#Arknights + AK Endfield
1 messages · Page 10 of 1
Removing the ping indicator removes the announcement icons during that loading screen too
But in game there is no issue so far
@woeful raven
```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
might be a dumb question. but how do you get that menu?
This is the addon I made for vulkan SDR so you need to wait for forge and spiwar to port them when they can
ahh ok makes sense! thank you!!
wot
Is the new Nvidia driver worth it for this game?
DLSS problens are game side, not driver side
Am aware. Was just wondering if the driver was worth it in general.
since this is a hdr discord, yes
continual reports of OLED flicker fixes or banding fixes (that was in the hotfix i guess)
New problem. Can't get the RTAO stuff to work in ReShade.
Am guessing my directory is laid out wrong?
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
Got it now, thanks.
Think how I was downloading it was just fucking it up.
RTAO looks super good. ^^
it hurts fps a bit though
waiting on miru's merge... and just live on TAAU crap
the artifacts starting to bug me
Me when I used to play genshin
hmm idk why but it seems sometimes when i fast travel between different zones my display depth flips upside down
my main problem was the severe lack of levelling materials. broke as hell on them
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?
no mine is normal
Dang, I'm sitting at a calm 50c and 323w in Wuling with DLAA
yeah i'm fine here with 230W in wuling and DLAA
There's a number of areas where the bypass doesn't work properly cause there's different deferred lighting shaders. If you check the AO mask in those areas you'll likely see that it's applying to everything instead of skipping characters, fx, UI, etc.
my gpu gets close to its power limit too when using DLAA at 4K yeah
it’s a 10L case so the fans get REAL loud lol
dropping down to dlss quality instantly makes the fans more quiet
The pain of sffpc’s but the extra desk space is so nice to have.
ye i’m using it like a console under my tv so a normal sized pc isn’t really an option
Spiwar and Forge be like
How long must we languish in this terrible fog? When will salvation from smeary AO come?
Is there any chance we will have renovk? dx11 hits the performance
Possible, but not much motivation unless Vulkan gets RT or something.
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
It doesn't have it?!
well...vulkan seems to be leaking a little slower, about it, and i think dx11 has some quirks as well
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?
lmao
Maybe I will experiment with using addon to provide data to reshade shader for custom AO

Grasses dont have motion vector sadge
Oh there is but need to multiply the uv velocity by 1000
Havent got fps drop by doing this yet which is a bless
wait, so you're making .1 of the whatever MV there is into a 1? this isn't DL-motion vectoring here lol, i wonder how it'll turn out
oh so you're making a motion flow shader and hope the game can cope?
Same as Elden Ring 
You doing the REST FFXIV strat?
Alexander was able to use game data/normals ect to feed for xegtao
It's just using addon to interface with reshade fx. No REST since it wouldnt work in vulkan anyway
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?
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
Huge pain in vulkan/dx12 is reading descriptors to copy cbuffer values
That is a project I fully support.
Didnt know Reshade and renodx used that much extra RAM 
Yeah ik just a coincidence it happened for the first time right after I installed reshade
Or could be because I switched to dx11 
DX11 leaks more
But Miru found that VK also leaks just at a slower pace
Linoooxbros found that the games opens CEF processes constantly
disabling/renaming CEF doesn't change anything
Hey guys, may I ask how we can apply Reshade's fake ray tracing effects to Endfield based on Renodx HDR? Thank you.
🤓
set reshade UI bypass to off, then get coops SDR to HDR fx to wrap it
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
specs and dx11 no? and are you using latest nvidia driver or anything
I don't have memory leaks either and I've been playing for 6 hours now.
maybe it's nvidia but i don't have the energy to search if it does
amd or nvidia gpu
Nvidia specifically 3070 and also latest drivers
maybe an endfield update fixed it and also i got tired of looking at ram usage
If you clean the Working Set memory then you get your RAM back e.g using RAMMap, etc.
mine is leaking with a 4080 super on latest drivers
idk what that means but it's just cleaning the ram cache to alleviate leak?
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 
but it runs like this even without renodx on vulkan...well maybe it runs slightly colder (by a 2°C)
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?
I don't have any leaks on 6800xt
Difference between reserved RAM, that isn't being read from or written to, and unused RAM to the computer is basically none. Unless there's not enough of course.
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
it's just poor streaming
yeah fair
also happens on cutscene camera cuts
it does, all the time 
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
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
the way it transitions from ssr to cube maps is about as good as it gets too
still, rt when
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
