#Arknights + AK Endfield
1 messages · Page 11 of 1
No debugger 
I found out how to get the srvs and uavs from debugger's api inspector
i thought i was going crazy... but after adjusting the screenshot in photoshop..... OMG THE EYES REFLECT ACTUALLY WHAT SHE SEES...
ok, now i legit want an official in game HDR toggle...
Any smooth and easy ways to convert jxr to something hdr that will show the preview in discord?
I'd love to share the screenshots I've taken so far
We use reshade's capture
it captures HDR .pngs
and you can embed into discord
for existing .jxr taken via gamebar, you use SKIV to convert into HDR pngs
Put them in the gallery bc that seemed appropriate
trade offer:
ingame hdr toggle
but
uber raised blacks, peak brightness capped at 1000nits, horribly saturated colors not matching sdr
use looooma's deb00ger
Hmm what is that
He means Luma
Oh luma
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

it'll probably just be this
endfield with unreal engine hdr
It seems like nsight supports dx11 still
fuk my life
I got upscaling working
but it requires me to modify shaders

No RTAO for you lot
woops wrong file
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
Time for custom xeGTAO with access to game data?


sorry king, you have me beat
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.
I think I know how to steal the cbuffer data off the game without tracing descriptor tables
I can just make the final ao dispatch write the cbuffer values into the ao texture

Isn’t it a reshade shader thing
Id prefer doing it natively in the game without reshade fx tho
Hmm what did you end up doing
uniform variables like you mentioned + This
I couldnt get it to work just using addon
shader would still render to 3840x2160 RTV
Ohh nice
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.
ACTUALLY, there is an option to capture JXL now!
I haven't found a way to actually use JXL though...it's like dead except for personal use
experimental support is being reintroduced to chromium, so maybe in a year or so?
Game does this
-
All the other shaders before hand
-
GTAO passes
-
Environment and foliage deferred shaders (has fog code)
-
multiple deferred shaders that build up character 'parts' face, arms, legs ect (also has fog code)
-
FX, particles ect
-
Bloom
-
DoF
-
Ubers
-
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)
We can add a separate bypass that does it after characters I suppose
but it might also apply to water
limitation of using alt.addon which does bypass right after uberpost (meaning it only bypasses UI and not FX, water, DoF, ect)
AO will apply to water
I have a build now that works with upscaling for deferred shader bypass
but it requires me to also modify shader code
so I cant share any shaders with a loicense that doesnt allow so
Is this why a lot of shader devs look to Glamarye for their inspiration?
probably,
I am going to mod MXAO for personal use
Everyone else can waitTM for Miru to cook up his thing
Going to cope with 0.2 distance slider
otherwise fog gets borked
Miru comes on, posts some code to give us hope. Then wait for Forge to let us down because DX11 shinangins.
Just game shenanigans
they could have just made a single fog shader
which you can on_draw with bypass
and this whole problem would be solved
but noooooooooo
Um
All in one shader bro
Efficiency bro
Kevin would be proud bro
Truly hailed from the school of kevin interactive
@gloomy tulip save us from the reshade AO slop
dogass LOD changes are proccing AO to flicker/pulse

It happens to any AO
Oh I think mxao is just worse there
Same thing was happenening to me with RTAO and MXAO now
vanilla GTAO is better
wonder why
ahhh
I can still see it happening
its just how vanilla GTAO applies AO
isnt as noticable
but yh, when mesh changes LODs you can see AO disappear and reappear
fuk, need a LOD / draw distance increase function stat
3 meter draw distance is bad
what if
we hit up
our secret drug dealer


ask if he has a draw distance vars
game is piss easy to run
give me 5x draw distance
atleast to stop this AO pulsing
Because of the cross fade between lods
Generic AO just calculates normal from depth which could be really bad during cross fades
So u need to modify ao to accept game normals?
Yes the gbuffer normal is in world space tho, so I need to find a way to export world to view matrix to reshade
Modern problem requires modern solution 
😂
This is the perfect ping indicator hide yeah
Just need to pass a constant value to let the shader know if it should check
All of this.... when every gatcha dev could just ship with a hiding function for UID and latency bar

Need to do 1000 IQ plays to get UID to hide
need to redo AO so its not complete garbage
Need to increase draw distance

I want to apply different AO amount to environment and foliage independently. That will require me to do a bunch of work so I instead came up with a cope solution where if MXAO detects green, it will apply less AO

