#Arknights + AK Endfield

1 messages · Page 11 of 1

woeful raven
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Get it in dx11

dusky wave
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I am trying to get upscaling working

gloomy tulip
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I found out how to get the srvs and uavs from debugger's api inspector

delicate pewter
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i thought i was going crazy... but after adjusting the screenshot in photoshop..... OMG THE EYES REFLECT ACTUALLY WHAT SHE SEES...

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ok, now i legit want an official in game HDR toggle...

fluid patio
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Any smooth and easy ways to convert jxr to something hdr that will show the preview in discord?

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I'd love to share the screenshots I've taken so far

dusky wave
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We use reshade's capture

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it captures HDR .pngs

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and you can embed into discord

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for existing .jxr taken via gamebar, you use SKIV to convert into HDR pngs

fluid patio
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Put them in the gallery bc that seemed appropriate

stable lava
woeful raven
gloomy tulip
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Hmm what is that

dusky wave
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He means Luma

gloomy tulip
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Oh luma

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Ughhh I wish it’s a full blown debugger cause navigating imgui is hard and the capture has to be live, can’t replay offline

dusky wave
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it'll probably just be this

glacial kayak
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endfield with unreal engine hdr

gloomy tulip
dusky wave
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fuk my life

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I got upscaling working

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but it requires me to modify shaders

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No RTAO for you lot

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woops wrong file

tidal finch
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Now merge this with the DX11 addon

dusky wave
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mxao doesnt work with HDR, it does some SDR shaping towards the end which creates artefacts in HDR.

Its easy to modify but well, we cant share the code publicly

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Time for custom xeGTAO with access to game data?

gloomy tulip
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I’m not rendering to hdr

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I’m rendering directly to gtao buffer the game uses

dusky wave
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groyperBigBrain

sorry king, you have me beat

rustic echo
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Playing around with various GI solutions, but none of them does what RTGI does, giving a scene/characters a "fitting in with the environment" look. It gets close but not quite there, as with ardelia's tassels, giving off an unnatural cut out look brightness, that seems to be only be solved with RTGI.
You can try to clamp it to make it work in HDR via REST, but performance is heavy, and a bit off.

Lighter options that get close but not quite, seems to be RadianceGI and Glamarye_Fast_Effects_for_ReShade with some form of LSPIOrr, does produce decent image. LSPIOrr i have issues with because it's not HDR, and need to be heavily scaled back to prevent blown out hightlights again.

gloomy tulip
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I can just make the final ao dispatch write the cbuffer values into the ao texture

dusky wave
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Bro really told me this after I busted my balls getting upscaling working

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😭

gloomy tulip
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Isn’t it a reshade shader thing

dusky wave
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both

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I had to modify addon and shaders

gloomy tulip
dusky wave
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correct

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since reshade bypass still draws on fog

gloomy tulip
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Hmm what did you end up doing

dusky wave
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uniform variables like you mentioned + This

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I couldnt get it to work just using addon

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shader would still render to 3840x2160 RTV

gloomy tulip
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Ohh nice

dusky wave
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but fog is still griefed

rustic echo
# dusky wave shader would still render to 3840x2160 RTV

Any chance there's a version with before all effects(and eventually fog???) but include characters on reshade bypass? I know panda be all dirty, but I found some extra shading effects over the characters really help that "look" aka color bounce GIs and such.

delicate pewter
rustic echo
unkempt pulsar
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experimental support is being reintroduced to chromium, so maybe in a year or so?

dusky wave
# rustic echo Any chance there's a version with before all effects(and eventually fog???) but ...

Game does this

  1. All the other shaders before hand

  2. GTAO passes

  3. Environment and foliage deferred shaders (has fog code)

  4. multiple deferred shaders that build up character 'parts' face, arms, legs ect (also has fog code)

  5. FX, particles ect

  6. Bloom

  7. DoF

  8. Ubers

  9. UI

fog is incorporated into deferred shaders, not rendering on fog using just reshade bypass is a PITA for this title, you need to rework base AO (what Miru is doing)

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We can add a separate bypass that does it after characters I suppose

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but it might also apply to water

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limitation of using alt.addon which does bypass right after uberpost (meaning it only bypasses UI and not FX, water, DoF, ect)

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AO will apply to water

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I have a build now that works with upscaling for deferred shader bypass

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but it requires me to also modify shader code

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so I cant share any shaders with a loicense that doesnt allow so

rustic echo
dusky wave
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vanilla GTAO / MXAO

dusky wave
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I am going to mod MXAO for personal use

Everyone else can waitTM for Miru to cook up his thing

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Going to cope with 0.2 distance slider

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otherwise fog gets borked

rustic echo
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Miru comes on, posts some code to give us hope. Then wait for Forge to let us down because DX11 shinangins.

dusky wave
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Just game shenanigans

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they could have just made a single fog shader

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which you can on_draw with bypass

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and this whole problem would be solved

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but noooooooooo

woeful raven
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Um

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All in one shader bro

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Efficiency bro

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Kevin would be proud bro

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Truly hailed from the school of kevin interactive

dusky wave
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dogass LOD changes are proccing AO to flicker/pulse

gloomy tulip
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Oh I think mxao is just worse there

dusky wave
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Same thing was happenening to me with RTAO and MXAO now

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vanilla GTAO is better

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wonder why

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ahhh

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I can still see it happening

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its just how vanilla GTAO applies AO

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isnt as noticable

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but yh, when mesh changes LODs you can see AO disappear and reappear

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fuk, need a LOD / draw distance increase function stat

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3 meter draw distance is bad

woeful raven
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we hit up

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our secret drug dealer

dusky wave
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ask if he has a draw distance vars

