#Arknights + AK Endfield
1 messages · Page 14 of 1
These changes also only apply to Valley IV, Wuling still gets colour grading but I didnt want to mess with it since I dont have any good references
Once again let me know if either
Ass
Or
Gas
we've all been playing the game wrong. this is how it's meant to look https://fxtwitter.com/oishigu/status/2019992190953599357
they fixed issues with amd gpus i think at least
i dont have square terrain since recent updates
you guys may be focusing on the wrong thing in that tweet
Low fidelity background is obviously more important.
i don't get the post, what am i supposed to be focusing on
her emotes idfk based on the emoji
this update is now resetting preset#1 color grading everytime i reload the game
EFMI can inject Reshade directly now
By using "Inject Libraries" yes?
Yes I reverted becuase of this. Also dont think I will be using tech test grading. Not because its bad or anything it just doesnt fits the game anymore
Yes, reshade pops up as a example with your mouse on it
yeah it works well

any news about the memory leak?
Well after all the patches it feels better. or maybe I moved off dlss for now
i mean, game runs at 130fps native on a 4080 and 9700x
logically anything 4070 and better can do 120, 4060 and better 90
Well....sorta...i'm going 4k, TAAU, with reshade fx's
even with frame gen I can't max 120fps in wuling
and I have a 5080
those are at 4k for me.... how do you get less than me on a 5080?
sec to make sure frame gen is trully off
FG was on and dlaa go enabled on it's own??? anw 85 with then shaders and Reno
man can't wait for the jxl-rs to go to stable chrome so we can skip png... anw, i dig the new filtering, makes it more space theme
I"m using smooth motion. But yes nice looking shaders can get expensive
you need a 5090 to get 4K 120 w/o upscaling or framegen
with reshade shaders like lumenite
nothing better than buying 3k gpu to play mobile game with shaders
wuling is terrribly cpu limited on my 5700x3d/5070ti combo
turn pathtracing on
im seeing like 40% gpu usage while in the city lmao
just slap 4.5 L preset ultra performance on and call it a day
dof with ultra perf be like
15p
i don't really notice the DoF issues until a cutscene gets a bit artsy with the camera angle and the characters turn into pixels
trying to inject reshade with addon support into efmi crashes the game on start for me .. what do i need to do for it to work?
Went into the AGMF discord. You need to do this:
The second inject is the normal dll from EFMI, obv need to take the path where you have them
@strong vault @rustic echo
Preset 1 doesnt reset now
Thanks
Runs fine on my 5900x/5070ti at 85fps or so with DLAA
- Fixed Preset 1 resetting
- Adjusted Tech Test look to use 80 for shadows (alleviates crushing in interiors)
LSFG broooo
I mean my GPU is maxed out in the city
Does this tech test just adjusts reno grading sliders or does it do anything under the hood?
The only time my CPU usage gets high is when memory leak hits and it keeps the CPU around 50% usage
cpu instantly jumps to 50% usage on my machine
But the GPU is pretty much always fully loaded
- Grading sliders
- Adjusts skybox in Valley IV to match tech test
- Changes colour temp / tint to match tech test
tech test has fog everywhere also
but I dont have a good way to replicate that
close alt fog 
perhaps doing some sort of distance fog
its even worse than vanilla
current fog 3x
I was able to shift grass hues into looking similar to the tech test via LUTbuilder
but that griefed Wuling badly
all the Jade looked brownish
so I dropped
He'll do everything other than porting the addon over to Vulkan

dont worry
SoonTm we have a fix
I tested a fix for GTAO
runs at 3840x2160
in the UAV
stops all the shimmering and wobble wobble
but Miru is working on custom AO anyways
miru is working on vulkan right? Will you port that over to DX11 or port everything else to vulkan 
custom AO is bust on DX11
I tried
ran into the game shitting itself
I will port over to VK
VK has special sauce via barriers
How hard is it to port stuff over to Vk anyways