SlopCode hours in here
Its a chinese thing im sure
They dont want people to leak stuff so they just force uid
I found the roughness/ao/translucency gbuffer
only grasses/trees have translucency

I tried my hand at making MXAO read normal data
from the game
I sort of got it working
but I messed up somewhere becasue the AO started having the missing edge application
and the normals looked wrong
The normal is in world space
never thought about that
Wouldnt work with mxao that needs view space normal
The world space normal only has x and y channel and needs reconstructing z axis
depth / normals
Probably explains why it looked borked to me in that case
If reno can upgrade resource resolution on resource create event
Works with different resolution nice
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
game seems to leak vram as well as ram 
Yeah I reckon it's the first game to really push my 5090's VRAM
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
What else did you use? I encounter a crash over another addon once and multiple crashs over mods.
Did you follow the instructions?
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.
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
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)
That's literally the extent of my knowledge 🤷♂️ are you using the latest version from here? if so maybe go an iteration back
@rain sundial you’re launching the game with dx11?
yeah i tried both the official launcher and the bat file sent here
is there a crash log somewhere?
- use latest reshade with add-on support, load as d3d12.dll
- download latest mod and put it in
- launch game in dx11
jam it in
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
i don't think the addon crashes anymore with dx11 or dx11 on 12 or vulkan
reshade.log
so addon wouldn't crash regardless as long as reshade loads
in game folder
are you sure addon is from the pinned, and not one of umm....spiwar or miru's test builds?
my build works fine
yeah i used the latest one from forge, ill send my log in case someone smarter than me can understand it then 🙁
if anything forge's build will crash more often
due to fucking with deferred shaders


tbf i didn't test forge's pinned ping one...i don't care for ping display
did forge really prove spiwar right?
why don't you link your last alt one spiwar then? it's up there somewhere?
ohhh
i see the problem lemme try something its referencing starluxe which i thought was uninstalled
lol
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.
That's why silly laucher exists maybe.

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...🥲
RIP😇
yes i love how end users would rather use a game specific tool instead of learning absolute basic computer knowledge they could re-use in the future
-# i don't mean to bash you, it's valid for mod management
-# but just for reno?
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"
Anyway, seems issue solved, moving on~
https://github.com/clshortfuse/renodx/commit/974057ce92c978002b38c5a2f7dc70730bb7d2ab
my new uid and ping disable code, hopefully this is bug free 😭
Instructions unclear, pc bsoding when switching maps
im not a code could that be added to renodx of Arknights Endfield?
Yes forge should be able to port to dx11

@gloomy tulip anything special we need to launch nsight?
I need to grab the coordinates for the latency bar
its the same mesh in dx11 i think
But just rename ngfx-ui.exe to random name
Then run it as admin
Oh yeah I guess I need to take a dx11 capture before the exploits are fixed
Although by then they might just ban all dll injection or hook
Wait wha... What would be the odds of that happening?
Hasnt happened to any gatcha sloppas we've modded thus far
Most of them just block dxgi hooking
worst case scenario is you need to use inject64
ofc they could eventually pull a complete block of everything
which well
goodbye I guess, I am not playing SDRslop
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
) 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
Can’t trust perfect world
Tower of fantasy
Plus I’m sure everyone will just move onto ananta once that comes out
The combat in the new NTE trailer looked kinda week imo
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
yeah but i also didn't like anantas imitation of batman/spiderman games combat (and just generally influenced by recent spiderman games, meh i'm not super into it). NTE goes more flashy/tof anime style (i like this more). would you say it looked worse than endfield to you?
just "looked" or gameplay mechanics you mean?
I saw like Genshin character switch I immediately lost all interest
I got into the test beta in a few days, can report back. I'm playing to mess with UE5 engine
In endfield at least you can see your team mates besides you, switching isn’t really a main mechanic for combat
and also see what reno does
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