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game is piss easy to run

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give me 5x draw distance

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atleast to stop this AO pulsing

gloomy tulip
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Generic AO just calculates normal from depth which could be really bad during cross fades

woeful raven
gloomy tulip
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Yes the gbuffer normal is in world space tho, so I need to find a way to export world to view matrix to reshade

gloomy tulip
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Modern problem requires modern solution heihachiPlasma

dusky wave
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😂

gloomy tulip
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This is the perfect ping indicator hide yeah

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Just need to pass a constant value to let the shader know if it should check

dusky wave
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All of this.... when every gatcha dev could just ship with a hiding function for UID and latency bar

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Need to do 1000 IQ plays to get UID to hide

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need to redo AO so its not complete garbage

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Need to increase draw distance

dusky wave
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SlopCode hours in here

gloomy tulip
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They dont want people to leak stuff so they just force uid

gloomy tulip
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only grasses/trees have translucency

dusky wave
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I tried my hand at making MXAO read normal data

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from the game

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I sort of got it working

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but I messed up somewhere becasue the AO started having the missing edge application

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and the normals looked wrong

gloomy tulip
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The normal is in world space

dusky wave
gloomy tulip
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Wouldnt work with mxao that needs view space normal

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The world space normal only has x and y channel and needs reconstructing z axis

dusky wave
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depth / normals

Probably explains why it looked borked to me in that case

gloomy tulip
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If reno can upgrade resource resolution on resource create eventheihachiPlasma

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Works with different resolution nice

gloomy tulip
# gloomy tulip Modern problem requires modern solution <:heihachiPlasma:1413691312984559698>
    const vec2 verts[12] = vec2[12](
        vec2(-1167.0001220703, -653.4990234375),
        vec2(-1167.0001220703, -644.4990234375),
        vec2(-1162.0001220703, -644.4990234375),
        vec2(-1162.0001220703, -653.4990234375),
        vec2(-1160.5, -653.4990234375),
        vec2(-1160.5, -640.4990234375),
        vec2(-1155.5, -640.4990234375),
        vec2(-1155.5, -653.4990234375),
        vec2(-1154.0, -653.4990234375),
        vec2(-1154.0, -636.4990234375),
        vec2(-1149.0, -636.4990234375),
        vec2(-1149.0, -653.4990234375)
    );
    

    vec2 vertexDist = abs(verts[gl_VertexIndex] - _3.xy);

    if (dot(vertexDist, vertexDist) < 0.000001)
    {
        return;
    }

here is the code

woeful raven
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game seems to leak vram as well as ram heihachiPlasma

covert jetty
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Yeah I reckon it's the first game to really push my 5090's VRAM

woeful raven
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if you turn off DLSS

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the VRAM leaks slower

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but it will still leak

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lmao

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peak

rain sundial
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hi, i just downloaded the reno add on, but for some reason when i use the addon the game crashes for me during the initial load, without the add on reshade works as per usual

rich acorn
fluid patio
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Did you follow the instructions?

rich acorn
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For anyone else(gooners maybe) want to use mods with RenoDX, use Endfield-ReShade-Mods-Launcher from GB and put RenoDX into Endfield-reshade\ReShade\Addons.

fluid patio
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If you want HDR you need to install dx10/11/12 version of reshade, rename dxgi in the game folder to d3d12 and use the addon version named renodx-enfield.addon

rain sundial
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i literally just reinstalled my entire game for this just in case, no mods, renamed to d3d12 (reshade works, just not when i install the addon)

fluid patio
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That's literally the extent of my knowledge 🤷‍♂️ are you using the latest version from here? if so maybe go an iteration back

unkempt pulsar
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@rain sundial you’re launching the game with dx11?

rain sundial
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yeah i tried both the official launcher and the bat file sent here

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is there a crash log somewhere?

woeful raven
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  1. use latest reshade with add-on support, load as d3d12.dll
  2. download latest mod and put it in
  3. launch game in dx11
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jam it in

rain sundial
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yeah i did full reinstalls of both reshade and the game, reshade works, only once i copy the add on into the game directory does it crash on the initial loading screen

rustic echo
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i don't think the addon crashes anymore with dx11 or dx11 on 12 or vulkan

rustic echo
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so addon wouldn't crash regardless as long as reshade loads

woeful raven
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in game folder

rustic echo
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are you sure addon is from the pinned, and not one of umm....spiwar or miru's test builds?

woeful raven
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my build works fine

rain sundial
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yeah i used the latest one from forge, ill send my log in case someone smarter than me can understand it then 🙁

woeful raven
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if anything forge's build will crash more often

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due to fucking with deferred shaders

rich acorn
rustic echo
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tbf i didn't test forge's pinned ping one...i don't care for ping display

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did forge really prove spiwar right?

woeful raven
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i dont know what i was even right about

rustic echo
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why don't you link your last alt one spiwar then? it's up there somewhere?

woeful raven
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at some point i became too lazy

rain sundial
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ohhh

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i see the problem lemme try something its referencing starluxe which i thought was uninstalled

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lol

rich acorn
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Still recommend rookies like me try the silly launcher above, just uncheck mod option if you don't want them and delete presets beacause they're made for sdr.

rich acorn
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That's why silly laucher exists maybe.

woeful raven
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i love end users

rich acorn
brittle abyss
# woeful raven i love end users

Well most of them probably aren't that stoopid. But chances are, the challenged ones are the only ones you're gonna ear from so...🥲

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RIP😇

unkempt pulsar
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-# i don't mean to bash you, it's valid for mod management

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-# but just for reno?

rustic echo
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Well it's one of those catch 22. How important is the task at hand to you, for the effort you put in. Old people are notorious for this: "If I don't know how to turn on the TV, then I just won't watch TV" mentality.
Mods are a pretty grey ish area, where the price of making it workable is kinda "eh", but also the price of people using the mod, can also be said to be "eh"

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Anyway, seems issue solved, moving on~

gloomy tulip
spiral imp
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Instructions unclear, pc bsoding when switching maps

twin haven
gloomy tulip
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Yes forge should be able to port to dx11

rich acorn
dusky wave
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@gloomy tulip anything special we need to launch nsight?