Get grok to do it
and assume it doesnt bork
I am not sure the reshade bypass will work properly
since thats currently using DX based code from what I understand
Then again, wont really need reshade bypass with Miru AO
Might also be easier since VK decomp might not shit itself unlike DX11
so I wont have to do .asm reassembled into .,shdr then .cso
for deferred shaders for instance to stop freezing

So I was trying to rework fog
as a cope solution reducing the amount of fog close up to the camera based on distance so interiors arent smog city
but then keep the same fog as vanilla or more for distant
added a heat map so I could visual fog
BRUH
Red is 'close' to the camera here
blue is 'far'

500 meters away or right next to the camera is the same distance
'far' only accounts for height from sea level or ground
It does change, dynamically so perhaps theres some control in the cboofers
dogshit
interiors just get more anti soul gas becasue ?????
christ all mighty
@woeful raven I discovered complete slop
The fog has a circle
thats always there

what in the tarnation
present in vanilla shaders as well
Also I came up with giga brained approach to cbuffer tracing not working in Midfield
back to nursery with basic colours
@woeful raven

bro really has made it his responsibility to try to fix every part of this game visually
if not us, who else
corrrrext
well when is next patch out
because Crimson Lsert is going to have my attention
another slop I will have to mod
Crimson will be March 19th
so late March / early April is booked for me
soz gachalets
at what point do you reach out to the devs and just ask them to implement your stuff? lol

Right now only DX11 is compatible right?
Curious how that game will run, theres so much going on the screen at any give time lmao
Awesome, thanks for the info
4K 60FPS with their RT solutions on a 9700xt
per dev reports
with no upscaling
they explicitly mentioned they didnt use DLSS or FSR for that testing
That sounds amazing if true, but then again Korean games are usually very well optimized
I remember Stellar Blade looking very good for how it ran
This is china
I thought Pearl Abyss was Korean, my bad
This is not made by pearl abyss
This is made by hypergryph
Pearl abyss is Korean tho
I meant Crimsom Desert which was what Forge was talking about
Oh right crimson
Thought this was about the game for this channel xD
Especially since u asked dx11
But I missed the reply
Oddly crashing with Dx11, gonna restart the process
To run the game in DX11, I need to install Reshade with addons via DX11 or Vulkan?
d3d12.dll does not mean the game runs under DX12
The game has a separate device, which allows hooking of d3d12.dll
because reshade hooking as dxgi.dll gets blocked by the anti cheat
alternatively you can use the second older method
which hooks reshade using inject64
and the run.bat
that way you can also avoid the hypergryph launcher
Working correctly now, as usual I was being dumb as hell
Thanks for the help! And again thanks for all the work.
Man, I really like the beta look
Feels more death strandish
Forge doing anything but play the game XD
Me trying to fix fog
I cant trace cbuffers
so I have to go one by one
using colour debugging

then lock down cbuffers to a set value

In dx11 it would be easy (if you have a debugger of course), because cbuffer data is uploaded via on map and on unmap events, you can hook those and check values then modify but ughh
No debugger
Yeah thats really weird, usually it should just fade, unless the thick fogs are local fog volumes and just spawn in and out
Its so jarring damm
The way the fog looks at the very top of the zipline matches the Tech test vibe so I want to apply the same cbuffers to the rest of Valley IV (excluding Wuling)
but its all just a PITA
also wanted to do a camera distance based fog reduction because interiors at the moment have too much fog
If only we had engine level controls
The original fog does look to be more moody and atmospheric
Why it was changed I wonder? Too demanding? They wanted the game to be mpre cartoonish?
no
this is a basic ass linear fog blend
as cheap as it comes in regards to perf
This is just development slop
99.99999999% of players dont care about stuff like this
and I guess so did the devs
You go into an interior and theres just fog everywhere, ruining contrast
it doesnt make sense
Oof
Fuck me the beta look is an upgrade in so many ways
When its raining in Wuling the more moody atmosphere hits just right
beta look?
oh you mean the tech test
Theres atleast 3 people that like it now