can't turn it off, can probably use optiscaler to replace dlss with fsr or xess though
oh yeah 
never used optiscaler before, much less on linux, but i'll look that up, thank you
It's perfect

🙏
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


Get it all working then we replace doodoo vanilla AO
Then I need to find a draw distance multiplier
Vanilla LODs are abysmal
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
dof must be rendering at like 40p on mobile
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
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
Would love to see everyone's factories 🙏
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?
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
I am modifying their screen spaced shadows. Imagine the edges of the G-buffer having a border or 'vignette' of sorts where the shadows don't apply
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
I don't know if I can solve this via reno
Hiders only work on 4K atm, Miru shared some code that hides it and it works for all resolutions
We'll get around to adding it
thank you, this mod is so amazingly fantastic already
Though I guess it still doesn't look great. It's at least not so bad it doesn't even look like blur
i see, thank you. it's a pretty large border and especially noticeable in those grinding areas, so i might just keep the option off
I unistalled the game chat, wuwa is just unmatched
Does not give off the same combat feeling as wuwa
Yeah it's a bit more than executing your perfect rotation in this game compared to wuwa
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

is it possible to add a hotkey function for the "UI Visibility" switch in RenoDX settings?
Biggest news all day
So you can install something like "Windows Memory Cleaner" and set it to clean the working set memory when the free physical memory is below x%
maybe? I will have to check with reshade since there is already the ability for hotkeys
Wuling is insanely beautiful with HDR
the alt fog is such a game changer for Wuling holy shit
in reagrds to renodx setup- what file do i rename to d3d12.dll?
reshade64.dll
the actual renodx add-on file just goes in the root directory next to that dll
for reshade setup i selected endfield.exe as my game, is that why i cant find resahde64.dll?
don’t use the setup, extract it and copy the dll into the game directory manually
base / alt fog
unslops
base/alt
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
reduced transmission and retains original scene hues
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
you did great
okay so problem was that if i used install path as arknights.exe
it installs it as dxgi.dll
which after renamed to d3d12.dll? its all good
You know what isnt great



Miru....Save us from this AO hell
LOL
the game launches native dx12... not dx11...
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
is this DX11 only?
cant launch game on dx12
tried again and worked 
yes, the game doesn't support dx12. It's VK or DX11
another example
new shader

gib me a sec
no rush, just wanted to let you know
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 
thx grok
- Added more deferred shaders for both alt fog and reshade bypass
- Also fixed an issue with shadows in Wuling
Which gpu and which DLSS preset are you using?
Yea I installed it just like that, it's working fine
still has some weirdness in transitions from less foggy to more foggy, but most seem to be fixed!
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
5090 and Preset L. I reverted back to default preset and now it’s ok at 350W.
Bruh
I swear man
It's always Preset L or Preset M causing all sorts of issues

Preset L = 100% GPU usage. I’m on linux so I don’t know if it happens on windows too.
Preset L and M's cost scales with input resolution unlike other presets
Using at DLAA is overkill 💀
Impressive
Very nice
I've just been hopping back on wuwa today
All real time cutscenes so good
- Added more deferred shaders for alt fog and reshade bypass
- Added UI visiblility hotkey
@mighty palm
This area was missing code, above has it now included
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
TheAO is so bad
One day
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

Live with ReVeil funk
So now we're back to having to try and figure out how to solve the AO conflict with the in-game fog?
Never gone
The issue was never solved
Only Miru has a working method since he was modifying existing AO which renders before fog
Yeah but that was plagued with half res and motion vectors
You would need to redo the fog for every shader

You couldnt just do an easy shader split and use Luma to add a new pass just for fog
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
oh yhhhhhhhh
Implemented Miru's hud toggle
No more latency bar
and works with every res
very based
Nice

ty
- Added even more deferred shaders

- 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
now "UID Text" includes uid AND ping while "Ping Text" only includes the ping icon lmao

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
but the previous two versions had "UID Text" for uid and "Ping Text" for the ping counter without the ping icon. why did the separation work there?
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
i dont speak tech, unfortunately. whats uv?
2D coordinate system
ah thanks
its how you map textures onto 3d mesh
well in this case 2d UI textures onto the screen
so your approach is to just hide anything from the ui in a given area of pixels?