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I need to grab the coordinates for the latency bar

gloomy tulip
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its the same mesh in dx11 i think

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But just rename ngfx-ui.exe to random name

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Then run it as admin

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Oh yeah I guess I need to take a dx11 capture before the exploits are fixed

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Although by then they might just ban all dll injection or hook

dusky wave
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would be rip pepperoni

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no more reno

grizzled herald
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Wait wha... What would be the odds of that happening?

dusky wave
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Hasnt happened to any gatcha sloppas we've modded thus far

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Most of them just block dxgi hooking

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worst case scenario is you need to use inject64

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ofc they could eventually pull a complete block of everything

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which well

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goodbye I guess, I am not playing SDRslop

balmy ember
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same, btw if we're talking gacha slop, thoughts/expectations on NTE: Neverness to Everness? (they just released a new gameplay trailer I watched it with RTX Video HDR and it was awesome heihachiPlasma) It would be another nice HDR game, and I'm still having some hopes they might actually ship with HDR. i think it's unreal engine this time? their last game was

gloomy tulip
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Tower of fantasy

gloomy tulip
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Plus I’m sure everyone will just move onto ananta once that comes out

fluid patio
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The combat in the new NTE trailer looked kinda week imo

balmy ember
# gloomy tulip Can’t trust perfect world

or hotta? which one is it this time? I think they redeemed themselves with the relaunch of ToF, and they always had good ideas just questionable execution and well we all know it was their greed that killed them

balmy ember
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just "looked" or gameplay mechanics you mean?

gloomy tulip
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I saw like Genshin character switch I immediately lost all interest

rustic echo
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I got into the test beta in a few days, can report back. I'm playing to mess with UE5 engine

gloomy tulip
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In endfield at least you can see your team mates besides you, switching isn’t really a main mechanic for combat

rustic echo
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and also see what reno does

dusky wave
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Endfield has made we realise, why the hell do gatcha's not have the player character + other characters in the team on screen at once

I cant go back to single character on screen only slop

rustic echo
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anyway, gacha devs rely on whatever ACE does for blocking, unless they purposely go in and muck a custom build for whatever contractual/complance reasons like wuwa did.

gloomy tulip
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What did wuwa do

rustic echo
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i don't think any ACE game has blocked reshade, but some do block addons, though mostly competitive online games with pvp

rustic echo
balmy ember
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ZZZ started kinda doing that and it's a well done tasteful balance. your teammates don't just stand there doing fuck all nothin but appear when they actually do meaningful stuff (and they always walk into combat with an animation from off screen, not teleporting)

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and whenever you swap there's a detailed animation of your character exiting and new one jumpin in @dusky wave you would have liked that not sure if you noticed not many people do (if you look at slow-mo it's all animated there's no "magic" swapping)

gloomy tulip
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Kinda like wuwa combat switching?

rustic echo
balmy ember
gloomy tulip
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You can see your last character exiting

balmy ember
rustic echo
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more buttons, and some more sweaty combat mechs like perfect dodge and parry. Nothing special in concept. But they had a great deal of trouble perfecting it

grizzled herald
# dusky wave goodbye I guess, I am not playing SDRslop

Me neither haha. RenoDX has been really transformative in this title. I usually use RenoDX to fix bad HDR implementation, something I'm not as sensitive to detect, but going from a few hours on SDR and then Reno... Wow!

balmy ember
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Love the silver palace artstyle direction but man the combat looks so... dry? after getting used to ZZZ it's like it's missing half the animations and this is an early alpha you're looking at. the animations are just so underdeveloped, in all aspects, not just details. it lacks physics, weight too

balmy ember
rustic echo
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I don't have high hopes fo silver palace...performance is crazy bad, and art style umm...while you can say it's different they're straight up copying genshin's shader system, that's why they have that "doll" big head look to them

balmy ember
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I just like the victorian era stuff pretty much what's pulling me

gloomy tulip
grizzled herald
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lol NTE and Ananta are two different games? Haha. Guess my brain sees anime GTA and shuts down all the interest.

gloomy tulip
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The combat was extremely stiff

balmy ember
balmy ember
gloomy tulip
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But the final release combat has much more weight and feedback

balmy ember
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i'm hoping 🙏

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it really needs improvement

gloomy tulip
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Silver palace will have multiple tests anyway

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Per Chinese gacha

balmy ember
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gotta love our chinese gacha slop Stronge

gloomy tulip
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3D gacha costs so much to make nowadays

rustic echo
# gloomy tulip Per Chinese gacha

No it's just a lot of investor money being thrown around. CN gaming industry is still riding on their their economy boom and Genshin frenzy 5yrs ago, before things turn south.

balmy ember
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can someone explain how the fuck do these chinese gacha slops make them look so beatiful meanwhile we have games like Code Vein 2 coming out looking like absolute dogshit 15 years behind PS3 looking graphics but not in a good way?

rustic echo
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but reality is, like any gaming, big money don't always get big returns, and more manpower doesn't always make a better product.