Yo Endministrators! This is the Technical Test Full Walkthrough the main story for Endfield!
Operator Showcases:
https://www.youtube.com/playlist?list=PLNgrku2z_iBnD8OGcFKVgMw_A9beE07xU
All Boss Fights: https://youtu.be/cUpPql49XeU
All Operator's Ultimate: https://youtu.be/lQf3H4FfhdY
Endfield Teasers Analyze: https://youtu.be/jzLhh0O4rPM
Of...
Heres the original visionTM for the game
The shift in tone compared to what we have now is
depressing to see

Yeah I mean the tech test
Seems like a pattern gor gacha
Alphas with a more darker and mature tone
Gets sanded down to more light hearted for launch
WuWa has the same happened I think
feels like this brick shouldn't be that glossy
in real life
oh
about the ssr stuff
i'll dm you

@gloomy tulip @woeful raven @stuck sandal
I said enough of the .asm brainrot. I have decomped the broken hlsl which whatever once I finalise settings I'll move them over to the working .asm.
Added sliders for every single cboooofer
Time to match the scene fog, no more harsh transition slop

If I did this method from the get go
it would have been a single ask
I hate that I went via .asm method first
wait you think claude cooked this up?????
hell no
this is Le Forge ingenuity

Im sure you cooked this up
But are u insisting
U manually typed in
Every single slider

that's a lot of sliders lol
So the issue was the following, they slopped up
- Height fog
- Fog fade
- Fog ambient
- Fog transparency
- Volumetrics
@Hypergryph
when you hiring me?
RT is gonna be underwhelming then AMD sponsored sloppa time
can you implement volumetric fog with reshade

AMD sponsored titles have been some straight dookies
Forspoken
Blops 7
Tbh I want to see more from their denoiser
The only game we having is zombies only mode for Black Ops 7 is funny af
i think 9070xt just doesnt have enough ai compute so they nerfed it lol

so the game does use actual volumetrics just not for fog
its split so distant fog uses liner fog and then some parts of exterior are linear fog + volumetric
interiors use ..... volumetric fog

why are they griefing interiors
becasue modern grafix
everyone loves anti soul gas
cbuffers get some high values the moment you step into an interior
which sets a lot of gas
what is "gas"


Endfield might have the worst compat with Smooth Motion among the games I played
sadge
I wonder which is more likely to happen / sooner; a DX12 mode, or ReshadeVK framegen support
I mean rendo dx12 frame gen barely if ever works?
Wdym
dx12 works with reno
Unless you are upgrading sdr path
with needs dlss fix stuff
Use lsfg

ye at that point I might as well just push 120fps w/o slop frames. gets a lil bit toasty though
Where is this dx12 mode i kept hearing about 😭
forge kun
the grading disappears when pressing on the magnifying glass
minimal but maybe it's also connected to something else
this
In our dreams
Grading?
tech test look thing that he's doing
8 bit endfield 
new reno preset?
it's already in the game. just set it to DLSS performance and the DoF will do the rest
use dlss tweaks to make dlss 10% res scale at 720p output
could add a feature to disable character blur in the future
There we go, main AO shader implemented
looking nice
Does that hold up in motion ? Because that certainly look fire in stills !
My gawd, this AO looks insanely detailed it's crazy. Who even needs RTAO...
This is AO generated in 1 single frame without any temporal XD
Why would you use smooth motion if there's native framegen lol
That being said, using high slice/step settings will kill fps really fast
rtao with kernel eats like idk 20% fps
its over, account bricked
i like how gacha control how you play by your balls
time limited events, time limited banners, time limited playtime with rewards, time limited weapons

cant take day off
or you are missing half a pull
rip xp/mats
This, time limited banner tickets and specific banner tickets are so stupid
gacha games, either day off or you miss the 0.1% getting your fav character 
I won't pull right now, im waiting for a 2nd gen character
Like look at Aemeth in WuWa, she has more animations and the ult big scale is crazy
though the Kawaii emote she does between resonances are bit distracting
Time for me to port everything over to VK