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
OK fellas
whats next
What if I disable vanilla DoF and we instead feed reshade based DoF game data
since DoF is limited, the and situation is almost always controlled, but umm... do they use different strengths in different areas?
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
imagine you guys fixed DoF pixelation before devs
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
can i know the gist of that death march?
theres a bug with the ping icon also removing the vignette, not that I care for the vignette, but it actually turns on and off which is distracting
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.
example of it turning on/off

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
ya the shaders offsets are wack lol, oh well
fortunately they've turned things around now 
I don't know about player's choice or whatever, but wuwa is still crap to me. They fixed glaring issues, but core issues is...it's just a hardcore genshin clone with nonsensicial story, and too many combat buttons, for enthusists. Oh and what is optimization.
TLDR genshin falling asleep on the throne rather then wuwa being good. It's just a more modern ask from genshin fans
that's fair, im just playing for graphics and feels
Interestingly I don't seem to have this issue?
Ah wait no, it just wasn't affecting the scene I was in
Thats odd, I hid it just fine in convo screen
Maybe I made an oopsie
does this only happen in cutscenes or does it also affect general convos like what Miru posted above?
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

the game knows you hate fog, so fog tries it's best to resist you
cutscenes only, general convos the vignette stays on
Hmm how do i find a cutscene now. Was playing yesterday and had cutscenes, vignette was fine too
I was doing the yvonne quest when that happened
I just talked to her about strange sound I think
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?
might be location based, not happening after switched maps on the next part of teh quest
I mean UID asside, ping isn't really that distracting
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

btw is the particle/fx shaders an easy find in Rest, or are they really messy to isolate?
Btw my messy code is here
I got it at this random plaque outside Yvonne's room
All over, one shader is handling particles, another FX, another glowing stripes used by zipelines or AIC
They all happen after deferred
Just before bloom and DoF
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
Thats just generic convo too
I really like adding some shader tricks to characters for more GI like feel
but that HDR sky....
Same research center
Okay here
meanwhile uberpostsloppers

This tool can hide uid and ping, but unfortunately, it won't release its source code
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
Are we somehow all doing Yvonne's quest today?
side quests have all been cleared
time to move on to the main character quests and enjoy them
You guys remind me of my factory. You cook overnight, I rip the benefits in the morning. I like this relationship we've got going 😂
wtf, there's a tons of them, especially as you open the region areas for their quests...that's some long playtime
It's alright, it compliments the gameplay enough that I want to keep playing
I read all the plot 
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.
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
Like old school JRPGs, it's usually happy go lucky mode for first 10hrs or more
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
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.
This AO makes me cry
that looks really good...
wait that's true to life resolution?
Thats the upsacled 1920x1080 AO
Which AO are you guys using?
reshade. the ReViel.fx sorta fixes fog
at least fixes it enough to not be obvious, to good
Can confirm it happens in a normal convo after delivering a package in the science park, no cutscene
any reason it's SCAO?
Cause RTAO doesnt want to compile
oh interesting
but looks good?
hard to tell
the grass does look a little umm low res?
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
It doesnt allow you to use GI stuff tho, only AO because I made all effects render onto AO now
problem for the future, GI is way too complex anyway, as most creators build in various tricks that take in the entire scene
Like it would be better if I just write my own fxs but I want to play the game bruh
No, the internal of the api very different
oopf that might make porting over to vulkan difficult then
I mean internally how dx11 handles shader pipeline is very different from dx12 and vulkan
@dusky wave 
I'm also getting this issue, but for me, the vignette under the text is gone only until the little arrow below appears
-# dunno why steam recordings make my mouse look so laggy
Hmm yeah I also start getting it now wtf 😭
i found my brother
Can run Endfield for days on that bad boy
lmfao
I think its race condition against renodx's own on draw indexed event
meaning you're trying to insert in and not modifying?
i know dx11 has that whole camera thing going on with shaders
```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
My repo code included the slop code for AO/NormalWorldSpace/Depth buffer access to reshade
I tested this
yvonne plaque is fine but I went outside near the stock distrubtion
and that still has on/off issues