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though more manpower solves many things

gloomy tulip
balmy ember
gloomy tulip
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And Chinese are very focused on look and style

balmy ember
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but they can afford to go all out, since the gross revenue potential is so huge...

gloomy tulip
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But usually their games ended up having little substance imo

balmy ember
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oh yeah completely agree on that

rustic echo
balmy ember
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japanese games typically go the opposite way (like jrpgs)

gloomy tulip
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I can feel more soul in some small jp gacha than most Chinese ones tbh

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It’s like I’m playing a product with some of the slops

woeful raven
fluid patio
gloomy tulip
fluid patio
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Looked at some anata gameplay too and yea I don't think the combat is selling it either but my impression of that game is going to be based on how dynamic that world is

dusky wave
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  • Added Miru's vertex shader latency bar hiding (pls I pray this fixes this issue once and for all)
  • Added upscaling support for reshade bypass (requires modifying reshade shaders though)
fluid patio
gloomy tulip
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When will we get Chinese expedition 33 gacha I wonder

dusky wave
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in the works

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whats the name again

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something something 4

gloomy tulip
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There is already a carbon copy of a single player game

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I think

balmy ember
balmy ember
gloomy tulip
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I think forge was thinking about the same game

dusky wave
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Sword and Fairy 4

gloomy tulip
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It’s a remake

dusky wave
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thats the game

balmy ember
gloomy tulip
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Everyone loved 3 and 4 and it’s a remake

fluid patio
rustic echo
dusky wave
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I have to modify the reshade .fx shader code

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to support the upscaling system I have added

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I tried making it work for all shaders using just reno but that didnt work

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limitation is I cant share shaders that dont allow so due to loicense

rustic echo
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That sounds painful.

fluid patio
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This is my first gacha so I don't know what the "usual" is; Once these 3 banners are done are we getting a new big story patch where we can earn more f2p pulls with a new set of 3 banners or is a new story patch with f2p earnings later?

rustic echo
fluid patio
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When is the first event?

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The only characters I'm interested in headhunting for are Rossie and Yvonne

woeful raven
median robin
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@dusky wave new update seems to work fine with the latency icon hidden, at least from my limited testing

fluid patio
# woeful raven

No I've seen everyone post that more than a few times but I thought it wasn't out yet so it was still up in the air. So is it confirmed sdr tonemap?

dusky wave
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I said I will stop modding and actually play the game today

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but man....

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Their GI solution + SSR are running at at 720p same as GTAO if using 4K DLSS Q

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it exposes the shimmering, inertia that makes everything wobble and also looks like atrocious light leaking

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Vanilla / MXAO (with vanilla GTAO off) + Reworked SSR

arctic echo
dusky wave
tidal finch
mighty palm
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well this update didnt fix the vignette disappearing during cutscenes for me with latency icon hidden ...again

dusky wave
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Your game is cursed

mighty palm
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if possible, maybe just remove the entire vignette from dialogues? maybe easier fix?

dusky wave
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might as well do that

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I will go over the vertex code again

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I maybe messed up

tidal finch
dusky wave
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Ideally I'd want latency bar and speech vignette to be separate settings

mighty palm
dusky wave
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the addon supports SDR

tidal finch
dusky wave
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so people can still use the fx and such

tidal finch
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makes sense then

dusky wave
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or customise grading

tidal finch
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Thought it's only HDR

median robin
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guess my limited testing was too limited

dusky wave
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I tried going everywhere

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Wuling

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Valley

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I couldnt proc it

median robin
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I tested all NPCs I knew had had the problem, nothing

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plus some new ones

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as far as I know the problem doesn't exist until I come across it lmao

dusky wave
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This GI or whatever it is

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Let me make a cope solution that atleast improves it some what

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At native 4K all of these are running at 1080p

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Use DLSS Q and its at 720p

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So anyone playing at 1440p or 1080p is just getting dunked on

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with 240p GTAO, SSR and GI

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(This is why the game runs at 120FPS on a toaster)

mighty palm
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i just talked to npc and vignete didnt disappear...i guess it only happens with cutscene dialogues, not just basic dialogues

tidal finch
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240p SSR and GI would explain a lot of things lol

woeful raven
dusky wave
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its not GI

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its their SSR

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its soo overtuned at places

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and you get this grey light leak look

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on top of it being 720p so it shimmers

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Power Plateu gets grifed hard by it

dusky wave
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@unkempt pulsar I found the edge fade reverse vignette thingy for contact shadows

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I commented it out and now the contact shadows use the full screen of the g-buffer

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I will need people to test and see if it mucks up edges

tidal finch
dusky wave
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I reduced the intensity of the SSR

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MXAO is well MXAO, which I modified with a bunch of new params + to allow to work with bypass upscaling

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Setting in-game AO to low doesnt remove it

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I had to add a disable toggle for vanilla AO

dusky wave
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Actually reworking the SSR would require engine level modding

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because the g-buffers are just slop

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Vanilla wobble wobble is abysmal

dusky wave
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Instead of adjusting SSR let me lower GI

brittle abyss
rustic echo
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Time for someone to dig up their iOS RTR code haha

strong vault
dusky wave
dusky wave
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unless raster is soo poor becasue they want to be moving onto RT anyways and all this sub optimal setup is just a legacy cope solution

brittle abyss
rustic echo
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hmm I tried Baba's new beta-GI shader on Endfield. It needs to soop in HDR...but my god this is such a clean GI for Endfield! My new favorite. Now if only soop didn't die on reshade bypass...

unkempt pulsar
#

thank you for letting me know

rustic echo
dusky wave
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This what SSR looks like

dusky wave
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optimisation = getting the same 'good' grafix running better with no to very little visual degradation, not rendering effects whilst not in view, improving CPU perf or reducing I/O bloat

'optimsation' = 3 meter draw distance, 240p g-buffer + half rate shading for SSR, AO and GI, no shadow casting, 40p DoF

stable lava
#

kevin would be proud

dusky wave
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If they drop RT

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but RT has 720p g-buffer with wobble wobble

