#Arknights + AK Endfield
1 messages · Page 16 of 1
case in point with Just Cause 3 Luma
broken engine? no problem DLSS still looks good 
Jensen tech just better
Truly goated
Imagine a game with perfected mvs
Would run like butter
total jensen victory
if i disable AA entirely, the issue is gone. so something broke the jitter i guess lol

Time to implement Decima jitter
Kevin was right
They hated the man because he spoke the truth
I need more jensen tech here. please forge, can you add more DLSS to everything?
weirdly enough, if i use anything but fsr4 (like xess, fsr3, fsr2), the issue is not present lol
Dunno what else there is left
Need SSR forced full res UAVs
and LOD / draw distance increase
and more / better story content
End game out tomo I think alongside patch
oh right...the weekly i couldn't clear
i'm far far behind, not even end of main story for me. still in dating mode
it was a very good HDR dating mode
Lod thing might be a bust
Well
Since theyre using their own lodslop
From the interview
Ssr is almost a bust too
noooo
I think it's...fine...AO...mission accomplished? sorta, maybe? umm tbd-almost?
fps unlocker thing is kinda buggy, randomly turns off and caps itself back at 120, but at least the graphics improvements work
🤷♂️
Did you change any settings
i just relocked to 120
It might be that you changed a setting that triggers the re-loading of settings which puts the memory back inplace
didn't change any settings, i can trigger it pretty consistently in character menu
Send a video
I could get it fixed
The graphics settings one wont have issues though
Due to its brute force nature

laevatain always stuck at 120
gilberta uncapped then drops to 120 after her animation
200fps in a menu what in the sloppa
Pclets when lavacake is only 120 gigafarts per millimetre instead of 240 shittapixels per zoomecond
i mean 200 fps is doable outside of the menu too, if I turn off my RTGI sloppa
baba's GI shader now does HDR
I fixed wobbly AO, it's because point sampling snapping the uv
It's an issue even in vanilla shader
I guess DLSS doesnt have such mistake
Do the ziplines look good for you guys on dlss
With fsr4 they arent pixelated anymore but they are pulsing when moving the camera
Idk if thats the shader doing weird shit or whether its intentional or not
everything fine now on dlss except for SSR resolution
Does DLAA consume less performance than TAA?
No
so...i think i may know where the memory leak comes from...it's been a long time bug when you swap dls presets/fg/or turn on and off/ resources both ram and vram usually doesn't recover....and Endfield going to the menu...blows up dlss..
dlss slop is one factor
but the game still leaks when you go to TAAU
it just leaks faster with dlss
not new
well there's that, but turning off and on dlss is prime suspect for vram leak and memory leak
I've done it plenty of times in games, since I mess with dlss settings a lot as part of testing, you don't want to keep messing with dlss over and over in game
and endfield is doing it like can of coke
sure
but it doesnt really solve the root of the problem
turn on the game never mess with dlss you'll still have to restart it
a lot longer sessions at least.
with dlss on you'll just have to restart faster even if you dont toggle it on/off
I actually don't think I have memory leaking at all
Which one is that ?
Freakin storm. Stuck away from technology for at least 3 to 4 more days. This is a conspiracy