We believe in you
Not a huge gacha player, but first time I noticed this was Castorice on Star Rail
Not only the power got powercrept but the entire animation
Still need 67 pulls for her guarantee lol
I`m going to assume 67 is an american thing
Ahh gotcha
I've set up VK in vs code now
so VK porting begins

Claude... Port over code to VK
Make no mistakes
(second part is very important in the prompt)
Lmao
Come on now
Wtf
What If I told you
I got Last Rite, Ember and Laevatein on the same 10 pull
I lost the 50/50 three times in a row
I don't know what this talk about this being the worst gatcha system is all about
I have every character noe

I've only spent monie on the season pass thing
I'm only missing Gilberta now
Wuling is such a pretty place
Probably one of my favorite map in gacha so far
whenever i hear Wuling "Buling" from WuWa always pols up
Forge out here following this guide https://x.com/trilinterme/status/2018491820586541233
I shit you not, I got Gilberta for the secoond time on my first 10 pull for her banner then got here just now again with Yvonne on my 30th pull
I am lucky in this game
Just need her signature weapon noe
I have 50K current in stock for either Rossi or Fangyi
In the future
They gave her a jacket for a reason… #arknightsendfield
I was pretty happy to get her in 30. Think I'm just gonna be saving my rolls till Zhuang now
Hoping to get her earlier
So I can save for Zhuang as well
Already have her weapon, got it in the first pull
Fellas can you test VK
With a frame graph
Because it's micro stuttering constantly for me
It's abysmal
Its constant even after shader cache warmed up
It pulses even if you limit fps
only menus are smooth

Claude, flatten the framegraph
Also reflex doesnt work in vulkan I think
back to DX11 I go
My code is going through massive refactoring anyway
I know there is a plugin to increased the resolution but I just don't want to risk as I saw it injected to ACE

I tested it and was able to get 3840x2160 GTAO g-buffer running
also increase CSM shadow res
and AF 16x
man this micro stutter is asscheeks
I cba to work on VK if it runs like this
Shadow res is the last I'm worried about XD
Although I want to do something more ambitious like adding SSGI into my GTAO pipeline (since GTAO is screen space tracing already)

They only have RT reflection on IOS
They mentioned on release PS5 and PC would be getting RT and HDR

Guess that's in an alt timeline
my modding career in shamble
Even the character menus stutter

Watching lava cakes animation
And it's just constantly micro stuttering
atleast they didn't remove dolby atmos 
have they said anything about Pixelated DOF issue?
caused by half res DoF
if you're running 4K DLSS Q
DoF is 720p
theres your issue
If it was native res it wouldnt be pixelated
checked via reshade stat tab and then using PresetMon
constant pulsing
Not a shader cache issue since even standing still has the micro stutter
Opening the watch menu flattens the graph but then open up character menu again and its micro stuttering
DX11 in comparison is a flat graph
same goes for GTAO and SSR
theyre all half res
I tested forced GTAO of native res (before upscaling) so 3840x2160 g-buffer
and surprise surprise it no longer looks like shit with a bunch of shimmering and wobble wobble everywhere
13k messages is crazy
heard dxvk is more or less but it's lessened ram leak
So rip
I am not doing VK until the stuttering situation is improved, 1% and 0.1% lows drop all the way down into the 30s meanwhile DX11 is stable
meanwhile DX11 fog fixing is rip
since I am hard coding cboooofer it looks good in one area then falls apart in another
I was able to eliminate interior fog but again some areas in Valley IV were griefed
I never played in VK now you made me curious I gotta try it 
probably in an ok spot now
yes, addon is finishedTM
everything else is outside of our control
or would require per area engine level controls + renderpass
Now its just maintenance for future updates and bug fixes
Hash the fog cbuffer values and use map to load your config based on hash 
It could be possible but ughh I’m not sure how to detect when 1 config lerps to another
Thats what I am thinking about
areas are split into separate regions
but they use the same deferred shader
I wish the game were single player
Vulkan indeed sucks, it might be blessing in disguise that we dont have RT 
if they drop RT and VK runs with those microstutters then bruh
Think about it
rather use Temu SSR
Tbh wuwa dx12 is also a stutter fest to me
this is what they say at launcher
probably most of the player base is running vulkan except gooners and hdr chads
Yes let graphics devs way less experienced than nvidia and amd to write driver code
are we using vulkan native or DXGI swap chain in nvidia settings?
low level apis and their consquences
DX9 was poopoo
DX12 and VK are poopoo
DX11 is Goldilocks territory