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its ogre

woeful raven
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that u can applaud them for

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is that the game stops rendering

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when you enter the menu

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unlike wuwa running in full steam

fast topaz
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I can't even get WuWa to run for 30min without crashing atm...

dusky wave
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@gloomy tulip I tried running Nsight and it just gave me 'you're running haxx' message

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Nvm Graphics Capture worked

dusky wave
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You melon

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I already did that

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the capture appears in Vulkan but not DX11

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ahhhhh

dusky wave
#

Hmm Frame Debugger mode is still saying I am using haxx

#

Rip, I am too dumb to use Nsight

woeful raven
#

implement mod with no sight

#

grab the uav from thin air

dusky wave
#

Thats what I am doing RN

#

its a pain

#

Undraw the shader

#

metals look good

#

Ok let me look around for whats controlling the metals

#

HUR DUR its all just SSR

#

but its not SSR

#

I have disabled it, I cant tell if its metallic specular settings or some form of skylight intensity specific to just metals

#

Ok I found something, looks like IBL contribution onto metals

#

No idea why it was also applying it to rocks in Power Plateu

dusky wave
#

Image Based Lighting

#

Skylight is another way to say it

brittle abyss
#

Thx👍

dusky wave
#

it takes the colour of the sky

#

and applies it

#

which is why all the metal end up being a fuck ass blueish grey

#

its way too overtuned

woeful raven
#

and then it just works

#

now they're faking it with ssr and whatnot

dusky wave
#

Removing the IBL makes metals almost black in some parts so I am working on getting a good enough balance

woeful raven
#

i like the IBL

#

though its a cope vs having proper reflectance

dusky wave
#

here is just looks terrible

#

It even makes the distance glass window cloudy

#

Same shit has Byberpunk

#

we called it 'cum glass'

#

and it was because of some overtuned setting

brittle abyss
# dusky wave its way too overtuned

Yeah I see what you mean. A liittle bit of the blue sky reflectivity gives a style I think. But yeah, overdone, it flattens and whashes out the whole thing.

dusky wave
#

it makes interiors have the raster grey/blue tint

woeful raven
dusky wave
#

Witcher 3 had this same problem

woeful raven
#

amazing AO

dusky wave
woeful raven
#

ya u broke it bud

#

the left looks more proper here with the blue hue

brittle abyss
dusky wave
#

Need a good balance where the metals arent black

#

but you dont have blue hue all over the place

woeful raven
#

next patch they invalidate all of this

#

with rt

dusky wave
#

sure

woeful raven
dusky wave
#

RTR (select locations)

#

applies to two arenas

#

Can we pester Crosire to add VK FG support

#

I am not playing with RT at 60FPS

woeful raven
#

relax bro

dusky wave
#

because reshade for some reason doesnt support FG

woeful raven
#

school of kevin optimization

#

RT will be 1/8th res

#

so u can run at 120fps

brittle abyss
woeful raven
#

actually it tanks perf too much

#

so when you enable RT

#

it will also use 1/8th res for GTAO and SSR fallback as well

dusky wave
#

layers their wobble wobble on top of RT

#

peak

woeful raven
#

since 1/8th is not enough precision

#

instead of RTGI/RTAO proper

#

they'll still layer the crap temu xegtao

#

on top

#

layers of shit on top of shit

#

wuwa still uses ssao when rt is enabled for that reason

brittle abyss
#

You might just be giving them ideas... It might be fucked, and it will be your fault. If you don't think about the possibility then it doesn't exist.

dusky wave
#

ok finally figured out IBL

#

This was annoying

#

Right, let me finalise this then I will post build with better contact shadows and IBL stuff for people to test

gloomy tulip
#

So you can probably still use vulkan as reference

dusky wave
#

oh, I just wanted Nsight for general looking

#

vertex code for bar icon is fine

#

(I think)

#

Vanilla, modified, off

IBL for metals

#

it also helps with stopping SSR shimmering

#

2 birds with one stone or something

#

@woeful raven

#

what we thinking

woeful raven
#

Looks good

dusky wave
#

I went from simpel tonemapASS modding

#

to whatever the hell is going on in Endfield

woeful raven
#

Mod is way too extensive now

dusky wave
#

RenoDX+

woeful raven
#

They wont break the deferred shaders unless they add rt

#

Probably

woeful raven
#

Slop in 4096 shadows

gloomy tulip
#

Isn’t that the real time cubemap reflection

#

I think it looks good enough most of the time tho

woeful raven
#

Forge thinks it glows too much

#

Hence why hes turning the intensity down

gloomy tulip
#

Fair

#

There is the oldest trick in the book to reduce it more intelligently tho

#

You do cubemap = cubemap * saturate(luminance(ambient_color));

#

That should give you the bright reflections where it’s open area

gloomy tulip
#

ambient color is usually just GI * AO

dusky wave
#

hmm

#

I can try that

#

I just need to find the cubemap

#

becasue this shader doesnt have it

gloomy tulip
#

Hmmm it should be done in deferred lighting

#

I thought you did this trick in deferred xd

dusky wave
#

Nope

#

SSR shader

#

u2 controls SSR and IBL blend

gloomy tulip
#

heihachiPlasma bruh

dusky wave
#

well the shader has SSR and then IBL passthrough

#

slopcode

#

hours

gloomy tulip
#

Then it’s not really possible to do what I described sadly

#

Because ssr has already got in the reflections

dusky wave
#

This just annoyed me

#

Cum glass

gloomy tulip
#

RT reflections despairge

#

TI would say SSR and cubemap are good but he’s never seen this

dusky wave
#

brooo just remake your assets brooo

#

I've seen this in soo many raster games

woeful raven
#

Imagine wuling river

#

Without ssrslop

gloomy tulip
#

Seems like the reflection is still use in deferred hmm

dusky wave
#

WTF are those lines

#

and the wobble

woeful raven
#

its just ssrcope

gloomy tulip
#

Half res SSR moment

#

It also has 1 frame delay

#

SSR runs before lighting is calculated

sturdy osprey
#

did you guys get the renodx mod working?

