 3 metre draw distance and 3 polygon distant LODs

stable lava
#

dof must be rendering at like 40p on mobile

dusky wave
#

I still haven't figured out what exactly is up with that

#

I dunno if they're feeding the DOF some abysmal res

#

I couldn't find much in the shaders themselves

unkempt pulsar
#

i don't even get the rt option on my ipad, at which point do i put on the tinfoil hat and call it a hoax

dusky wave
#

Theres greenish hues in the fog with SDR

fluid patio
#

Would love to see everyone's factories 🙏

unkempt pulsar
#

this was me trying to optimise for vertical space until i started running into the placement limit

#

now i can't even place ziplines anywhere on the map anymore

#

i'll prob tear this down and just use community blueprints, cba to account for some arbitrary limit i'm not even told about until i hit it

#

btw did i mess up settings or do the improved shadows generally not apply to the edges of the screen?

steel cobalt
#

perhaps this is a known issue but there are some shenanigans with the UID / Wifi hider. When the game is running in 4K it's hidden as intended, in 3840x1600 it doesn't get hidden anymore

dusky wave
arctic echo
#

The DoF seems fine to me now. Not sure if that's cause I switched to TAAU at native res or it's mostly the early scenes where it's messed up

dusky wave
dusky wave
steel cobalt
#

thank you, this mod is so amazingly fantastic already

arctic echo
unkempt pulsar
tough halo
#

I unistalled the game chat, wuwa is just unmatched

#

Does not give off the same combat feeling as wuwa

gleaming osprey
#

Yeah it's a bit more than executing your perfect rotation in this game compared to wuwa

dusky wave
#

Just got to Wuling

#

Let me upload addon with alt fog and bypass support

#
  • Added support for alt fog in Power Plateau, operator quests and Wuling
  • Added support for Reshade bypass in Power Plateau, operator quests and Wuling
mighty palm
#

is it possible to add a hotkey function for the "UI Visibility" switch in RenoDX settings?

halcyon crater
dusky wave
dusky wave
#

its booootiful

halcyon crater
#

Wuling is insanely beautiful with HDR

median robin
#

the alt fog is such a game changer for Wuling holy shit

narrow lagoon
#

in reagrds to renodx setup- what file do i rename to d3d12.dll?

glacial kayak
#

reshade64.dll

#

the actual renodx add-on file just goes in the root directory next to that dll

narrow lagoon
#

for reshade setup i selected endfield.exe as my game, is that why i cant find resahde64.dll?

unkempt pulsar
#

don’t use the setup, extract it and copy the dll into the game directory manually

dusky wave
#

unslops

median robin
#

truly unslopped

#

All it does is have the fog retain some of the hue of the scene right?

#

cause that shits effective

#

base/alt fog

dusky wave
#

so the fog haze doesnt just wash out everything

#

I am still working with their linear fog set up

#

making it better would require having actual volumetric fog

#

so I did what I could

median robin
#

you did great

narrow lagoon
#

it installs it as dxgi.dll

#

which after renamed to d3d12.dll? its all good

dusky wave
#

Miru....Save us from this AO hell

median robin
#

LOL

narrow lagoon
#

kekpepehands the game launches native dx12... not dx11...

median robin
#

Base/alt fog. Last comparison promise

#

honestly doesn't feel like the difference is as impactful in the screenshots as actually in game

#

flicking the switch back and forth really hits it home

#

@dusky wave this is happening in certain areas though

#

game might use different type of fog in areas where the fog is thicker?

#

recorded with shadowplay so excuse the colours

narrow lagoon
#

cant launch game on dx12

#

tried again and worked kekpepehands

median robin
median robin
dusky wave
#

gib me a sec

median robin
#

no rush, just wanted to let you know

dusky wave
#

Cant wait to get to Endfield 3.0

#

and we have a trillion deferred shaders

#

thx to Clankers I can automate this

#

doing this manually would be tired_wojak

median robin
#

thx grok

dusky wave
idle notch
idle notch
median robin
#

issue above happens with OG fog as well, nvm

#

just more noticeable with alt fog since the colour doesn't match as well I guess

glossy compass
idle notch
glossy compass
#

Preset L = 100% GPU usage. I’m on linux so I don’t know if it happens on windows too.

strong vault
#

Preset L and M's cost scales with input resolution unlike other presets

#

Using at DLAA is overkill 💀

glossy compass
#

It’s why I got a 5090. Overkill is my middle name.

#

If it exists I enable.

woeful raven
#

Very nice

#

I've just been hopping back on wuwa today

#

All real time cutscenes so good

dusky wave
#

@mighty palm

dusky wave
#

but some areas do have harsh transitions in vanilla, nothing I can do about that

#

Didnt realise I needed UI on/off hotkey

#

makes life for screenshots 100 times easier

gloomy tulip
dusky wave
#

Save us

woeful raven
#

One day

dusky wave
#

disabling fog and replacing with reshade fog is off the tables

#

that would mean editing every fuking deferred shader

#

including the oens they use to build up the player characters

#

its split into 30 different shaders

#

just for characters

#

so every different part of the player model has a separate deferred shader

#

and each one is applying fog

rustic echo
#

Live with ReVeil funk

fast topaz
#

So now we're back to having to try and figure out how to solve the AO conflict with the in-game fog?