DX9 is very much like dx11 in its api but 11 with way more formats and functions
In my experience at least
Also cbuffer in dx11 is goated
oh yh, DX9 is high level but bruh DX9 is such a pain to work with today
but RT/PT needs DX12 and VK

DX13 will save us
didnt see any differences
I just set it to auto
I don’t see dx13 would go back to dynamic pipelines they have in 11
If I am not wrong Crysis 1 remastered has RT with DX11 idk how they did it
More slop engines with their infinite shader permutations
VK tacked on
Software?
just for RT
Oh interesting

yh VK proxy
for RT
rest of the game is DX11
Same way you can get FG to work on DX11
I think dx11 DLSS is also dx12 interop?
DLSS supports DX11 natively
Oh
streamline used to have DX11 support for FG
but they removed it
So now all the mods use DX12 interop
Izeuh is working on it for Luma to add FG
Huutaiii and Puredark do the same
which is how they can get DX11 games to support FG
The challenge is framepacing can be oof sometimes + increased CPU load (not that much of an issue since you offset with FG)
what if.... You know that the cbuffer values change drastically depending on the locations
So you capture the values then let it 'if values change to this threshold, this is Area A. if its this values its Area B ect'
oh wait
I cant capture Cbuffers values in DX11

i think you've exhausted the shit we can do with reno alone
might as well whip up that tool i sent you
and start getting ingame variables to change

Just need good story now
and combat
gacha with good combat????
og ak
you get press 1,2,3 and 4
That has tower defense so is indeed unique for gacha
Endfield also has tower but its underbaked
Only used for outposts
Its also so simple
i remember losing roguelike mode with good units
wuthering waves
the reaction system in endfield does get a bit better as you kit your team out
1,2,3,4
only 3 fellas
https://youtu.be/22ZKBuszGBs
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but the style is insane
ok but we're comparing year 3 characters to endfields year 0
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this is the supposed great wuwa combat?
this is 1.x char
i'm good with endfield thanks
you're not wired in yet
Actual hack n slash?
And is it heavy in gacha? I just wanna play story mode
you could just play the entire story without interacting too much with the gacha ig
the only reason to gacha the latest characters is if you want to play the challenge mode easily
as in you could clear it with early characters but it takes more skill
Nah fuck challenge mode. What about combat? Hold X to attack and occasionally use skills?
well you can't hold X on this like in endfield
with how little these games even let you do combat at an engaging level i don't care about it too much
oh you liked this boss fight? now use up all your sanity to challenge it again haha
is there a fix for shadows in endfield, they are bit blurry
which shadows
it's designed around counters and dodging
casted shadows
csm or screenspace
but like other gachas each char has an ultimate bar you want to fill
screenspace run at native res
and you can build optimal rotations for your character
csm are 2048 but character casting ones are 1024
idk which one is it I see all shadows being jaggy
Agreed, but path tracing 
the more i hear about wuwa the more i'm convinced gacha players never play other games ever lmfao
combat effectively almost the same but people are up in arms about the difference
Wuwa for me seems like that game for people who don’t want to play Genshin 
open world amd sponsored slop time 
Mod it in we have copium
I dont think most gacha players play for combat anyway. If it's serviceable that's already ok for most of the playerbase. And that shit has to be playable on mobile.
dispatch ray here we come
theres no way for us to increase shadow res, shader side.
You can use this https://github.com/EightySixK/Arknights-Endfield-FPS-Unlocker at your own warning
Story is like
1.0 - kinda bad and slog
1.1 - oh shits its actually decent
1.2 - it's joever
1.3 - we're so back
2.0 - it's kinda mid
2.1 - my mind blanked during this patch
2.2 - we're so back
2.3 - it's so joever
2.4 - chat are we back
2.5 - HOLY SHIT
2.6 - not holy shit but still good
2.7 - avengers endgame (it's decent but not amazing)
2.8 - ehh
3.0 - it's so joever (again)
3.1 - HOLY FUCKING SHIT
sounds like a lot of slop to go through then
for some good chapters inbetween
Yes but you an skip
is the story so bad that you can just skip everything except for one chapter?
is there no coherence?
We play FFXIV despite the slog because the good parts are HOLY SHID THIS IS GOOD
My only motivation to slop through 1.0 to 2.6 ish content
if u read you'll notice
Wuwa just make previous characters disappear from story after one patch in the spotlight 
Yeah I might try this.
the ones that are truly slog where I would legit skip is 1.0, 1.2, 2.1
but even in 1.1 they started showing their chops for character animation and character expression
Am I crazy that I think shorekeeper is the epitome of bad writing in wuwa😭
1.2 and 2.1 didn't even have MSQ, they were just filler event patches
shorekeeper story wise isn't amazing
but it's a visual experience
Also the other one
like holy SHIT
Started with Cath
I will not stand best wife shitposting
I forgot the name
Same issues
wuwa is so far the only game that has most of their story cutscenes well animated and has effort and directing put in AND in real time
the writing has its ups and down but we recently got the super banger 3.1