#

i got black screen

dusky wave
#

Black screen happens if you run VK

sturdy osprey
#

what is vk

dusky wave
#

addon is only for DX11

#

Vulkan

#

@sturdy osprey instructions are here

sturdy osprey
#

oh i thoguht the game launched at dx12

#

by default

rustic echo
#

-dx12 whatever it is Reshade can't find a depthmap, so RIP using it.

dusky wave
#

looks bretty good

#

need to play around with it a bit more but I prefer it to my slop

#

issue is I have to mod every deferred shader again, meanwhile previous one uses the same SSR shader so it works in every location

#

hlsl is rip for deferred so I have to do .asm then compile it into .cso

gloomy tulip
#

Move to VK because decompiler actually works XD

dusky wave
#

SoonTM

gloomy tulip
dusky wave
#

My slop / Miru slop

#

My method is easier but cooks bright reflections since less IBL

#

Miru's betta

#

brighter parts of the cubemap stay bright but every else gets darker shading

#

I am learning new stuff

idle notch
#

🗣️ 💥

dusky wave
#

I said I will put this addon out

#

10 hrs later

#

still working on stuff

gloomy tulip
#

My idea is to reduce cubemap reflection where Global Illumination is dark, not the cubemap itself

dusky wave
#

yes

gloomy tulip
dusky wave
#

yh we're not messing with the cubemap itself

#

just reducing reflection amount based on luminance

gloomy tulip
#

Oh nice

dusky wave
#

Thats the point?

#

or did I mess up

gloomy tulip
#

If you meant GI's luminance then no you didnt

dusky wave
#

ok, thats what I did

gloomy tulip
#

Yeah I think you did right XD

#

This part reduces more convincingly

dusky wave
#

better targetting, my slop was just static global reduction

#

I am starting to get it

#

You have to use the data at your disposal

#

Musa also showed me the way with eye adapation

#

where instead of doing just a bog standard global reduction

#

Soo much stuff for me to learn

rustic echo
#

the moment a HDR mod isn't modding HDR anymore

dusky wave
#

I am picky about my rendering

#

before hand I didnt know how to use RenoDX so I just relied on what other authors made

#

I learnt how to use Reno and make addons... after that its like crack

#

You want to add HDR to a bunch of games, then as Marat says. You learn hold on... I could modify this or tweak that

#

You start going down the rabbithole

woeful raven
dusky wave
#

Just HDR / Reno+

#

fuk

#

grass is cooked because its not green here (my custom green pixel code aint applying)

#

Need that separate grass / enviroment application of AO

#

but holy fuk, those vanilla cubemaps are something

#

It even stops cum glass

woeful raven
#

what if i release a vk patch now and u have to move everything to vk

dusky wave
#

I want to play Wuling though

#

imma be real

#

I also need to learn my way around VK reno

#

I tried a bit in POE2 but that was it

woeful raven
#

u need to save 10% of the usage limits

#

just to make the glsl -> slang

#

I feel like that's it for this patch

#

maybe if next patch add RT

#

then vk

#

this game looks like

#

actual modern

#

instead of pbrmax + slop now

dusky wave
#

and 3 meter draw distance

#

material work hard carries here

#

I improved cubemap slop

#

so now everything doesnt glow like a mf

woeful raven
#

the foundation is there

dusky wave
#

contact shadows use the full g-boofer

woeful raven
#

They just need to

#

Slop rt in

gloomy tulip
woeful raven
#

slang works fine once i just have claude translate it

#

but maybe i only patched like

#

3 shaders

#

so

gloomy tulip
#
for /r %%i in (*vert.glsl) do (
    glslc.exe -fshader-stage=vertex -O -g "%%i" -o "%%~dpni.spv"
)
for /r %%i in (*frag.glsl) do (
    glslc.exe -fshader-stage=fragment -O -g "%%i" -o "%%~dpni.spv"
)
for /r %%i in (*comp.glsl) do (
    glslc.exe -fshader-stage=compute -O -g "%%i" -o "%%~dpni.spv"
)
for /r %%i in (*.spv) do (
    spirv-opt.exe -O "%%i" -o "%%i"
)

just a simple bat i use

dusky wave
#

time to grab

gloomy tulip
#

I havent figured out how to properly use spirv-opt yet tho

#

Hmmm nvm that

#

Oh well their specs say this about push constants size

#

Im confused tho

#

AMD i heard only 128

dusky wave
#
  • Contact shadows no longer have a edge fade to them and apply to the whole g-buffer
  • Forgor to remove some left over previous latency bar hidding code (this should I pray finally solve disappearing vignette for those that still have it)
  • Reworked cloud shadows because they were griefed in Wuling city
  • Added a new Cubemap ambient toggle (This will reduce cubemap reflections in areas that are dark and keep reflections bright in brighter areas of the scene based on luminance)
  • Has native GTAO off toggle (for those using reshade AO shaders, setting in-game AO to low doesnt remove AO)
dusky wave
#

theres probably an extension for an extension

#

that allows 256

dusky wave
#

You will see, the cubemap toggle is massif

#

stops dogass metallic glowing everywhere

idle notch
#

lemme try setting up rtao as well now

#

how would i go about that kekwsit

gloomy tulip
#

Not the actual max size

#

The wording is confusing XD

idle notch
dusky wave
#

If you run higher res yh

#

the g-buffer and all will be higher res RTVs / UAVs ect

#

ofc same limitations of what they came up still apply

#

but you should atleast see less shimmering

#

however at that point you're better off using reshade AO

#

or wait for Miru to finish cooking then we move over to VK

#

for custom AO

#

SSR is cooked though, need a full ass rework or just wait for RT

dusky wave
#

I was just about to go to bed

#

but I notice that now glass is bad

gloomy tulip
dusky wave
#

wait

#

what is this?