woeful raven
#

Never gone

dusky wave
#

The issue was never solved

#

Only Miru has a working method since he was modifying existing AO which renders before fog

dusky wave
#

Luma would also be attrocious

woeful raven
dusky wave
#

You couldnt just do an easy shader split and use Luma to add a new pass just for fog

gloomy tulip
#

I’m sure that the fog color texture itself has fog factor in alpha channel

#

You can undo the fog blending if you have the fog texture I guess

dusky wave
#

oh yhhhhhhhh

#

Implemented Miru's hud toggle

#

No more latency bar

#

and works with every res

#

very based

gloomy tulip
#

Nice

dusky wave
#

ty

#
  • Added even more deferred shaders heihachiPlasma
  • Cleaned up reno menu
  • Added new UID / latency bar toggle that werks with every res (thx to Miru)

There are issues with latency bar toggle

fiery raft
dusky wave
#

Well the text is part of the same shader whilst the bar icon is part of another

#

I cba to split up the text right now

#

I will just change the setting name ot latency bar

fiery raft
dusky wave
#

we were doing screen res UV

#

which is why i didnt work for any res other than 4K

#

You tell 'dont render this part of the uv'

#

but we cant do that with the latency bar icon because it is part of a larger UI shader

#

that has other icon textures such as a vignette and surrounding desings, using UV method would leave a cut out hole if you toggled off bar icon

fiery raft
#

i dont speak tech, unfortunately. whats uv?

dusky wave
#

2D coordinate system

fiery raft
#

ah thanks

dusky wave
#

its how you map textures onto 3d mesh

#

well in this case 2d UI textures onto the screen

fiery raft
#

so your approach is to just hide anything from the ui in a given area of pixels?

dusky wave
#

with previous method, yes but it has the above limitations plus you have to change it per resolution, aspect ratio ect since the 'area of pixels' has changed

Miru's method is heuristic, we detect UI via draw calls. For latency bar it is 18 indices, first_index=0

#

when you toggle off, on_draw callbacks return false

#

and hides that element

#

I didnt think about it

#

Miru pointed that one out

dusky wave
#

OK fellas

#

whats next

#

What if I disable vanilla DoF and we instead feed reshade based DoF game data

rustic echo
#

since DoF is limited, the and situation is almost always controlled, but umm... do they use different strengths in different areas?

dusky wave
#

something like that

#

DoF is only applied during cutscenes

#

I havent seen it be used outside of this

#

I dont want to slap on a constant DoF but if I use game data at the very least it will be dynamic to the intent

#

just fixed without the pixelation

twin haven
#

imagine you guys fixed DoF pixelation before devs

dusky wave
#

Cant wait for patch 1.1 to arrive and delete 80% of this addon

rustic echo
#

if they didn't fix it after2 CBTs i dont' think their workflow is due to fix it

#

well depends on their revenue...they might do death march like wuwa 1.1

twin haven
serene bridge
rustic echo
# twin haven can i know the gist of that death march?

publically they pushed "2.0" date up like crazy, they made a ton of promises, and in the background there's rumbling of tencent pretty much buying them out as majority share holder. the more back end things were from CN social media, with reports of employees working around the clock sleeping at their desk, etc.

serene bridge
rustic echo
#

and well, you saw what happen, a tons of promises, a lot of freebies, and basically did revamp wuwa in a short amount of time

rustic echo
twin haven
rustic echo
#

TLDR genshin falling asleep on the throne rather then wuwa being good. It's just a more modern ask from genshin fans

twin haven
#

that's fair, im just playing for graphics and feels

rustic echo
#

it's free~

#

and decently low upkeep

covert jetty
#

Ah wait no, it just wasn't affecting the scene I was in

gloomy tulip
dusky wave
#

Maybe I made an oopsie

dusky wave
#

also... WTF why does Wuling have soo many deferred shader permutations

#

I move 3 metres and alt fog is bugging out between vanilla and alt

rustic echo
serene bridge
gloomy tulip
#

Hmm how do i find a cutscene now. Was playing yesterday and had cutscenes, vignette was fine too

serene bridge
#

I was doing the yvonne quest when that happened

gloomy tulip
#

I just talked to her about strange sound I think

dusky wave
#

I tested a cutscene just now

#

Doesn't happen

#

Ummm

#

The constant on/off doesn't occur

#

And toggling off the bar manually doesnt hide vignette either

#

Yvonne quest isolated case mayhaps?

serene bridge
#

might be location based, not happening after switched maps on the next part of teh quest

rustic echo
#

I mean UID asside, ping isn't really that distracting

dusky wave
#

It was annoying for screenshooting since I'd have to quickly open up the menu and slide the UI Vis toggle to off

But with the UI toggle hotkey in, I can skip all of that now

#

Still, people asked for an ability to hide the bar

#

What if I make reshade's screenshot capture bypass UI so you don't even need to toggle UI off

rustic echo
#

eehh UI toggle superior

#

as long as easy upkeep

#

like taking videos

rustic echo
gloomy tulip
#

Btw my messy code is here

covert jetty
#

I got it at this random plaque outside Yvonne's room

dusky wave
#

They all happen after deferred

#

Just before bloom and DoF

rustic echo
#

boo, so I like my rehade before UI and effects, but include characters. I try to exclude sky, but doesn't seem possible as well

gloomy tulip
rustic echo
#

I really like adding some shader tricks to characters for more GI like feel

#

but that HDR sky....

gloomy tulip
potent roost
gloomy tulip
#

With slop code I got final AO's resource view as well

#

That means I can use reshade to render AO to it, but its vulkan specific because I captured it with on barrier

covert jetty
potent roost
#

side quests have all been cleared

#

time to move on to the main character quests and enjoy them

brittle abyss
rustic echo
potent roost
#

If the plot is boring, just skip it

#

Reading all the plot is too torturous

gloomy tulip
#

It's alright, it compliments the gameplay enough that I want to keep playing

median robin
rustic echo
#

I mean people sht on the plot, but those people are probably gacha pullers that need every single pice