we call that technology withdrawal symptom or TWS for short
That makes sense😭
Fate intervened ! It would seem I wont have to take a train to take a bus to take an uber to get to my hallowed vehicle. I can already feel the sensuous breath of sweet civilization down my neck...
😇
I can feel myself ascending
@dusky wave Oh yeah about this, if you are referencing my temporal shader in the addon, it was fixed there, so would your mod's I think
Cause I did bilinear sampling for the previous AO to correct the sampling
can I set GTAO to a non-integer value in EndfieldGFX.ini
say 1.5x
well, more like do I need that for 4K DLSS Perf mode
or is 1.0x fine
1.0 is fine
2.0 is just downsampling
So you're doing 4K AO buffer -> 1080p -> back to 4k with dlss
Instead of 1080p -> 1080p -> 4k
so its not MV caused?
I'll check it out, I really want to solve SSR wobble
low res is one thing but the SSR constantly wobbling when moving the camera is dreadful
Remember some wobble is not bc of the effect ur tryna fix
But of their
Bespoke™ lod system
Yeah the sampler is point sampler, which will snap to pixel grid coordinates, so when sampling previous color/AO, you must do bilinear sampling with the point sampler (do not do this to previous depth)
Barbatos, her GI is in pre-release, so only on her discord and not her repo yet
I feel like at some point you'll just run out of vram unless you're rocking a 5090 or 4090
well if non-integers are allowed then I could fine-tune it, say 1.2x
but I'm using 1x now anyway
mby I don't understand what you're talking about but when I set gtaores to 1 the striped pattern comes back
👁️ ty
It's very good btw, decently lightweght and gives you that slight "color" enfield lacks because it can't afford RT
Base game always runs half res
- You run 3840x2160 as your global screen res (DLAA or TAAU 100%)
- GTAO runs at half res so 1080p on the UAV g-buffer
- If you now use upscaling, GTAO UAV's will be not only half res of screen res but also upscaled now so 4K DLSS Q gets you 720p GTAO UAVs
The tweak on the other hand works like this
- Setting GTAO = 1 will double the res of the UAVs back to native screen res e.g 3840x2160
- However if you use upscaling, all of the GTAO UAVs will be upscaled e.g 4K DLSS Q gets you 2560x1440p GTAO UAVs for all the GTAO passes
- If you set GTAO = 2, it wont double UAVs to now use 8K. It will instead make upscaled res UAVs use native res up until the last GTAO pass (spatial avg shader) where it downscales to match upscaling res e.g 1440p in this case
I tried settings GTAO=3 or =4
didnt seem to do anything
SSR is still griefed
and DoF just randomly decides if its going to either use native res or half res depending on cutscene
COOKED
I think I understand
What is the point of 2 and above huh
doesn't that mean gtao=1 would be the same as gtao=2 if I'm not using any upscaler?
Like depth buffer is only as big as the rendering res
Wasted computation without any improvement
technically there's a difference, visual, none
GTAO = 1 does 2560x1440p for all passes
GTAO = 2 does 3840x2610 for all and then downscales to 1440p for the last GTAO pass

= 2 isnt doubling native res
Shouldnt it be the same resolution for all passes
Like 1 = native/render res would be the max quality
wait so 1 isn't full but half?
= 1 is full
2 is just like decrasing the blur weights and sample radius while wasting vram
so 2 downscales, and doesn't give 2x, because it detects native res before it finishes the pass?
something like that
Because rendering higher res than rendering res is just fabricating fake pixels that are interpolated
so it's not like output resolution, can't get fancy zoomed in grass is what you're saying
Yeah the information to generate higher resolution pixels doesnt exist in the first place
no... the GTAO hack is janky since the author mentioned the res being hardcoded
They had to do some weird forced thing
where they double the half res
ah, but still creative way to do it. It's like telling DLSS what DLSS wanted in the firts place
Rather than rendering at higher res than native, you could use that to do better temporal and spatial filtering
DLSS doesn't want your puny quarter res mips
I'm rewriting my temporal filter right now, the ghosting is not good still
I need to find out how reno clone pipelines and insert new tables, i don't think I want to recreate pipelines for deferred lighting passes when I tried to add GTAO-GI
I mean after all the upgrades, and having to still use TAAU aside. After adding in baba's GI, endfield looks pretty much like a modern game
sure I need smooth motion, but that's a reno problem
it's pretty beautiful
It's like an engine you have need additional unpaid labor on haha
too bad i cant check dlss shaders in nsight
omw to add DX12 proxy for DX11 pathtracing
would love to know if dlss is sampling previous samples correctly
hg would like to know too prob

they reported made like 1.6bil off endfield just from launch. They have the budget to put pathtracing in the game (they won't like hoyo slop).
but i think nvidia is way more component than whoever wrote ao for this game
dlss implementation needs some effort
soz budget when into Yvonnes MASSIVE bakery and buns
it looks bad
the skybox will have no clouds
directly above you
but theres cloud shadows

how are they going to RT that?
RT(R)
The cloud shadows are just post effect 
don't care still need to make bakecels mad
technically they can do RTGI, they just need to shove in a static sun
the cloud shadows can be blended
crappy but blended
it can
but not as well as RR
i wouldnt be surprised if nvidia drops a nuke with dlss 5
that makes amd look like cavemen
raytracing wise
exclusive to Lackwell and whatever next gen is
older GPUs are going to die with these increases to compute
2 more years, they dont have enough vram for 2027