Weird did you remove the original shader callbacks
Can you send map coordinate hmm
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
I meant where the exchange is located in the map XD
I think i found it tho
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 🙁

The game kept leaking memory into 32GB after loading into the world
Not even using reshade
hey idk if this was already reported but i just noticed that hiding the ping text also hides quest marker
Not sure if it's been reported but hiding the hid does not hide the character portrait on the top right during a call

ahhhhhh
bunch of stuff I have to fix today
@fluid patio to make my life easier could you grab this
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)
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
hiding the ping icon is evil
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
i believe in you
so if using Lumenite RTAO, should I set native AO to lowest?
Just saw this, will check it out and get back to you
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
You use devkit alongside reno
ohhhhhhhhh
devkit is a separate addon
Do I need to do anything specific once I get to a scene with the texture in question?
^
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
Latest build seems to not be pinned.
dump that shader and send me the .cso
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
I see.. I was only in the first "Snapshot" area and not the "Shaders" section....
This I can work with, hell yea
@dusky wave I shot you a DM, lmk if there's anything more I can do later
Hey thank you so much @Forge HDR looks amazing
Now unrelated but :
I found this FPS unlocker : https://github.com/EightySixK/Arknights-Endfield-FPS-Unlocker
But there are some detections on virustotal.. https://www.virustotal.com/gui/file/cda86b2ce271c8c85c54a78c0d1434edc368e92502faa3d94c9ad57d429a9048/behavior
Maybe some false positives but... What do you guys think ?
If only I could read the behavior tab on virustotal.com..
The source code is available on github mate
RenoDX also gets flag as a virus by Nexus if compiled with clang
anything that injects code/modify addresses can be seen as malicious
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
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 ^^
I've used the fps unlocker and my PC is still fine. But then again my word is just another random stranger on the internet
then compile the thing yourself
@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
a bunch of shit yh
added UI toggle hotkey
added more deferred shaders
fixed stuff
Trying to add Miru's AO,depth and normal buffer read for AO use
like can we draw the AO back into the game's UAV
or are you trying to just read the AO data and feed to reshade
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
Why are you guys not working on one repo
😭
@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
do we migrate to vulkan now 😭
no
maybe its time to ask labs
this makes my monitor make funny noises
The actual monitor itself starts bugging out and making a constant rapid ticking noise
💀
zip bomb addon build
Miru is Labs in this case
Either we move to Luma or we VK

(I dont want to do either atm)
yeah
me neither
hopefully they add rt next patch
so there's some
actual motivation

?
👁️
wait what

Idk if I did something wrong but the game just launched in SDR
Can see the renodx tab but nothing is working
its 1st of Feb
so Clanker limit has been refreshed
praise the clankers
ya i can actually read the lutbuilder now

regardless i only patched the lutbuilder because i was bored
not gonna do the rest
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

I failed to added better AO or DoF today

Need someone to leak HyperGrypth source code
If better AO or DOF failed how about nuking AO and DOF completely 
I can send email and ask them to send it over
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
from a maintainer perspective we also shouldn't add too much features
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
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
on the other hand if they change the shaders they usually only change the uberpost
so its only me back at the mines