#

the story is slow-ish, low key problem solvers, but the writing isn't horrible and you're basically problem solvers most of the time

#

it's kinda heart warming

#

the sidestories really do bring the themes back well.

median robin
#

I mean Valley IV story is not amazing, but they are not trying to be either. It's more just setup and introduction to the world and characters

#

Wuling has already picked up quite a bit

#

I like it

rustic echo
#

Like old school JRPGs, it's usually happy go lucky mode for first 10hrs or more

median robin
#

also this is the first gachaslop game I've played with english voices which has so many different accents for different regions. Adds a really nice immersive touch

rustic echo
#

they could do better, but ehh...i don't hate warm fuzzy feeling Slice of life moments

#

everyone's a bro helping each other out.

median robin
#

I do enjoy how goofy the endmin is lmao

#

👍

gloomy tulip
#

This AO makes me cry

rustic echo
#

that looks really good...

gloomy tulip
#

Check 100% zoom in

#

😭

rustic echo
#

wait that's true to life resolution?

gloomy tulip
#

Thats the upsacled 1920x1080 AO

rustic echo
#

holy..

#

so we have to live on luminite RTAO forever?

gloomy tulip
#

Which AO are you guys using?

rustic echo
#

reshade. the ReViel.fx sorta fixes fog

#

at least fixes it enough to not be obvious, to good

median robin
gloomy tulip
#

Got drawing onto AO in vulkan now

#

All slop code

#

Just drawing garbage to test

twin haven
#

now THAT'S contrast /s

#

look at the perfect black level floor or BLF!

gloomy tulip
#

I guess it works

#

Original

rustic echo
#

any reason it's SCAO?

gloomy tulip
#

Cause RTAO doesnt want to compile

rustic echo
#

oh interesting

#

but looks good?

#

hard to tell

#

the grass does look a little umm low res?

gloomy tulip
#

It's just like what you get from using normal AO in reshade I guess but it wont apply inside fog and to characters, although I dunno how they do blending

#

My code is barely held together by duct taps

rustic echo
#

sounds golden

#

i mean we can always swap AO, as long as it compiles anyway.

gloomy tulip
#

It doesnt allow you to use GI stuff tho, only AO because I made all effects render onto AO now

rustic echo
#

problem for the future, GI is way too complex anyway, as most creators build in various tricks that take in the entire scene

gloomy tulip
#

Like it would be better if I just write my own fxs but I want to play the game bruh

rustic echo
#

lol you still have to merge with forge haha

#

are the shaders in vulkan same as D11?

gloomy tulip
#

No, the internal of the api very different

rustic echo
#

oopf that might make porting over to vulkan difficult then

gloomy tulip
#

I mean internally how dx11 handles shader pipeline is very different from dx12 and vulkan

potent roost
unkempt pulsar
#

-# dunno why steam recordings make my mouse look so laggy

gloomy tulip
#

Hmm yeah I also start getting it now wtf 😭

idle notch
covert jetty
#

Can run Endfield for days on that bad boy

idle notch
gloomy tulip
rustic echo
#

meaning you're trying to insert in and not modifying?

#

i know dx11 has that whole camera thing going on with shaders

gloomy tulip
#

⁨```cpp
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) {

// so that we don't check run every single draw indexed call

/*
if (isUIPass)
{
constexpr uint32_t PING_INDEX_COUNT = 18;
constexpr uint32_t PING_FIRST_INDEX = 0;
constexpr int32_t PING_VERTEX_OFFSET = 0;
constexpr uint32_t UID_FIRST_INDEX = 18;

    isPingInputCandidate = (index_count == PING_INDEX_COUNT) && 
                           (first_index == PING_FIRST_INDEX) && 
                           (vertex_offset == PING_VERTEX_OFFSET);

    isUIDInputCandidate = (first_index == UID_FIRST_INDEX) && isPingDrawn;
}
*/

auto* shader_state = renodx::utils::shader::GetCurrentState(cmd_list);

auto* pixel_state = renodx::utils::shader::GetCurrentPixelState(shader_state);

auto pixel_shader_hash = renodx::utils::shader::GetCurrentPixelShaderHash(pixel_state);
if (pixel_shader_hash == 0xEFE8303C)
{
constexpr uint32_t PING_INDEX_COUNT = 18;
constexpr uint32_t PING_FIRST_INDEX = 0;
constexpr int32_t PING_VERTEX_OFFSET = 0;
constexpr uint32_t UID_FIRST_INDEX = 18;
isUIPass = true;
isPingInputCandidate = (index_count == PING_INDEX_COUNT) &&
(first_index == PING_FIRST_INDEX) &&
(vertex_offset == PING_VERTEX_OFFSET);
return isPingInputCandidate && (use_ping == 0.0f);
}
else if (pixel_shader_hash == 0x92BB9EA9)
{
constexpr uint32_t UID_FIRST_INDEX = 18;
isUIDInputCandidate = (first_index == UID_FIRST_INDEX) && isPingInputCandidate;
return isUIDInputCandidate && (use_uid == 0.0f);
}
else
{
return false;
}
}

it should be fine if we are just doing our own on draw indexed without shader callback
dusky wave
#

yvonne plaque is fine but I went outside near the stock distrubtion

#

and that still has on/off issues

gloomy tulip
#

Weird did you remove the original shader callbacks

dusky wave
gloomy tulip
#

Can you send map coordinate hmm

dusky wave
#

for 4K?