atp im surprised that 5090 is still being sold
cheapest 5090 is almost 5000 usd here rn
dlss5 be like
hallucinate everything from 16x9 pixels
DLSS5 will be reintroducing neural shit
because Lackwell isnt using any of it
its all just demos
dlss 4.5 can almost do that
neural shader when
Grok implement neural cloth shaders for Gilbert
make no mistakes
oh wait
we'd need vulkan

remember the demo where rtx face or whatever it was called swapped the face to AI generated

can you please share your settings for baba's GI? mine looks a bit crazy. do you use marty's motion vectors?
no, baba's motionflow, it's more lightweight and does fine for endfield
let me see if I can pull up my settings
did you set HDR10, and your peak brightness correctly?
yea
you might want to get her entire suite, or at least the textures
just in case it needs the textures
is it stable?
im gonna need 8k to fix this on fsr4
fsr4 is kinda busted with this game and idk why. the latest addon version also broke the fsr4 jitter for me (but all other upscalers are fine)
the game quickly gets cpu capped seems like
i turned on super perf and my 6900xt is at 80% usage
cant get past 120-150fps
Off/on very slight but meaningful differences
Yeah wuling is hard on my 5700X.
i got 5800x3d
oof
the blending colors are nice, but won't this run into the same fog issues that have been discussed?
gotta buy 10800x3d to run mobile game
this is less of a difference than i thoguht there would be
I can amp up intensity to glow it like the moon, but I'm one of those that don't like the artifacts of trying to do it
How much is the cost for that?
there's just limits to how much SSGI can attempt, before it has bad stuff (though baba seems to have a done a good job keeping the bad stuff out). Unlike Marty's RTGI, that just...goes all heck on artifactx
isn't it kinda easy to look into the internals of a unity game?
I forgot, since I locked it to 60 and then smoothmotion it... it's pretty light, i think like maybe 1.5ms or around 7-10% of your fps, cheaper then RTAO basically
depends if its obfuscated
if its not its very easy to look into internals of any C# game
here's what happens if you blow it up like the sun, obviously not going to fly in what it did to her hair
yea we just need pathtracing atp
That's what the unlocker author is doing right now
And it's not the same as Unity
There's a bunch of custom HG slop
Which is a PITA
but also depend on lighting...as a good GI should here's one that's more pronouced cause it's just one light source
oh ty, it's the material color bleed thing
lol yes, glowly glow glow, not good
If you need more fps, put rays to like 6, and steps to like 10 or 12
if you don't like the little extra AO, you can zero that out since you have GTAO
but it seems to not effect characters, so characters were a little bland to me without extra AO
well you can I think, but it won't GI the characters
which gives them a little more realisim
and for some reason this GI is playing pretty nice with the UI anyway
barely can spot a difference
I think baba said she try to put a luminence mask detector to help with UI detection
lol the glowy glow thing comes back if i turn ui bypass on , not sure why
It has to do with he UI pass, it f's with the HDR
if you turn on depthmap, you'll see it
the color buffer goes nuts between reshade bypass off/on
ah yea 😮
baba actually has a fake sun function lol. It looks pretty nice, but more or less worthless except for taking screenshots
since half the time I can't even see the sun in endfield
The sharper reflections aren't working for me, do I need to use the fps unlocker alongside it to work? Trying to keep the amount of things I throw into the game folder as minimal as possible
it worked when i was fiddling with it earlier, can you try preset #2 or something with it?
no fps anything unlocker
wait you're talking about SSR Reflection thingy thingy no? it worked with me before turning it off/on
Changing presets doens't fix it
if you're using the enhancer (for the AO stuff), make sure to leave everything SSR related at default
off then on, no difference
Think my reshade is borked, some settings I've noticed have reset since I last changed it when I previously opened the game
Seems to happen anytime I've done large jumps is renodx version changes
Nvm, still broken
ehm...did anyone figure out how to use this mod with XXMI launcher, it just crashes the game for me...some dlls probably are conflicting
SMAA at ultra quality, not looking good
Spectrum is aware of the order of injection and might eventually make it so it happens without having to set it up like this, but for now it'll have to be done like that
Of course it's not looking good, it's smaa
Y'all memeing, but I'm pretty sure the SMAA option is straight up not working for some reason.
Provide proof
No AA, Marty's SMAA, enhancer SMAA=4
There is no difference between SMAA that is working well and SMAA is that not working at all 
umm yes there is
if you zoom in 5000%
you will notice slightly less stairstepping
in one scenario
but yes SSSSMAAAA is cooked
always has been
https://www.youtube.com/watch?v=KdO26hXe7fA
Only temporal accumulation is implemented but visibility bitmask AO seems way more stable (accumulating only 8 frames)
You are not finished with AO?
Well almost, just need to implement denoising later
Y'all are crazy skilled frfr
Now rewrite the engine and make Endfield run on my fridge with pathtracing!
I need to add decima jitter smaa first
nah port the game to ue5
naaaah, that's be naniteslop + lumenslop + extra taaslop!
naniteslop = no atrocious LOD
lumenslop = good reflections
taaslop = good
all of those remove sovl from the game
on the other hand, UE5 allows easy .ini cvars customization most of the time...
UE5 means UltraPlus
That's basically a requirement at this point. Truer words were never spoken😂
your mother
forge will rewrite the story
this is optiscaler fsr4 without and with reno. this only started happening after forge added the GTAO stuff
Hey guys I have a question, is there a way to use the Unlocker/Enhancer while running XXMI and reshade? I know how to inject Reshade with XXMI, just not sure if the enhancer/unlocker can be added into the mix.
why don't you download the unlocker and answer the question yourself
takes a hot minute
I did, that's why i was asking lol.
It didn't work, so I was wondering if you guys knew a way. Thanks anyways.
then just say that it's not working for you instead of oh maybe im not sure
i'll check xxmi in a bit
@dusky wave i should not have checked gamebanana