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.
What did wuwa do
i don't think any ACE game has blocked reshade, but some do block addons, though mostly competitive online games with pvp
yeah i like that too
they mucke with some stuff to get Linux people and steamdeck happy
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)
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)
Kinda like wuwa combat switching?
genshin clone era, they copy and have marching orders to copy. Not needing to design your own combat system is great right...endfield had to learn the hard way to make their own combat system
haven't played enough to remember but i thought that was also just magic swapping
You can see your last character exiting
i was so positively surprised and impressed when they first showed ZZZ. they really evolved their stuff and while the game is very basic in other things it's technically more advanced that other gachas, at least from animation details and combat feel. can't say for technical optimisation tho that is rough
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
Silver palace sekiro slop 
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!
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
yeah if it wasn't for that I wouldn't have even given it the time of day. testing it in sdr on ps5 was painfu. loved it with reno, but unfortunately, factory slop is not for me
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
I just like the victorian era stuff pretty much what's pulling me
Look at endfield first demo trailer
lol NTE and Ananta are two different games? Haha. Guess my brain sees anime GTA and shuts down all the interest.
The combat was extremely stiff
yeah but think of NTE more like GTA and Ananta more like spiderman gameplay
ok so there's hope for silver palace they polish it up?
But the final release combat has much more weight and feedback
gotta love our chinese gacha slop 
3D gacha costs so much to make nowadays
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.
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?
but reality is, like any gaming, big money don't always get big returns, and more manpower doesn't always make a better product.
though more manpower solves many things
China is never short on good artists
they're definetely wasting money on things not needed tho, could be better economically optimised
And Chinese are very focused on look and style
but they can afford to go all out, since the gross revenue potential is so huge...
But usually their games ended up having little substance imo
oh yeah completely agree on that
they can, but so can FGO slop. It's still half luck who the winners are. Last year alone we've seen like 4-5 AAAA budget gacha games burn and crash in the most spectacular ways.
japanese games typically go the opposite way (like jrpgs)
I can feel more soul in some small jp gacha than most Chinese ones tbh
It’s like I’m playing a product with some of the slops

wuwa just added native hdr
I'm a big vibe guy, it looked stiff in some places and just seemed overall unappealing to me and the english va didn't match up to the characters imo. The overall trailer didn't appeal to me till we saw the big bad
That’s crazy
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
- 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)
Like, "GOOD" HDR?
heh, english VA never vibes with me at all. i always use JP 
for real? on consoles too?
I think forge was thinking about the same game
Sword and Fairy 4
It’s a remake
thats the game
why 4? what about the new one?
Everyone loved 3 and 4 and it’s a remake
And I wholey agree with you but I would miss open world chatter all the time and god forbid I look away during story conversations that aren't the super flashy ones. With english va I always know what's happening
I don't quite understand why requires modifying reshade shaders means? do we have anything to insert currently?
I have to modify the reshade .fx shader code
to support the upscaling system I have added
I tried making it work for all shaders using just reno but that didnt work
limitation is I cant share shaders that dont allow so due to loicense
That sounds painful.
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?
Endfield does it's own thing so we don't know, we have our first event soon though.
Maybe a Arknights veteran will know
When is the first event?
The only characters I'm interested in headhunting for are Rossie and Yvonne
@dusky wave new update seems to work fine with the latency icon hidden, at least from my limited testing
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?
I said I will stop modding and actually play the game today
but man....
Their GI solution + SSR are running at at 720p same as GTAO if using 4K DLSS Q

it exposes the shimmering, inertia that makes everything wobble and also looks like atrocious light leaking
Vanilla / MXAO (with vanilla GTAO off) + Reworked SSR
I think it'll be more similar to other 3D gacha than OG Arknights.
@woeful raven
So that's why the reflections are so bad
well this update didnt fix the vignette disappearing during cutscenes for me with latency icon hidden ...again
if possible, maybe just remove the entire vignette from dialogues? maybe easier fix?
80/80/80
what did happen here
Ideally I'd want latency bar and speech vignette to be separate settings
peak sdr gaming experience happened
the addon supports SDR
Ohh
so people can still use the fx and such
makes sense then
or customise grading
Thought it's only HDR
guess my limited testing was too limited
I tested all NPCs I knew had had the problem, nothing
plus some new ones
as far as I know the problem doesn't exist until I come across it lmao
This GI or whatever it is

Let me make a cope solution that atleast improves it some what
At native 4K all of these are running at 1080p
Use DLSS Q and its at 720p
So anyone playing at 1440p or 1080p is just getting dunked on
with 240p GTAO, SSR and GI
(This is why the game runs at 120FPS on a toaster)
i just talked to npc and vignete didnt disappear...i guess it only happens with cutscene dialogues, not just basic dialogues
240p SSR and GI would explain a lot of things lol
Reworked gi?
its not GI
its their SSR