Oh yeah I definitely applaud that
The cutscene are very high quality
yeah it definitely has story presentation going for it. overall story and character writing quality though 
You can never understand a Chinese writer

Their stories are always cooked with the most convoluted bs

honestly after playing 3.0 story my interest in wuwa dropped significantly
it was such a dogshit patch story wise to open for a new region
HSR story presentation really is abysmal, with way too much yap repeating the same thing over and over. And man are their NPC ugly.
i was going to 3.1 thinking the new char be another wish fulfillment rover maxglazesuperslop
but nah dawg
this shit redeemed itself
Their target audience are 12 year old with wealthy parents
its crazy how they can write without rover maxglazesuperslop
two of the best story patches were 3.1 and 2.5
Too bad it only happens like once a year lol
and the common thing is that you dont have much rover glaze there
the voice acting for 3.1 ate as well
fuck ok I guess I'll post another screenshot haul
Ngl I think wuwa has the story story issue as Genshin
Whoever appeared in the last chapter will be reduced to atom in the next
So I couldn’t really care abou any of them
yeah that's bad
Most egregious for me in Wuwa was the great Lupa disappearance
they're kinda coping with it
with an avengers moment every region end
but its just appeasement mostly
Hope they don't end up like Yapyap and Chisa 
mb I meant Chixia, comparing with 1.0 chara
Vanilla / previous slop / new slop
@woeful raven
for SSR
@idle notch also fixed ultrameme
- Adjusted SSR to look less mirror
- Ultrameme users can now use UID / latency bar toggle
- Fixed bugs
- Fixed some water shaders like waterfall fog removal not being linked to alt fog toggle (stops it from either being too dark or too bright due to fog changes)
I am now off to use haxx tools
in order to speedrun my ban
in the hopes of further improving grafix slop
GTAO res increase looks so good using haxx tool 😭
what not running fx at 540p does
does gtao haxx fix the wobble
yes
yes
we're back
Honestly if we can fix raster stuff I might stay in DX11 even if RT comes because of vulkan being so shit frenzy
and we're bac
Hmm why hasn’t that tool found ssr resolution yet
ultramemers rejoice
author did
but it borked the game
caused a black screen
F
they found SSR ray marching sample setting for instance so instead of me having to do it in the shader you can just do it via the tool
but SSR needs res increase
sample amount can only do so much
If I increase it through the tool your setting doesnt do anything
So I left them at default
because it spawns a new shader
well, the tool supersedes reno denoiser no?
no
Since I still made adjustments to denoiser
- mip levels
All you're getting is more samples via the tool
Using Ultra settings does decrease wobble by a bit for SSR compared to base game very high
it's not hard for them to do, they just don't in name of optimizaiton
Yes but doing 1/4 of the work for an acceptable result is a good compromise
Surely they will fix dof with Wuling part 2
wuling 2 will have mem fix + pt + rr + dof
If endfield doesn’t have 1000 dof permutations I could potentially do the stuff I’m trying with AO