Pathtraced Last Rite clappers and Yvonnes MASSSIF bakery assets
- Decima jitter
- I remove dogshit vanilla linear fog and volumetrics and replace it with out own custom solution that doesnt have anti soul gas in interiors
I need to continue my read up on BRDF's that Joshua linked me
Need to add Callisto BRDF
Kevin will be proud
isn't the one kevin likes specifically for skin?
He likes the whole BRDF
its just that they only used it in-game for small sections becasue of perf reasons
and skin
the rest of the game uses dogshit UEsloppa lambertian BRDF
with plastic ahh waxy metals
🤔
a lot of the time you have seperate shading models for skin, hair, and everything else
I might need to rewatch that video
@gloomy tulip
Any idea where the shading model is kept
Endfield has some bretty good materials
Want to figure out what maths they use
Tbh I dunno they probably use just regular brdf
so it's just ggx + lambert with extensions?
smh
need the diffuse from titianfall 2
FULL version also uses clankers
Forge really maxslopping this game
Would be funny if he abandoned this in a few days for crimson desertoslop
I will
Midfield update 1.1 will probably happen aroudn the same time
as Dessert release
unironically if your going to do brdf stuff do this
https://www.gdcvault.com/play/1024478/PBR-Diffuse-Lighting-for-GGX
Cant wait to remove every feature
Add bt709 -> dcip3 bt2020 stretching
And call it a day

imagine going back to vanilla probe glow slop
and vanilla AO
with no direct light modulation
abysmal
who will win
GTAO visibility bitmask, glow slop, HDR sun
or
Working Color Space: BT709 -> DCI-P3
Crimson desert is custom engine no? and it's PA...they do jank ass stuff
yep
own in house engine
blackspace or something
PA's grading is diabolical
I learnt that from BDO
code is utterly cursed
only some Japanslop games might beat it
stick to unity slop~
meanwhile in all the footage I've seen, grass lacks shadows or AO
character will walk into direct sun lights
and grass has no shadows
sloppa
"we use pathtraced GI solution"

Its AMD sponsored and in every gameplay vid I just see fireflies and noise out the ass
aight
wqhat's this crimson desert thing
new mmo slop?
no
Korean MMO slop devs decided to make a single player game
it's old mmo company that didn't know what to do with their fail attempt at a mmo, and made it SP
set in the same universe
it was suppose to be a sequel mmo, and they abandon it after like 5yrs and spent another 5 making it into a campain
it uses it's own custom RTGI system similar to nvidia restir
its pretty much ultra giga modded Skyblim
@grok remindme in 1 month
I don't have high hopes for it, but we'll see...it's a long tooth development game, so a lot of work...and rework...and rework again put into it
maximum peak* 
Endfield went through like 2 reworks~
Already have a thread open with custom banner
- Jon is helping
game will ship with HDR so framesloppa will work
with no flickering
unless ofc HDR path is utterly cursed
but SDR path is also cursed