its soo overtuned at places
and you get this grey light leak look
on top of it being 720p so it shimmers
Power Plateu gets grifed hard by it
@unkempt pulsar I found the edge fade reverse vignette thingy for contact shadows
I commented it out and now the contact shadows use the full screen of the g-buffer
I will need people to test and see if it mucks up edges
How did you manage to implement this btw?
I reduced the intensity of the SSR
MXAO is well MXAO, which I modified with a bunch of new params + to allow to work with bypass upscaling
Setting in-game AO to low doesnt remove it
I had to add a disable toggle for vanilla AO
This has the toggle for those who are using reshade based AO shaders
Actually reworking the SSR would require engine level modding
because the g-buffers are just slop
Not really a good work around
Vanilla wobble wobble is abysmal
I lied, the shader contains both SSR and GI/ contribution at the very least
Instead of adjusting SSR let me lower GI
So we're gonna get screen space shadows without the blanc on the edge ?
Time for someone to dig up their iOS RTR code haha

yep, already added it. I'll drop the addon in a bit after I get GI toggle working
I fear that with their current philosophy, RT might also have similar 'optimisation' shenanigans
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
Where would you like the shrine to be erected ?
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...
oooh that's great, thank you!
thank you for letting me know
It's a long in the tooth development game. And it does run on a toaster, we have to give them respect for creative long term engineering workarounds. Probably been through a lot of hands.
Of course their solutions still sucks for anyone with a modern rig.
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

kevin would be proud
the only real "optimization"
that u can applaud them for
is that the game stops rendering
when you enter the menu
unlike wuwa running in full steam

I can't even get WuWa to run for 30min without crashing atm...
@gloomy tulip I tried running Nsight and it just gave me 'you're running haxx' message
Nvm Graphics Capture worked
DUH because it doesnt support DX11
Hmm Frame Debugger mode is still saying I am using haxx
Rip, I am too dumb to use Nsight
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

IBL ?
Thx👍
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
caues then they can just fit RT in
and then it just works
now they're faking it with ssr and whatnot
Removing the IBL makes metals almost black in some parts so I am working on getting a good enough balance
^
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
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.
it makes interiors have the raster grey/blue tint
Witcher 3 had this same problem
amazing AO
You're right of course, but when it's not overcooked, I kinda like how it gets material response across.
Need a good balance where the metals arent black
but you dont have blue hue all over the place
sure

RTR (select locations)
applies to two arenas
Can we pester Crosire to add VK FG support
I am not playing with RT at 60FPS
relax bro
because reshade for some reason doesnt support FG
Please do not jinx it
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

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
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.
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
The points I have in my shader are the local positions of the ping indicator “model”, in theory they are the same in vulkan vs dx11
So you can probably still use vulkan as reference
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
Looks good
RenoDX+
Isn’t that the real time cubemap reflection
I think it looks good enough most of the time tho
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
ambient color is usually just GI * AO
hmm
I can try that
I just need to find the cubemap
becasue this shader doesnt have it
Hmmm it should be done in deferred lighting
I thought you did this trick in deferred xd
bruh
Then it’s not really possible to do what I described sadly
Because ssr has already got in the reflections
Seems like the reflection is still use in deferred hmm
its just ssrcope
Half res SSR moment
It also has 1 frame delay
SSR runs before lighting is calculated
Black screen happens if you run VK
what is vk
it can launch in some strange dx11 on dx12 mode, but no default is vulkan.
-dx12 whatever it is Reshade can't find a depthmap, so RIP using it.
I tried this
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
Move to VK because decompiler actually works XD
It's probably possible to use regex to edit the asm if the reflection code fits a certain pattern
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

did you know
that mitochondria is the powerhouse of the cell
the more you know
🗣️ 💥
Hmmm maybe you mistunderstood a bit
My idea is to reduce cubemap reflection where Global Illumination is dark, not the cubemap itself
yes

yh we're not messing with the cubemap itself
just reducing reflection amount based on luminance
Oh nice
If you meant GI's luminance then no you didnt
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
the moment a HDR mod isn't modding HDR anymore
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
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


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
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
just ignore the distant LODs and 240p SSR, GTAO and GI would you

and 3 meter draw distance
material work hard carries here
I improved cubemap slop
so now everything doesnt glow like a mf
the foundation is there
contact shadows use the full g-boofer
Just compile your own spv instead, i gave up doing slang XD
slang works fine once i just have claude translate it
but maybe i only patched like
3 shaders
so
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
time to grab
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
- 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)
VK is just 
theres probably an extension for an extension
that allows 256
:D
I think thats the minimum size for the max size
Not the actual max size
The wording is confusing XD
so DLDSR would actually help these effects right 👀
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
@unkempt pulsar @mighty palm
I was just about to go to bed
but I notice that now glass is bad
Shortfuse about to push his renderpass code tho
Custom draw/dispatch
No reshade middleman
surprised pika
custom render pass
Forward objects yeah
let the man play the game he modded!
let it go forge
he even has a nice sexy laevtain
Valley felt like alpha
Wuling is much better
better characters, OST and story so far
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
Yeah I think I will play for abit now, I havent even got to Wu Ling
yeah
no you keep working ,we need a the best AO forge can slap on
now that ya'll done
i wouldn't mind slopping out a VK patch if someone gave me the ubers