#

float2 uv = v0.xy / float2(3840.0f, 2160.0f);

// Ping: bottom-left
bool isPing = (uv.x >= 0.02f && uv.x <= 0.05f) && (uv.y >= 0.97f);

// UID: just to the right of ping
bool isUuid = (uv.x >= 0.05f && uv.x <= 0.13f) && (uv.y >= 0.97f);

#

spiwar did the above

#

but this was only for hiding the text

#

not the bar icon

gloomy tulip
#

I meant where the exchange is located in the map XD

dusky wave
#

one sec

gloomy tulip
#

I think i found it tho

dusky wave
#

its outside of the TP

#

inside of science park

gloomy tulip
#

I dunno why this will happen tho, I took another frame capture with this exactly interface, no other UI draws have 18 indices

#

In dx11 its probably super easy to check the bound texture and hash it

#

Oh yeah it happened to me as well 🙁

dusky wave
gloomy tulip
#

The game kept leaking memory into 32GB after loading into the world

#

Not even using reshade

stark shuttle
#

hey idk if this was already reported but i just noticed that hiding the ping text also hides quest marker

dusky wave
#

yh its rip

#

We will need to figure out other ways

gloomy tulip
#

Thats so weird maybe reshade hook is F

#

The vignette isnt even a draw indexed call

fluid patio
#

Not sure if it's been reported but hiding the hid does not hide the character portrait on the top right during a call

dusky wave
#

ahhhhhh

#

bunch of stuff I have to fix today

#

next time you're in a scene

#

Go to the devkit tab, press snapshot (to capture shaders used in a scene), toggle off and on the draw button feature until the phone call portrait disappears

UI shaders will be at the bottom, only look at the numbered ones (3 digit number next to Draw button), if they dont have numbers, they are not being used in a scene currently so ignore

After that click the 'More' button and then 'Dump Binary'. A new folder in the game directory will appear called renodx-dev (inside you will find a dump folder that contains the shader)

gloomy tulip
#

F this vignette draw is the same as ping indicator

#

Maybe I need to use constants to tell the shader this is ping candidate and check size of the input texture in shader to skip

strong vault
#

Oh its just hiding ping causes it

unkempt pulsar
#

hiding the ping icon is evil

dusky wave
#

U vill use ze ping icon

#

Me and Miru are looking into it

#

Well I am looking into fixing DoF

#

too many issues to fix

stable lava
#

i believe in you

meager igloo
#

so if using Lumenite RTAO, should I set native AO to lowest?

fluid patio
#

If I'm being honest though, I've yet to come across an important or visually stunning cutscene where that story function was being used

#

So might not be the most necessary thing to fix

#

@dusky wave The devkit doesn't acually activate hdr nor do the normal addon settings appear anywhere I can tell

dusky wave
#

You use devkit alongside reno

fluid patio
#

ohhhhhhhhh

dusky wave
#

devkit is a separate addon

fluid patio
#

Do I need to do anything specific once I get to a scene with the texture in question?

fluid patio
#

I'm blind, thank you

#

@dusky wave I don't see a draw button but I clicked on one randomly and the preview matches the item that's still shown

arctic echo
#

Latest build seems to not be pinned.

dusky wave
fluid patio
#

I don't think it's the right shader, I had the ui toggled off at the time and it's part of the DrawIndexed categories

#

At the risk of further sounding like a commoner dunce: I can't toggle on and off anything like you mentioned in the instructions, there's no "draw" button that turns things on and off from what I can see but the drop downs labeled "Draw" under the "Type" column only expand and close the listing. That picture I just posted is from a "DrawIndex" RTV0 resource

fluid patio
#

I see.. I was only in the first "Snapshot" area and not the "Shaders" section....

#

This I can work with, hell yea

fluid patio
#

@dusky wave I shot you a DM, lmk if there's anything more I can do later

warm island
woeful raven
dusky wave
#

RenoDX also gets flag as a virus by Nexus if compiled with clang

stable lava
dusky wave
#

Indeed

#

I am secretly extract all your monie

#

It's why the game leaks

dusky wave
#

How to truly know if theres malicious code in software is you'll have to check source code or reverse via IDA

#

If something like Reno turned out to be geniunely malicious, Shortfuse would get disowed everywhere. Not really his aims and source code reveals all for this project

warm island
#

I mean, I know what an IF statement is, but that's about it haha
Still I looked at the code, I asked Gemini to take a look too, and it looks clean
But with 0 knowledge it's a bit scary to download random .exes ^^

median robin
woeful raven
#

@dusky wave aight are you doing anything

#

pr le changes to ze gith00b will ye

#

haven't made anything new so you wouldn't have to rebase probably

dusky wave
#

added UI toggle hotkey

#

added more deferred shaders

#

fixed stuff

#

Trying to add Miru's AO,depth and normal buffer read for AO use

woeful raven
#

cuhrayzee

#

that refreshed copilot limit supercharge kekpepehands

woeful raven
#

or are you trying to just read the AO data and feed to reshade

dusky wave
#

both

#

Miru said his method allows reshade AO to draw before fog

#

UID and latency bar hiding now works with all resolutions

#

but latency bar hiding has issues specifically

tidal finch
#

😭

dusky wave
#

@woeful raven

#

@gloomy tulip

#

I think DX11 is just cooked

#

Same shit was happening when I tried simple on_draw for deferred shaders way back