#

wait wait wait

gloomy tulip
#

Custom draw/dispatch

dusky wave
#

wtf

gloomy tulip
#

No reshade middleman

dusky wave
#

first time hearing this

#

impeccable

fast topaz
#

surprised pika

woeful raven
#

to solve the AO fog issue

dusky wave
#

custom render pass

gloomy tulip
dusky wave
#

thats insane

#

I am going into the reno gulag for eternity

woeful raven
#

and then re-do all of it for vk

#

eks fucking dee

rustic echo
#

let the man play the game he modded!

woeful raven
#

let it go forge

rustic echo
#

he even has a nice sexy laevtain

woeful raven
#

i've let go

#

and finished the main quest

dusky wave
#

Valley felt like alpha

#

Wuling is much better

#

better characters, OST and story so far

rustic echo
#

the main quest is very shounen this time around...I actually kinda like it. It gives a very warm fuzzy feeling that all people are good and humanity isn't a hellhole

gloomy tulip
#

Yeah I think I will play for abit now, I havent even got to Wu Ling

woeful raven
#

yeah

rustic echo
woeful raven
#

now that ya'll done

#

i wouldn't mind slopping out a VK patch if someone gave me the ubers

gloomy tulip
#

My VK code still captures the srv/uav needed for renderpass stuff but I probably need to learn to build pipeline on my own when I tried to mod other games in case I need to XD

woeful raven
#

esp now that ritsu got neutwo in

gloomy tulip
woeful raven
#

I think it wouldn't be difficult to get the uber variants

#

its just that im too lazy to do it

#

there's like ~28 uber variants in total

idle notch
#

wats uber :o

woeful raven
#

about ~20 gets captured by the precomp

#

the rest you probably need to do manually

#

maybe like in one or two weeks though

#

wuwa is about to be broken again

gloomy tulip
#

This are the dumped shaders I have

dusky wave
#

which contains LUTs or tonemapping

#

that sort of thing

gloomy tulip
idle notch
#

ah i see

woeful raven
#

auto dump

#

so you'd have like

#

basically everything

#

since you started playing

gloomy tulip
#

auto dump but i didnt use devkit while actually playing

woeful raven
#

like if u have everything

#

i could just run a decomp and find whatever shaders with the arri constants

gloomy tulip
#

I have decompiled glsl there yeah

woeful raven
#

aight

rustic echo
#

how come in rest the shaders are different when it's TAAU vs DLSS ?

#

or is it resolution specific?

woeful raven
#

dlss and taau uses different shaders

grizzled saddle
rustic echo
#

TAAU sad endflield life...

dusky wave
#

glass fixed

#

HyperGryph

#

just employ me and spiwar at this point

gloomy tulip
dusky wave
#

Just HDR / Reno with rendering improvements

#

@woeful raven

#

sweet christ

mighty palm
#

im not sure what happened with my reshade but my Effect toggle hotkey just stopped working ... is it because of RenoDX....? 🙃

woeful raven
#

stopped working for me too

#

@dusky wave heihachiPlasma

dusky wave
#

como

#

its working on my end

#

I am using it rn

woeful raven
#

dafuq

#

bricked

#

41 ubers

#

what the fuck

#

i have a feeling that most of these are not used

#

but alas

dusky wave
#
  • Cum glass begone edition
  • Contact shadows no longer have a edge fade to them and apply to the whole g-buffer
  • Forgor to remove some left over previous latency bar hidding code (this should I pray finally solve disappearing vignette for those that still have it)
  • Reworked cloud shadows because they were griefed in Wuling city
  • Added a new Cubemap ambient toggle (This will reduce cubemap reflections in areas that are dark and keep reflections bright in brighter areas of the scene based on luminance)
  • Has native GTAO off toggle (for those using reshade AO shaders, setting in-game AO to low doesnt remove AO)
woeful raven
#

reshade effect toggle

#

in settings menu

dusky wave
#

I am confused

#

the reshade before UI is still there

#

for me

#

ohhh

#

wait

#

still here

mighty palm
#

but it does nothing for me

woeful raven
mighty palm
#

I think it started happening on yesterdays version...

woeful raven
#

u can bind it to something

#

but it doesnt work

dusky wave
#

perhaps by implementing hotkey for UI I somehow borked effects hotkey

mighty palm
#

I noticed it yesterday that for some reason no change to AO was happening when I pressed it, but I just didnt care back then and forgot about it and now I realized that its actually not working

dusky wave
#

Can we go a day without bugs thanks

#

Its caused by Reshade bypass

gloomy tulip
#

Did you use set effects state false

#

I guess its caused by that

dusky wave
#

nope I have it set to true

#

let me test something

gloomy tulip
dusky wave
#

First I get blocked on bilibili

#

now this

#

They think I am a spy

gloomy tulip
#

Bruh

#

Where you from, I can ask the host owner to unlock your country maybe

#

Also I think you can take your own capture in vulkan anyway

dusky wave
#

I'll just VPN

#

UK is a prison island anyways

gloomy tulip
#

Oh I see I remember he set it up to block UK automatically XD

dusky wave
woeful raven
#

*tells claude to translate each shader individually, don't take a systematic approach
"this is taking too long, let me take a systematic approach"

gloomy tulip
#

💀

dusky wave
#

Clankers

#

This is why you use Opus

gloomy tulip
#

The fact that AI is getting lazy is really funny

#

Clankers are just like us

dusky wave
#

the apple doesnt fall far from the tree

#

'where waifus though'

woeful raven
#

opus will face the same issue

#

looks like anthropic tuned it to

dusky wave
#

I want my 2B model NOOOOW

woeful raven
#

"fuck this, let me take a different approach"