out of morbid curiosity how much changes in these types of games
(apart from new regions needing to be un-fucked)
^
speaking of which this week is new wuwa patch
170 gigs after predownload
So we dead in the water for everything again? super sad.
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.
they'll fix the AO you guys are spending so much time on but it'll be vulkan exclusive
honestly they will fix nothing, except maybe motion vectors for DLSS. They are being praised for their performance, and visuals, so they would likely sit on the "what is AO?" issue
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
Playstation will push them on RT and HDR, is about it.
if we get native HDR and RT, I'll take it 🤷♂️
especially if it's good HDR
small hope like always
duh
we said before
i mean if it's wwm HDR...eeeeeh
we'll move to VK once there is a significant reason to
WWM HDR is so weird
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
what setting do you use for trueHDR400? 400 peak or 1k peak?
TB400?
well 400 peak
musa then runs 100 for game brightness
lower UI brightness as well
well all monitors are cope for peak 1000
the newer TB500 displays this year handle it better
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?
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
It was mostly a joke to get them to work on vk
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 :(
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"
Oh ya… somehow the dx 11 doesn’t crash on vk anymore
ya we ain't doing shit
VK comes kibbles will do all the work

train me senpai
i handle the grind 🫡
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?
As long as you're mashing keyboard in a Copilot prompt window
lets mash keyboard in codex gemini and copilot
war of clankers, lets see which clanker comes up with the best addon 🗣️ 💥
/give SgtKibbles $30000
check bank account easy
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
just bribe the clanker with freedom
Grok make HDR
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
Oh it'll make it good
'Uses ACES as base tonemapper because le film industry uses it therefore good'

generally AI slop don't improve just because you pay
ryal 🥀
He got gemini pro for free though 💀
Codex because, well he is dumb
getting gemini to spit out working slang from glsl

both 3 flash and 3 pro failed
claude required manual edits anyways


- Moar deferred shaders added hopefully the last
- latency bar hiding is still borked so probably dont use it
This is the same as what I have PR'ed
Time to update Github snapshots
and bananaslop
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.
btw guys
How does reducing exposure differ from reducing Game brightness in nits?
or is it literally the same thing
think spiwar is out of caffine, didn't add alt this time haha
look up at the sky...most notablity outside Rhodagan is telling as a debug example
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
highlights are fine, my monitor clips beyond 1260
its just that the game overall feels a tad bit too bright as im in a dark room
reducing the game brightness to 150 nits or changing exposure to 0.75, both seem to achieve the same result
thas why me confused
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".
exposure > brightness would be the play here. Look at your character's skin tons like in teams menu, to check you didn't over do it, can fix it with a bit of saturation, but best to not touch color unless needed
also where is rhodagan
i forgor
they're the same thing
they're the same thing
valley pass boss
Adjusting the excessive exposure can also cause the characters to overexpose.
ah ty
are they, since my monitor is crappy, exposure fixed what brightness couldn't
my goat
how about reducing exposure and then increasing highlights
you dont need to hit peak all the time
the range is there
if an object needs it
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
Some FX can reach this range, but most of the scenes are below 500 nit.
yes that's what the range is for bud
high dynamic range is not blasting 1.6k nits all the time
Actually, what I want to achieve is something like RTXHDR, which has a more visually impactful effect🤨
then just use RTX HDR?
holy mine is NOT THAT bright 💀
there are a ton of reshade shaders...
if he wants to achieve rtx hdr why not just that tho
RTX HDR at first glance looks very good, but the details are not as good as RenoDX
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?
ya my monitor is meh
I would like to know which parameters I can adjust. I have tried both exposure and paper white settings.
the thing is
i dont even know which image is 120 and 240
let me see if the rest of the stage doesn't blow up if I set exposure to 1
so the order could be flipped
ya my skin tones doesn't like just messing with game brightness
welp as long as it works
either or
time to upgrade monitor
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?
trying. not for lack of wallet, but I need those new CES models to come out
game developer has no idea how the game would look with hdr
@mild hazel
so ya...it's not huge, but there's a decent amount of it
the grading sliders are there for you to make it look like rtx hdr
I've been using this right now...so far for whatever reason Radiant hasn't kill my HDR
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
post processing effects it seems isn't being pass properly to DLSS, so you get super low res arifacts
#1440801914165002322 message
like it's SSR is bonked on deijang in DLSS any mode
Like I don’t see what’s wrong xd
Updated branch
huh thats why ssr looks so fucky with dlss on? interesting
DLAA: you can't see it so much in stills but it's noise artifacting
Hmm so you think the ghosting is bad in DLSS, I saw that in the videos now
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
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
the sun is capped at 400nits and is a flat sun disk, why? because SDR clipped it all away anyways
Reno exposes holes and seems in distance terrain
because sdr hue shifting and clamping hides it all away