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
esp now that ritsu got neutwo in
I can send nsight capture + dumped shaders
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
wats uber :o
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
Its a naming scheme for Unity, just means a large e.g 'uber' (post process) shader
which contains LUTs or tonemapping
that sort of thing
Just means "everything is processed under this shader" kinda term
ah i see
do u run like
auto dump
so you'd have like
basically everything
since you started playing
auto dump but i didnt use devkit while actually playing
like if u have everything
i could just run a decomp and find whatever shaders with the arri constants

I have decompiled glsl there yeah
aight
how come in rest the shaders are different when it's TAAU vs DLSS ?
or is it resolution specific?
dlss and taau uses different shaders
Vulkan compatible, right? 
TAAU sad endflield life...
I think so although there is some update descriptor tables difference for vk I saw in reshade docs
im not sure what happened with my reshade but my Effect toggle hotkey just stopped working ... is it because of RenoDX....? 🙃
dafuq
bricked
41 ubers
what the fuck
i have a feeling that most of these are not used
but alas

- 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)
I am confused
the reshade before UI is still there
for me
ohhh
wait
still here
but it does nothing for me
the keys still there
I think it started happening on yesterdays version...
perhaps by implementing hotkey for UI I somehow borked effects hotkey
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
https://i.flowinity.com/i/93a2468c30c3.7z
anyway this is a nsight capture
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
Oh I see I remember he set it up to block UK automatically XD

*tells claude to translate each shader individually, don't take a systematic approach
"this is taking too long, let me take a systematic approach"
💀
I want my 2B model NOOOOW
"fuck this, let me take a different approach"
whenever it's been iterating too long
actually
the powershell script it shat out
might actually work

imma compile a vk build and if all of this runs
add this
wtf
bro
that script worked
no need to waste token on translation

hit rate 40/41
it only farted on 1 shader
you'll still need to have ai fix the ones that shit the bedf
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
Cant wait to step in on VK and ruin everything
can you pr
or it magically fixes everything, instead of trying to spawn bugs
its the same
no... dont tell me
you want to get rid of tonemapASS
welp
i ported the structure over
the sliders are there and everything
unless we're gonna do anything with dx11 further
Nope
I have maximised DX11 now
cubemap strat too OP
stops everything from having goofy ahh raster light leak
well
I saw this then tomo I am going to implement some giga brained system
fmvs are gonna be broken
so ur gonna see a black intro screen
hypergryph logo and shit
otherwise the game looks ok
@dusky wave switching to codex
clanker doesn't complain and keeps iterating
asks me for more token when needed
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?
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
interesting
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?
ya it's like i guess they made the worse compromise to do certain iconic scenes maybe
I always add toggles for these setting since users might not like it
you can say either mode is "wrong" to a certain extent haha on that metal cabinet
@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
I'm a bit lost now... Haha. Can we use upcaling with this one? Also... It's all running in RenoDX no external shaders? Wow.
not on this one, i believe
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
Nah, I'm just using Reno and relying on modder's might and taste to fix slop.
ShortFuse is adding RenderPass into Reno soonTM
So we'll be able to do some nutty stuff eventually
Sad, because baba's new GI shader really fits well with endfield...it's hard to go back after tweaking it:
what baba's?
yes
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
do you have link to it
it's beta, you have to goto baba's discord
do you have link to baba discord
I wouldn't umm mess with it unless you have time on your hands, take a bit to get it all linked up
i see
endfield devs should just implement rt gi
while they are modifying unity already
but here's baba's github: discord on the bottom
https://github.com/BarbatosBachiko/Reshade-Shaders?tab=readme-ov-file
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
must have been the wind
@dusky wave glsl to slang
Renovation Engine for DirectX Games. Contribute to spiwar/renodx development by creating an account on GitHub.
Forward rendered stuff is bad for it
It thinks the ground is glowing because forwarded objects don’t have depth

Like the ring around teleporter
@dusky wave
- All sliders are there but non functional cause obviously xdddd
- all ubers patched (probably)
note:
- must use scRGB for now