#

VK barriers can avoid this (from what I understand)

#

but DX11 is just borked becasue render_effects() changes D3D11 states and corrupts the whole thing

#

welp

strong vault
#

do we migrate to vulkan now 😭

woeful raven
#

no

dusky wave
#

The actual monitor itself starts bugging out and making a constant rapid ticking noise

#

💀

#

zip bomb addon build

woeful raven
#

ABL stroke

#

between 1 and 100%

dusky wave
#

Either we move to Luma or we VK

#

(I dont want to do either atm)

woeful raven
#

yeah

#

me neither

#

hopefully they add rt next patch

#

so there's some

#

actual motivation

stable lava
woeful raven
brittle kiln
#

👁️

strong vault
#

wait what

stable lava
#

i don't want to do vk
slops up the addon in an hour

dusky wave
strong vault
#

Idk if I did something wrong but the game just launched in SDR

#

Can see the renodx tab but nothing is working

dusky wave
#

so Clanker limit has been refreshed

stable lava
#

praise the clankers

woeful raven
#

regardless i only patched the lutbuilder because i was bored

#

not gonna do the rest

dusky wave
#

You get VK

#

but only LUTbuilder

#

No shadows, no alt fog

#

no UI toggle

woeful raven
#

yea

#

its a meme build

#

hence only lutbuilder

#

not gonna bother doing the rest

#

neutwo isn't even in vk branch yet

#

so if i seriously do this i have to change all the code back to termite spleen

#

and so i stopped

dusky wave
#

I failed to added better AO or DoF today

#

Need someone to leak HyperGrypth source code

strong vault
#

If better AO or DOF failed how about nuking AO and DOF completely groyperBigBrain

median robin
dusky wave
#

I can nuke DoF via toggle off

#

which is what I did

#

then I tried feeding game data

#

using original game depth and DoF settings

#

Otis CinematicDOF has a loicense we can use

#

and it supports HDR

#

but I fuked up somewhere and it didnt work

#

but it looked berry nice

woeful raven
#

patch cycle for this game is longer than the 42 days of the other 3d gacha games

#

but if they change the shaders it will be an ass to fix

dusky wave
#

fella is out here modding the game as if its a single player game which already had its final update

#

patch 1.1 about to hit us like a brickwall

woeful raven
#

on the other hand if they change the shaders they usually only change the uberpost

#

so its only me back at the mines

runic dove
#

(apart from new regions needing to be un-fucked)

woeful raven
#

speaking of which this week is new wuwa patch

runic dove
#

170 gigs after predownload

rustic echo
fast topaz
#

If you guys decide to play this long term you'll probably have to tackle the VK build sooner or later.
DX11 is a deprecated fallback from the start.

glacial kayak
#

they'll fix the AO you guys are spending so much time on but it'll be vulkan exclusive

rustic echo
waxen delta
#

I'm not entirely sure how technically ambitious Hypergryph is going to be

#

Kuro are the only ones who are pushing visuals every patch at the expense of performance lol

rustic echo
waxen delta
#

if we get native HDR and RT, I'll take it 🤷‍♂️

#

especially if it's good HDR

#

small hope like always

rustic echo
#

it would be half ass RT, like RT reflections of wwm

#

and PCs won't have it~

waxen delta
#

lol, probably

#

RT has been in beta in Zenless for like 4 patches now on PC lol

rustic echo
#

i mean if it's wwm HDR...eeeeeh

woeful raven
#

we'll move to VK once there is a significant reason to

waxen delta
#

WWM HDR is so weird

rustic echo
#

I mean, the mod is kinda ok at this point, it's all fluff...and cope AO, which is achieved with brute force lumenite

#

just gotta fix all the depth mask flipping areas

rustic echo
#

what setting do you use for trueHDR400? 400 peak or 1k peak?

dusky wave
#

TB400?

#

well 400 peak

#

musa then runs 100 for game brightness

#

lower UI brightness as well

rustic echo
#

is eotf an issue for peak 1k?

#

for endfield i mean

dusky wave
#

well all monitors are cope for peak 1000

#

the newer TB500 displays this year handle it better

rustic echo
#

there's like only 1 model tb500 or something haha

#

well there are TVs

#

endfield looks good on peak 1k? or better to goto TB400?

dusky wave
#

400 vs 1000

#

There will be some clamping at parts like in the sky

#

but 400nits with Reno is still better than SDRslop

#

@woeful raven look at this

#

RT cant come soon enough

#

moving the camera incurs the slopAO

glacial kayak
dusky wave
#

Kibbles actually said he'll work on the addon initally

idle notch
# rustic echo endfield looks good on peak 1k? or better to goto TB400?

hellyea
running it on miniled, can hit 1260 nits full screen
so i do lose on the microcontrast (like those guiding butterflies look crazy good on OLED
but overall, its worth it
i've tried running it on my android's oled but cant get the apollo-artemis to trigger HDR on my mobile :(

glacial kayak
#

And then you and spiwar took it over during the cbt

#

Stonks

dusky wave
#

YOU SHOULD BE SUFFERING HERE NOT MEEEE

#

freeloaders riding off our hard work

rustic echo
#

TBF, Endfield HDR looks way better then we orginally thought, so effort is all worth it?

#

there are a ton of games that go "HDR is cool and all, but meh"

idle notch
#

oh i might have forgotten to delete the dx11 addon 🥟

rustic echo
#

Oh ya… somehow the dx 11 doesn’t crash on vk anymore

woeful raven
#

VK comes kibbles will do all the work

idle notch
#

train me senpai
i handle the grind 🫡

rustic echo
#

imagine if all the sht forge was getting stuck on, VK build solves it, and then table flip on all the work he spent debugging and failing?

idle notch
#

just gotta mash my keyboard few times and it will spit out an addon right?