I found 12 shaders in DX11
for DoF
Really just wanted to disable it and use Reshade DoF
In dx11 just bind your own srv uav to the pipeline, override the slots
I can't believe this game doesn't even have default camera distance sliders. On top of a camera that resets every time you load.
yeah
no bokeh simulation at all
on top of the pixelation

Well
the shader has a 9 tap
for kernel

maybe they forgor to activate the bokeh texture
or its just unityslop
wait, cant I do this for SSR as well
Just increase SSR res without the haxx tools
unity must either have ass defaults or takes a lot of effort to use bokeh
since the feature is definitely there if u check the docs
every ue4slop onwards that i've seen just comes with working good looking bokeh
common UE W
and you have some people dislike UE for also being tuned and developed for film industry

Gaymers dont use your unc blurslop
they like CrispTM and SharpTM
they disable Dof, motion blur, film grain
disabling dof is such a ??? move
"mhm yes i would like my cutscenes to look like shit"
ur playing a game not watching a movie broski
i dont want blur affecting my screen smh
not if you're "playing" sonyslop
I mean you literally bind your created higher res tex when shader about to draw or dispatch

but this is only for pixel shaders?
compute will have more work needed no
DoF are all compute
I'll need to adjust texel size constants
and dispatch thread counts
you can use shader callback to dispatch with correct size then return false to cancel original dispatch
wait wait wait
wtf
So regular camera DoF uses base res
but cutscene DoF is half res

So this game just ranomly decides I'll either use half res or not for DoF
I only checked one cutscene with tangtang and that was uses half res dof
but it could be that other scenes use full res
which would explain why sometimes its pixelated but not other times
"Artistic vision"
- Ultrameme users can now use UID / latency bar toggle
@dusky wave THANK YOU !! 🙏
using this alongside reno was breaking the AO for me
i left everything but shadows at the game's defaults
Doesn't seem to work on my end still
@dusky wave Doesn't work 😭
wdym by breaking? Its not applying at all or it looks bad
it applies but it's kinda borked. the "culling" is also weird and the AO stops working at the edges of the screen
what's the point of having allat when all you use it for is hype moments and aura
Its so when RenoDX unclamps from SDR slop you see real time HDR
instead of having pre rendered sloppa thats baked to SDR with terrible banding and/or compression artefacts
texti is working though
Ultrameme users will just need to deal with the three bars

tbf if their anti cheat doesnt detect reshade addons, its unlikely it detects this
slight difference
we're just hooking reshade
the above hooks onto ACE
which may or may not get flagged

i suspect they only monitor
gameplay related memory
considering how nobodys been bonked for modifying the game
dunno if you already know but enabling the tech test look changes the game look permanently and you cant disable it
nvm im an idiot
i didnt see the changes in color grading

@warm island https://gamebanana.com/wips/98236 there is this which does hide everything on ultrawide as well, but brings forth other strange UI behavior
and requires xxmi obv
what brain?
Sup? What's the correct way to set-up RenoDX for non-HDR monitor? Mostly brightness/exposure/stuff like that.
Ty in advance.
brain takes too much energy that should instead be going into the factory
scrgb and set the brightness sliders to 80/80/80
what factory
I only trade goods
i forgor to tell
but in the previous version (or maybe version before previous version)
my fps was dying in dijiang
even in wuling main city my laptop is pretty chill and i get consistent 110 or some fps
but in dijiang it dipped into 70s 💀 and the processor temps went all the way up to 98
set Encoding to scRGB (at the bottom of the Reno menu)
then set peak brightness, game brightness and UI brightness all to 80
restart game
I read this and still missed it