it's a console game, so it'll have it's own HDR path likely
PSN practically demand HDR on every game

so games i see rig a front end with a massive jank AES somewhere
base HDR will be rip because SDR is rip
look at the above
torches are utterly chopped in SDR
dungeons have dorito chilli heatwave oranges
becuase of how much per channel RGB they use
but its even more cursed
becasue per channel is meant to hue shift pinks into oranges/yellows
meanwhile the torch flame here is still pink on top of everything else being tomato red now

whatever works, unless reviews are good, it'll be mostly console slop?
Fellas really enjoyed KCD2's HDR
INZANNNNE COLOURS
the fake gamut stretching made skintones into tomato reds
but they removed it now
ngl, looking at the callisto comparisons compared to rl MERL data pics
all current BRDFs look ass

lol
if you get curious take a look at rtx remix's shading stuff
pretty bleeding edge
for games at least
it's not about the brdf you use
it's about how you use it
dark souls 2 lighting engine uses a barebones disney iirc
I completely skipped over the "lighting engine" part in your msg
I was about to say
dafuq is dis dude talking about

DS2 looks like ass
I`ll never emotionally recover from the bait and switch for DS2 from the previews and the release
The lighting was destroyed
PS3 cant into it

We needed to wait over a decade for Rage to add pathtracing into LE
to match vibes
Callisto has a section on reducing specular aliasing

DLSS 4.5 is fixed
Time to implement
oh no
Let me fix specular aliasing
then add decima jitter + Kevin FXAA
I'll then hardcode removal of DLSS and TAAU
does this game even need it? lmao
If you want to use kino SMAA
bro are you even coding for RenoDX at this point 😂
forge dont hit your opus 4.6 premium requests limit
Forge out here coding DLSS5 Endmin Version
The only issue I've seen thus far with materials is that fx shaders that handle particles and such have some aliasing with trashformer v2
The spaceship has thin glowing fx lines
and those shimmer a lot in motion
looks like DLSS 2 back in the day for Death Stranding
yes the yellow lines
this dude lmao
Cant wait to drop absolute heat for Endfield
then abandon
and blueball everyone with inferior version that only has HDR output as the updates come out
I'm relying more and more on my clanker
I'll refactor all the endfield stuff to make it easier for AIslop to patch
then next patch I already got a workflow so the clanker does everything
I am adding notes so even I remember wtf is going on
you just need to write a guide
a decently good one the clanker can read
let it do all the rest
New gen reno modders are master prompters XD
I recently stopped doing manual entry for my accounting reconciliation
was wasting too much time on that and it just clicked
Cant wait for them to shut down clanker usage for us plebs
"can i just carefully prompt for chat to do this"
Yeah i'm not sure how they can substain at current stage
Where money hasnt been made yet
I have some local models on my system
use stable diffusion and so on
Opus is far superior though
3x
Just shuffle around AI
never
by the time they expire the free tier model is gonna be as good as the current sota models anyways
Tell that the other AI outputs garbage but in your machinery superiority you can fix it
I've been doing that a lot XD
"You're totally right....the code isnt correct"
5 seconds before
"This is correct and should be working"
what not adding (and make no mistakes) to a prompt does to a mf
@stuck sandal looks to be standard Unity slop
Cook-Torrance + GGX distribution + Smith height visibility + Schlick Fresnel
That's like what everybody uses I think, no?
multiscatter ggx
game has it
Grok
add Bend Studio shadows
Well we already have screenspaced shadows
7 passes
Time to see if we can modify exist code to frankenstein Bend's shadows
nice they have example code
BRUH
they already use Bend's shadows

I by accident even set the hardening to match Bends SSS reference without realising via "improved shadows"
@stuck sandal

So the OG shadow improvement tweak was actually just me setting Bend's recommended reference settings
without realising
🤣
that's too good
It's joever SSR doesnt use linear sampler as well. SSR wobble town
I added Callisto BRDF

Cope edition
There's a bunch of data I don't have good access to
Let me test what it looks like in-game
Vanilla / Forge Callisto slop
weird, only applies to direct lighting
hmm guessing theres another shader I need to modify
having to mod the .asm is soo ass
with hlsl I could qucikly make modifications
I cant even do a test run with hlsl becasue all the lighting is borked
give opus both the hlsl and the .asm
and tell it to fix the .hlsl 3dmigotoslop decomp issue
and from there just mod the hlsl
Dunno chief, I already tried that previous
gave it .asm said dont even use decomp
translate from one to another
did so
still had broken lighting
becasue something something bytecode was different
Lighting doesn't break