#

-# jk

covert jetty
#

As long as you're mashing keyboard in a Copilot prompt window

idle notch
#

lets mash keyboard in codex gemini and copilot
war of clankers, lets see which clanker comes up with the best addon 🗣️ 💥

idle notch
#

check bank account easy

dusky wave
#

Getting clanker to spit out code is easy

#

The problem is making sure it works and debugging

#

As well as knowing what to prompt and providing correct info

idle notch
dusky wave
#

Grok make HDR

idle notch
#

gork make it look good
pinky promise you're gonna make it look pretty 👉 👈

#

Jokes aside though
My brother has a subscription for codex and gemini pro
I wonder if any of those can help in this project

dusky wave
#

Oh it'll make it good

'Uses ACES as base tonemapper because le film industry uses it therefore good'

rustic echo
#

generally AI slop don't improve just because you pay

idle notch
idle notch
woeful raven
#

both 3 flash and 3 pro failed

#

claude required manual edits anyways

dusky wave
dusky wave
#

This is the same as what I have PR'ed

#

Time to update Github snapshots

#

and bananaslop

woeful raven
#

Guess I'll slop out the uberpost build

#

For dlss

dusky wave
#

Wuling city combat OST is

woeful raven
#

uberpost bypass build
for changelogs: check #1440801914165002322 message

Why there are two versions in pins:
normal version (forge's) 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.

idle notch
#

btw guys
How does reducing exposure differ from reducing Game brightness in nits?
or is it literally the same thing

rustic echo
#

think spiwar is out of caffine, didn't add alt this time haha

rustic echo
#

depending on your Monitor you may not need to play with explosure at all, but if the highlights are getting blown up, exposure will solve it, instead of trying to play with hightlights as a last resort

#

you can kind dial in with game-brightness vs exposure, then maybe a bit of scene grading or saturation

#

but 99% of the time, you don't nee to touch it, just exposure up or down, im game brightness up or down

idle notch
mild hazel
#

Has anyone tried adjusting HDR to make it brighter? The sky in Wuling is still not bright enough. My 1600 nit peak screen is only using around 1100, even though I've already increased the "Highlights".

rustic echo
idle notch
rustic echo
mild hazel
#

Adjusting the excessive exposure can also cause the characters to overexpose.

idle notch
woeful raven
rustic echo
idle notch
idle notch
woeful raven
#

the range is there

#

if an object needs it

rustic echo
#

i always come here to test my settings..if anything breaks it's this sky

#

there is so much detail in that sky, it really tests your monitor and settings

mild hazel
#

Some FX can reach this range, but most of the scenes are below 500 nit.

woeful raven
#

high dynamic range is not blasting 1.6k nits all the time

rustic echo
mild hazel
#

Actually, what I want to achieve is something like RTXHDR, which has a more visually impactful effect🤨

idle notch
rustic echo
jagged gyro
#

if he wants to achieve rtx hdr why not just that tho

mild hazel
#

RTX HDR at first glance looks very good, but the details are not as good as RenoDX

woeful raven
# rustic echo

120 game brightness 2.0 exposure
240 game brightness 1.0 exposure

#

makes no difference

#

do you have a very low peak brightness

#

or is running in sdr mode?

rustic echo
#

ya my monitor is meh

mild hazel
#

I would like to know which parameters I can adjust. I have tried both exposure and paper white settings.

rustic echo
#

but just me i see 240 has some hazing over for me

#

but yes close

woeful raven
#

i dont even know which image is 120 and 240

rustic echo
#

let me see if the rest of the stage doesn't blow up if I set exposure to 1

woeful raven
#

so the order could be flipped

rustic echo
#

ya my skin tones doesn't like just messing with game brightness

#

welp as long as it works

#

either or

woeful raven
#

time to upgrade monitor

mild hazel
#

Is it because the game developers took into account the sdr viewing experience that there won't be too many areas with brightness exceeding 500 nit?

rustic echo
woeful raven
rustic echo
#

@mild hazel

#

so ya...it's not huge, but there's a decent amount of it

woeful raven
#

the grading sliders are there for you to make it look like rtx hdr

rustic echo
#

I've been using this right now...so far for whatever reason Radiant hasn't kill my HDR

gloomy tulip
#

Hmm why do I keep hearing the motion vector being broken for DLSS

#

What’s wrong with it

#

The in game motion vector is converted to uv space raw velocity to DLSS, I don’t see anything wrong

rustic echo
woeful raven
rustic echo
#

like it's SSR is bonked on deijang in DLSS any mode

gloomy tulip
rustic echo
#

let me find a spot

#

DLSS:

grizzled saddle
jagged gyro
#

huh thats why ssr looks so fucky with dlss on? interesting

rustic echo
#

DLAA: you can't see it so much in stills but it's noise artifacting

gloomy tulip
rustic echo
#

99% DLAA should at least be similar to TAAU if not better...but not in Endfield

#

whatever is being passed to DLSS...is not right

gloomy tulip
#

The only potential issue i see with motion vector in this game is that the game doesn’t undo jitter when calculating previous uv

#

Very weird

dusky wave
#

Reno exposes holes and seems in distance terrain

#

because sdr hue shifting and clamping hides it all away

rustic echo
#

I mean 400 nits isn't bad?