I mean 400 nits isn't bad?
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
I think forge is more sad he can't use miru's AO code
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
slop idea
@rustic echo
SDR slopped away the sun here
so in HDR it just looks awful
flat ass pancake in the sky
it also f-ing with grass shimmering. TAAU has zero...but unless you're playing with reshade stuff, probably hard to notice
I’ve been playing with DLAA I haven’t seen bad aritifacting yet
TAAU is really blurry in motion compared to it
umm try that location in deijang...
but ya maybe motion problems, idk, i haven't perticularly tested vs DLAA
mostly DLSS vs TAAU
Lemme look up what DLSS needs for it’s motion vector
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
Hmm...weird why is RadiantGI working so well in HDR...or just my crappy monitor unable to see the inperfections in the tonemap
Wtf it’s set to resolution for mv scale
I dunno if any dev can confirm whether to set to 1 for -1,1 motion vector
I mean if you can mod it, just override it and see what happens?
just like? I'm new to use reshade, and only add LSAO for now
I've been testing this for now, it's light enough i can TAAU and still get decently pleasing RT fakery
Thank, I'll give it a try
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
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.
#🆘helpdesk
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
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
Thats nothing burger it seems. NGX params are different than streamline so using resolution is correct
sad face, but they only added dlss like 2months before the game launched...so some shoehorning in there is likely
The mv provided to dlss is fine
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 
is there a way to prevent AO from being overlayed underwater? first is RTAO on, second is RTAO off
are you using reviel?
that's how it looks with reveil enabled, it's just a bit washed out
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
hellyea
grand theft auto online in full res babyy
Someone should make a tool to kill the game process if its using more than 20GB of RAM 
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?
they added an option to just straight up claim the rewards from the simulation part without actually doing them. The story tutorials are still in
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?
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
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
it's all "afk" so you don't actually have to interact with it if you don't want to
there's a bunch of "early game" full base blueprints you can use and it's just copy paste, and then move on with other stuff
very likely the water is a post processing effect, and RTAO is missinterpeting it because it sees the depthmap underneath, so can't really be fix in a normal sense, as you can reduce the RTAO range is about it, but in this case, not great. probably can find out using display depth to check
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?
https://github.com/mlleemiles/renodx/commit/c078935dbaa859b1a66d7416f67effd604f822c9
added proper code to disable reshade when AO is not drawing during frame and some other slop
I really should learn how to write pipeline descriptor at this point to do custom ao without reshade fx 
wow that's amazing, I thought this was a pipedream, as so many shaders suffer the same issue, and I've asked other shader devs, and they go "ya can't do it"
the spash screen getting blown up by .fx is really a torn in my side for a while
It's very game specific solution, they cant do it in a generic way, not at least perfectly
It could easily stand on its own as a separate generic addon assuming it didn’t blow someone else’s stuff up, but that’s the tricky part I guess
Wizards
@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?
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?
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
So great, I tried it
Have you asked Pumbo?
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
Hmm what’s wrong with upscaling bypass
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
Isn’t it the problem of generic depth
Reshade gives the back buffer resolution to fx
Damn
Trying to solve this
if you use bypass right after uberposts its fine
since its already native res there
this happens to me
You can try doing update uniform bindings
BUFFER_WIDTH
With the rtv res
I forgot how reshade gets the back buffer res
I'll give it a go
I'll ask on reshade server to see if anyone has any answers as well
And this seems to have fixed the speech vignettes for me
@dusky wave idk if you saw it but I dm'd you the hash I found
Although I think the fix is just dumb luck hmm
F which menu is that I forgot
AIC blueprints
Lemme check
press F1
Yeah thats cooked
Hydra - solve one problem two more take its place
Why do they draw a full screen background with 18 indices 
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
You could try mxao
But thats gtao anyways
Kek w
But the indicator hide is really bothering me XD
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
MXAO vs modded game AO
Ya
Just live with it
Replace the monitor in what
3 years
Doesnt mstter
so glad for the ui hide button