then continued to type my msg out anyways
did you test toggling SSR toggle on/off
do you think adding an explicit SDR preset makes sense by default?
that way people would stop asking

not really
Older games with atrocious clipping sure
which is why Jon added explicit SDR since Reno improves SDR look
Yea if i remember
Not sure though I was in a hurry ⚰️
I added 256 samples for ray marching over vanilla SSR's 32
thats the only thing I could see borking your perf
yea i remember that
but its an i9 though 😭

lemme try again one min
least borked cancertop setup be like
about this, i assume all the GTAO changes here are already being handled by your addon?
so it's basically pointless other than higher shadow res?
Not GTAORes
I am not doing anything with GTAO
Miru has his own custom AO solution for VK
I just added an on/off slider + reshade bypass
ah, got it
Me and Spiwar cope atm using custom modded MXAO with upscaling support
i assume that's the one you can't distribute with modifications due to licensing?
full res GTAO via the above tool is good though
stops wobble wobble and shimmering
issue is that they use some different cbuffer values for Valley IV
which means it barely applies to scenes
meanwhile Wuling goes overboard with the AO
yes
man this game's tech is so full of cope. such a shame since it's pretty good looking otherwise
kill mobile
you HAVE to completely nuke your game for 20% of users
well I am also seeing fellas on a GTX 980 playing
720p GTAO is what you get

alongside schrodingers 720p pixelated DoF
i don't think it's a bad thing that the game can scale down so much - it's pretty cool if anything. the issue is that for some reason they made it the baseline that you can't fucking change
that's what pisses me off
well i guess it's good PR that someone with a shitty PC from 5 years ago can feel good about having everything on high, though!
Yep, game needs better scalability for higher end systems is all. They are probably conservative since gamers luv to brag about how a game runs at 5000FPS
5 years ago is 3090
sorry, should've said a decade ago
Time sure flies
i do hope they add more scalibility for the high end eventually. though it's very likely only we care about it and i dont see a chinese company listening to a minority of western fans lol
What I can do now is look into improving base GTAO since its no longer hamstrung by 720p g-buffer with wobble wobble
Similar to what Miru was working on originally way back
hardcode cbuffers so valley and wuling use the same settings
maybe get it to also apply onto grass/foliage
i was having issues with the injector mod earlier where it was fucking up with the AO quite badly fwiw. though i didn't really debug it or anything
and im at work rn so i can't test
was it flipping depth or?
if they really want that, they should just gatekeep the good settings behind a launch arg like Snowdrop games ngl
now that's beyond my knowledge to really answer lol. it felt like a culling issue, every time i moved, the AO would stop working at the edges of the screen
i only tested it with reno so i assumed it was some sort of incompatibility between the two. i should've tested it on its own too
its the goddamn Preset L with DLAA
pretty standard for screencope solutions
it was way more jarring than what i'm used to
reno shadows used to do that until one of the last updates
looked like some sort of vignetting effect on the shadows
also i have no idea why ive been saying AO... it's the shadows lol
very possible. the ini file had no explanations about the shadow cvars, so i only tweaked these two: CSMShadowRes and CharacterShadowRes
"Contact shadows no longer have a edge fade to them and apply to the whole g-buffer"
Forge fixed contact shadows in one of the patches
Probably it conflicts with this
makes sense. i'll try playing with it once i'm home in 7 hours
CSM stands for (cascade shadow maps) this is not screenspace shadows which I have modified
CSM takes a large shadow texture referred to as a map
And applies it to the scene
Characters shadows are separate to both CSM and contact screenspace shadows
By default the game uses an edge fade on the g-buffer for contact screenspace shadows. It's not that noticeable but when you use my shadow modification which makes it more pronounced, you see the edge fade straight away.
Which is why I figured out what it was and removes it
hmmm
1.5x Res GTAO
1440p Quality
Wuling
tried recording a video today using nvidia shadow and while it did do HDR the colours are super washed, any advice?
I used OBS. Shadowplay sometimes records correctly something doesnt its just annoying so I stopped using it