gloomy tulip
#

After a lot of testing I don’t think i can reliably disable the ping indicator from cpu code alone

#

Unless tracing descriptor table data

rustic echo
#

I think forge is more sad he can't use miru's AO code

gloomy tulip
#

The other option is to pass if the current shader pass is potential a ping indicator

#

Then in the shader I will use shader code to check the dimension of the input texture

#

If it’s 4x4 and I will discard it

dusky wave
gloomy tulip
#

despairge slop idea

dusky wave
#

SDR slopped away the sun here

#

so in HDR it just looks awful

#

flat ass pancake in the sky

rustic echo
gloomy tulip
#

I’ve been playing with DLAA I haven’t seen bad aritifacting yet

#

TAAU is really blurry in motion compared to it

rustic echo
#

but ya maybe motion problems, idk, i haven't perticularly tested vs DLAA

#

mostly DLSS vs TAAU

gloomy tulip
#

Lemme look up what DLSS needs for it’s motion vector

jagged gyro
#

DLAA isnt too bad from what ive seen. dlss is definitely cooked though

#

shimmering and low res artifacts are super noticeable esp w/water areas in wuling

dusky wave
#

AO having inertia

#

woggling around as you move the camera

gloomy tulip
#

Might need to check this

#

Endfield is normalized -1,1

rustic echo
#

Hmm...weird why is RadiantGI working so well in HDR...or just my crappy monitor unable to see the inperfections in the tonemap

gloomy tulip
#

Wtf it’s set to resolution for mv scale

gloomy tulip
#

I dunno if any dev can confirm whether to set to 1 for -1,1 motion vector

rustic echo
#

I mean if you can mod it, just override it and see what happens?

gloomy tulip
#

Will try when I got home I guess

mild hazel
rustic echo
mild hazel
#

Thank, I'll give it a try

rustic echo
#

for comparison here's RTGI

#

only thing sux about radientGI is that you have to completely manual set the depthmap...which took me a while to get it decently...ok

glossy compass
#

If I have a monitor (XG32UCWMG) that peaks at 1300 but calibrates at 450 is there a correct way to set up HDR?

I tried setting peak at 450 but I felt there was no range at all. I reduced game to 110 and every was dull/flat no colour.

Setting 1250 peak looks slightly blown out e.g. when light hits text, it disappears when it was still readable at 450 peak.

I currently have peak set to 750 which is the 10% window size brightness.

Is HDR just preference at this point? I don't even know what HDR should look like.

TLDR I have scorched eyes from high brightness screens.

rustic echo
#

likely heh

#

but I think most novice should just set it to true black400 mode (or whatever your monitor is rated to), and forget the rest, and focus on reno

fluid patio
#

The feedback that no one ask for: as long as the vk build has good hdr and can hide the ui for screenshots, that's all anyone should ask for

strong vault
#

I love my improved shadows

gloomy tulip
rustic echo
#

sad face, but they only added dlss like 2months before the game launched...so some shoehorning in there is likely

gloomy tulip
#

The mv provided to dlss is fine

gloomy tulip
#

So about the ping indicator code, i dunno if its a bug in reshade's hook, but it seems like a previous draw call (not draw indexed) will affect the index count of current draw indexed call

#

⁨⁨```cpp
#ifdef REMOVE_UI
bool OnDraw(reshade::api::command_list *cmd_list, uint32_t vertex_count, uint32_t instance_count, uint32_t first_vertex, uint32_t first_instance)
{
drawCallVertexCount = vertex_count;
return false;

}

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) {
auto* shader_state = renodx::utils::shader::GetCurrentState(cmd_list);

auto* pixel_state = renodx::utils::shader::GetCurrentPixelState(shader_state);

auto pixel_shader_hash = renodx::utils::shader::GetCurrentPixelShaderHash(pixel_state);
if (pixel_shader_hash == 0xEFE8303C)
{
constexpr uint32_t PING_INDEX_COUNT = 18;
constexpr uint32_t PING_FIRST_INDEX = 0;
constexpr int32_t PING_VERTEX_OFFSET = 0;
isUIPass = true;
bool isPingInputCandidateLocal = ((index_count - drawCallVertexCount*2) == PING_INDEX_COUNT) &&
(first_index == PING_FIRST_INDEX) &&
(vertex_offset == PING_VERTEX_OFFSET);
isPingInputCandidate = isPingInputCandidateLocal;
drawCallVertexCount = 0;

return isPingInputCandidateLocal && (use_ping == 0.0f);

}
else if (pixel_shader_hash == 0x92BB9EA9)
{
constexpr uint32_t UID_FIRST_INDEX = 18;
constexpr uint32_t UID_INDEX_COUNT = 100;
constexpr int32_t UID_VERTEX_OFFSET = 12;
isUIDInputCandidate = (first_index == UID_FIRST_INDEX) && (index_count > UID_INDEX_COUNT) && (vertex_offset == UID_VERTEX_OFFSET) && isPingInputCandidate;
drawCallVertexCount = 0;
return isUIDInputCandidate && (use_uid == 0.0f);
}
else
{
drawCallVertexCount = 0;
return false;
}
}
#endif

more slop to duck tape this..
#

The vignette has 12 indices but there is a vkCmdDraw before it (which counts as 6), 12+6 = 18 then it matches our test despairge

final bramble
#

is there a way to prevent AO from being overlayed underwater? first is RTAO on, second is RTAO off

final bramble
#

that's how it looks with reveil enabled, it's just a bit washed out

gloomy tulip
#

Luminite RTAO vs modded game AO, i guess it leaves some to be desired

#

Up is gtao vs rtao, ughhh

#

If GTAO is running at full res it would still blow these AO solutions out of the water

idle notch
#

hellyea
grand theft auto online in full res babyy

gloomy tulip
#

Someone should make a tool to kill the game process if its using more than 20GB of RAM despairge

balmy ember
#

I heared they removed the forced tutorial for factory but this is only for the simulation part? The game and main story is still mostly about the factory?