#

whenever it's been iterating too long

dusky wave
#

They want to save your points

#

and tokens

woeful raven
#

actually

#

the powershell script it shat out

#

might actually work

#

imma compile a vk build and if all of this runs

woeful raven
dusky wave
#

@woeful raven wanna update banana with my build?

dusky wave
woeful raven
#

wtf

#

bro

#

that script worked

#

no need to waste token on translation

#

hit rate 40/41

#

it only farted on 1 shader

dusky wave
#

Now do deferred shaders

#

I will be adding the alt fog and cupemap code after all

woeful raven
#

wait

#

one second

#

let me grab devkit

woeful raven
#

it would be funny

#

out of all these 41 shaders

#

none of them are

#

actually used

#

fmvs are also broken but that's for another day i guess

dusky wave
#

Cant wait to step in on VK and ruin everything

woeful raven
rustic echo
#

or it magically fixes everything, instead of trying to spawn bugs

woeful raven
#

@dusky wave what if

#

we rip the bandaid off

dusky wave
#

hmm

#

what you doing

#

colours look different

woeful raven
#

its the same

dusky wave
#

no... dont tell me

woeful raven
#

i patched this uber with the same hue shift

#

and tonesniffing

dusky wave
#

you want to get rid of tonemapASS

woeful raven
#

i ported the structure over

#

the sliders are there and everything

dusky wave
#

VK exodus begins

woeful raven
#

unless we're gonna do anything with dx11 further

dusky wave
#

Nope

#

I have maximised DX11 now

#

cubemap strat too OP

#

stops everything from having goofy ahh raster light leak

woeful raven
#

well

dusky wave
woeful raven
#

fmvs are gonna be broken

#

so ur gonna see a black intro screen

#

hypergryph logo and shit

#

otherwise the game looks ok

woeful raven
#

@dusky wave switching to codex

#

clanker doesn't complain and keeps iterating

#

asks me for more token when needed

dusky wave
#

Altman shill

#

OpenAI bout to go bust soonTM

#

anyways

#

merge PR

rustic echo
#

the Cube map ambient link is interesting...but isn't it a little too strong in some areas? or is that how it is? metal going total black is probably a little overdone?

dusky wave
#

Their SSR is soo doodoo that depending on the angle it will occlude in such a bad way that causes metals to look black

#

so as a cope solution (probably) they boosted the fuck out of cubemaps

rustic echo
#

interesting

dusky wave
#

ambient link is talking scene ambient colour / gi colour

#

and looking at the luminance

#

if the colour is dark then it applies less of the cubemap / probe

#

if its not dark it applies it as normal

#

Like here for instance

#

There is no direct lightsource or opening for skylight

#

why is the metal rack and all have an orange hue?

rustic echo
#

ya it's like i guess they made the worse compromise to do certain iconic scenes maybe

dusky wave
#

I always add toggles for these setting since users might not like it

rustic echo
dusky wave
#

damn

#

vanilla glass is slop

#

cloudy milky glass

rustic echo
#

you can say either mode is "wrong" to a certain extent haha on that metal cabinet

woeful raven
#

@dusky wave watching gpt struggle is funny

#

it passed the texture into something that asks for a sampler and passed a sampler into something that asks for a texture

#

then I watch it iterate for 15 minutes to realize it just need to flip it

#

could have done this manually but watching it struggle was funny

dusky wave
#

oh no

#

freezes are back

#

its ogre

#

might be the glass shaders

grizzled herald
dusky wave
#

Upscaling support is in... However users can't just take any shader and have it work with DLSS

#

I need to modify the reshade shader

#

To support the upscaling

#

But my hands are tied because I can't modify and then share shaders

#

Which have licenses that don't allow for such

#

Open licences I can modify to work though

grizzled herald
#

Nah, I'm just using Reno and relying on modder's might and taste to fix slop.

dusky wave
#

ShortFuse is adding RenderPass into Reno soonTM

#

So we'll be able to do some nutty stuff eventually

rustic echo
#

Sad, because baba's new GI shader really fits well with endfield...it's hard to go back after tweaking it:

sturdy osprey
#

is it expensive?

#

rtao eats like 20% fps

rustic echo
#

what baba's?

sturdy osprey
#

yes

rustic echo
#

very performant, he saids 1ms not taking in settings and motion vector

#

but it can't be used with the reshade bypass currently, as you need to wrap it around soop's SDR to HDR

#

I would say even on max settings it's only eating at RTAO level fps drop

#

so a lighter setting is very low

sturdy osprey
#

do you have link to it

rustic echo
#

it's beta, you have to goto baba's discord

sturdy osprey
#

do you have link to baba discord

rustic echo
#

I wouldn't umm mess with it unless you have time on your hands, take a bit to get it all linked up

sturdy osprey
#

i see

#

endfield devs should just implement rt gi

#

while they are modifying unity already

rustic echo
#

here's my shader list for that: still messing with it, but umm ya I can get it playable on TAAU give or take gpu

woeful raven
gloomy tulip
#

It thinks the ground is glowing because forwarded objects don’t have depth

#

Like the ring around teleporter

woeful raven
#

@dusky wave
- All sliders are there but non functional cause obviously xdddd

  • all ubers patched (probably)

note:

  • must use scRGB for now