Could it truly be
Rip no
Lighting is kinda borked
Shadows are doing strange things

you could do that thing
where you ask it to add 10 morbillion debug sliders
and find out which pass was causing the slop

its just this area that has this problem in the corner
inb4 I move everything over to hlsl, waste my tokens and everything blows up
oh nope
I see it now
causes a black blob for shadows in quarry as well
fixed it
caused by NaNs
nope, still has some weird square thing
fuk it
going back to .asm
What I will do is test BRDF modding on hlsl atleast since lighting is broken anymore
ultramemers 
How does it not work
Forge addon logic should be the same as my vulkan one. I tested all aspects available to me, the ping indicator all disappears
I did the same thing

I don't have an ultrameme so I can't test
Maybe there's a way via display commander?
I think there was a way to replicate 21:9 view
Probably use custom resolution in nv panel
Then set your desktop resolution to that
DC can force 21:9
Ill boot the game in a bit
Maybe 21 9 is using different shaders 
I'll become an ultramemer once 6090 drops and there's 5120x2160 240hz display
In which case i am the ultrameme
Yea
39 or 45 works for me
Slop 34 and 49 is tiny height wise
These days
Maybe the ping indicator model is different in ultra wide because it needs to move towards center instead on the corner
Joever
I guess us ultramemers get to keep human rights a bit longer
Don't get me wrong I'm freaking loving the AO, reflections and all ther other ubgergigaomegaslopa improvements
It's just when I glance at those 3 lines burning my display I feel my wallet crying
Why tf do I need a latency indicator in that game anyways ? :3
unless you're using something retarded like 400 nits ui brightness
you'll replace the display before that ping indicator makes a dent
i'm still seeing uid and ms indicator when the game does forced camera pans (1440p 16:9)
it's hidden in regular gameplay however
I've had 8000+ hours on oled with static ui slops
like wuwa gi or league of fucking legends
zero burn in
you're likely to see more burn in from using your desktop 
Maybe you're right. Did you notice a brightness decrease over time ?
no
your panel is already set up to account for that
these are hyper accelerated timelines for those burn in to be visible
they are at 16k hours
and the panels are still alive
hmmmm so samsung did indeed nerf the panels for the warranty
i remember some older oled tvs malded out of existence at 10k hours
yes PC monitors are driven even more conservatively
which is why you see slop like peak 1000 dropping off like a wazoo past a certain %
g3 is cooked
yeah
dropped to 172nits
😭
my monitor has 6k hours so i guess i can cop it for another 6k

brilliant
why didnt we think about that
btw
if you dont even run the game
theres no mem leak at all
LOL

well at least they acknowledged it now
It was pretty obvious once I saw the menu screen disable dlss
they can fix this, they just choose not to (yet)
I mean cause and result are different things...
you can distinctly watch it climb and slog faster on dlss
let's go wipe out humanity, cause human' suc is a solution i don't ever want to do...
never needed to on/off to see what's happening right before your eyes
no the act of turning on and off dlss is the cause of the leak
it's a long time dlss problem
it's also funny how the whole leak thing was introduced after the first patch they did
it wasn't a problem at launch
your leak will be faster
umm they didn't add DLSS till like 3 weeks before launch?
dlss on/off is just something you found cause u wanted to turn it on/off 10 times for some reason
IDK about that, I once was in the menu playing with some crafting and blueprints and I was ded in 10 minutes
if so then the simple solution is to just not touch it
there was a hotfix on the 1st or 2nd day which was when all the reports of it started appearing
I sure as hell didn't have a leak when playing the first day
I am about to touch you
if that was so simple then they would have stated that in their report
But I expect it to leak in vulkan all the same. it's the same dlss issue
but lunar newyears is calling
f- that they said
I dont know wtf I am doing 99% of the time but this is a 99.99 percentile moment
I will revist another time
Vulkan was confirmed to have the leak as well right?
0 sanity moment
w^lingers
As they say in other gacha's people flex their characters, in endfield, they flex their engineering degree
it automatically supplies your banks with the batteries they need instead of producing too much
depending on usage
technically pointless~
when has pointless ever stopped somebody
but realistically it's probably useful for if you haven't capped your factory, since variable power demand is quite an interesting take, instead of a depot full of maxed out batteries
as usualy steal from those who have engineering degree and claim it as your own.
I currently do it with a more simple system by just manually adding or removing splitters to my bank modules
I never once thought that I wish this was done automatically, but oh well
I was looking at putting a blue print and was like..why is this belt there..and then it blew my mind you can use belt converger this way...
but then how do you explain to fangyi why are you and your endfielder degree needed
it's kinda cool
engineer smarter then me, yep, I don't want to think
I just watched a slop vid were they said the secret to Endfield's grafix is....
Normal maps
🤯🤯🤯🤯🤯
just do art well
is it? i remember the adaptive battery solution has a sandleaf in there to act as a toggle on/off switch
basically the sandleaf will clog the pipe when your above topped off in battery
realistically, just shove it full of battery and logging out is the better answer
it does a similar thing but with origocrusts instead
you can read more here
but yes, put battery in and log out is better
I'm using all the resources available to me in wuling and I'm gaining on batteries without any overengineered nonsense. my factory fits very comfortably within the capacity of 2 thermal banks
Custom AO rendered in game
add bent normal shadows now
I kinda like the softer feel of the grass in the first picture 😬
Well its all tweakable
Using all vanilla AO settings except visiblity bitmask
I could try implementing surface thickness
My PC is chugging XD
slop code
Kevin is not happy