median robin
balmy ember
#

That's what I figured. So if you guys played a lot can you also confirm factory is the main part of the game it's not something you can really plan to ignore even if you copy the blueprints?

median robin
#

It is definitely a part of the core of the game, but can be entirely ignored by just copying someones megabase blueprints and just reap the benefits

stable lava
#

well a lot of the gear forging and money printing comes from factory

#

so if you straight up don't do it you'll hit a big roadblock

median robin
#

it's all "afk" so you don't actually have to interact with it if you don't want to

median robin
rustic echo
#

I would make sure ReVeil is strong enough as well, you can use the reviel debug menu to see what's going on..

#

which is strange...isn't water reflecting the foilage, not duplicting it? foilage goes into the water, makes sense. i think you might need to try reshade bypass off in reno to check, but that water might be misslabled?

gloomy tulip
#

I really should learn how to write pipeline descriptor at this point to do custom ao without reshade fx despairge

rustic echo
#

the spash screen getting blown up by .fx is really a torn in my side for a while

gloomy tulip
#

It's very game specific solution, they cant do it in a generic way, not at least perfectly

rustic echo
spiral imp
#

Wizards

humble musk
#

@rustic echo Hey MeiMei, what is your reshade settings + AO settings now? Do you use any extra shaders besides RTAO/LSAO + ReVeil. I'm curious to what you ended up with after the latest update. Any major issues you've seen with your current setup?

slender wharf
#

I've been having a weird issue during dialogue scenes where the shading at the top and bottom at the screen seems to be switching on/off every line or two of dialogue. Anyone noticed something similar?

unkempt pulsar
#

yes, hiding the ping icon causes this

#

the options are a little messed up at the moment:
"uid text" hides both the uid and the ping text
"ping text" hides the ping icon and causes these issues

gloomy tulip
#

It’s different in stream line

#

NGX asks for resolution as scale

dusky wave
#

ah

#

welp

#

what do I work on today

#

Fixing speech vignette turning on and off with latency bar I suppose

#

acktaully, I'll ask on the reshade server its its possible to get reshade bypass to work with upscaling

#

I am going to assume its a PITA considering REST doestn support upscaling either

gloomy tulip
#

Hmm what’s wrong with upscaling bypass

dusky wave
#

if you dont use 100% scaling it breaks reshade fx depth

#

Since internally the game is running at upscaled

#

but reshade is still using base res

gloomy tulip
#

Isn’t it the problem of generic depth

#

Reshade gives the back buffer resolution to fx

dusky wave
gloomy tulip
#

Damn

dusky wave
#

Trying to solve this

#

if you use bypass right after uberposts its fine

#

since its already native res there

gloomy tulip
#

You need to use render technique instead of render effects

#

Oh nvm

#

Hmm

dusky wave
#

this happens to me

gloomy tulip
#

You can try doing update uniform bindings

#

BUFFER_WIDTH

#

With the rtv res

#

I forgot how reshade gets the back buffer res

dusky wave
#

I'll give it a go

#

I'll ask on reshade server to see if anyone has any answers as well

gloomy tulip
dusky wave
#

time to test on our end

fluid patio
#

@dusky wave idk if you saw it but I dm'd you the hash I found

gloomy tulip
#

Although I think the fix is just dumb luck hmm

gloomy tulip
#

F which menu is that I forgot

dusky wave
#

AIC blueprints

gloomy tulip
#

Lemme check

dusky wave
#

press F1

gloomy tulip
#

Yeah thats cooked

dusky wave
#

Hydra - solve one problem two more take its place

gloomy tulip
#

Why do they draw a full screen background with 18 indices despairge

#

Okay I think I can check this instead
⁨⁨```cpp
bool isPingInputCandidateLocal = (index_count == PING_INDEX_COUNT) &&
(first_index == PING_FIRST_INDEX) &&
(vertex_offset == PING_VERTEX_OFFSET) &&
(drawCallVertexCount == 0);

#

Seems like the on draw indexed hook is broken maybe

#

Basically if there is a Draw call before the hook then its broken for some reason

#

Hmm with this when you press pause or use other menu the ping will show up

woeful raven
woeful raven
#

But thats gtao anyways

#

Kek w

gloomy tulip
#

But the indicator hide is really bothering me XD

dusky wave
#

bruh

#

ok all of the above

#

has now made the latency bar hide work

#
  • latency bar toggle now stops speech vignette for on/offing itself, also stops AIC blueprint table from flickering on/off as you hover over icons
gloomy tulip
#

MXAO vs modded game AO

mighty palm
#

well I still got the vignette flicker with latency bar hidden

dusky wave
#

💀

#

right

#

no more latency bar toggle

#

access has been revoked for that setting

woeful raven
#

Just live with it

#

Replace the monitor in what

#

3 years

#

Doesnt mstter

spiral imp
#

so glad for the ui hide button

gloomy tulip
#

MXAO vs Modded AO

#

I really need to get custom AO now 😭

#

I dunno why but MXAO's bitmask implementation seems to miss a lot of crevices

#

I think its because it doesnt have access to the actual normal maps