On top of mem leaks, the game also randomly decides to full blaze some of your cpu cores
Yeah with full res its like 10% more GPU usage
it goes from 40c avg to 68c for me
How do you ignore all those "new item" dots on your UI, I could never
Because they are not red
My brain has been trained by modern slop UI
Time to add bent normal shadows, POE 2s radiance cascade GI solution and FFXVI's Tiled Deferred Lighting shadows

@woeful raven have you slopped in Swapchain V2 yet
Wait, doesn't some of the best BRDF models use look-up tables ? How the hell would you even get that in there 😅 ? Are you doing blood magic or something ?
People are coping that the memory stuff was fixed with a 30 mb patch that came out a bit earlier
Anyone here able to test? Not home atm
tbh i didnt have any significant memory leaks
Me neither
Like ever or today?
I had issues earlier today, but that was before the alleged patch
Actively experiencing 2 weeks of constant improvement. The game looks so good😭
Never really

Maybe reno updates come out to quick for the leak to be problematic on my system ?😅
I dont think so 
Still eating away at everything
It was too good to be true

how about MFAA
thats also the same same but different right
not quite, MFAA (multi frame anti aliasing) takes samples from previous and current frame and combines them
its meant to give you MSAA 4x visauls for only MSAA 2x perf cost
Its helps better than simple post processing like FXAA or SMAA
its like a proto TAA I guess
wellll you also had TXAA before that
@gloomy tulip have you also added distance based thickness scaling for AO?
first is without, second is with
Looks a bit too much?
I'm going off the paper and saw they mentioned doing 'Increase t linearly over the distance'
GTAO does thing in pixel radius, so far pixels already have larger radius than near I think
Previous / New
Gibs distant meshes a bit more AO shading (doesnt affect anything closer than 100m to the camera)
Callisto BRDF has been taken out, I need to read more on it
since it wasnt working properly
if you look at the top of the tower and flick between both images
you'll see more AO
here you'll see more AO on the water wheel
that's really subtle
@dusky wave I think in wolfguard story, the weather in valley 4th became beta test
Almost has the same color
This and the intro attack on hub base sort of match the vibe
guys is it hypercopium if i claim that fsr4 with rcas is as good as dlss
that sharpening gets a little wonky on balanced- perf mode and below
but on quality rcas 75 is magic
Well it depends what version to what version really. Didn't play look at it a lot since then, but image quality was certainly competitive with dlss 3 when it came out, and it got pretty close to dlss 4 in some select titles. Since I have no idea how fsr4 evolved since launch and that there is dlss 4.5 in the game now... Your take is as good as anyone's
@dusky wave Is there any stuff to mess with in EndfieldGFX.ini to mitigate the enhanced SSR's occasional noise ?
Email HG and tell them to use full res SSR

720p GTAO was utterly COOOOKED
but now that we can force full res
it looks good with our modifications
SSR will be the same
if we can get full res working, I then rework the denoiser again or just remove it out right
and fireflies will be minimised
Full res SSR + Ultra quality SSR will fix most issues
I listed every half res stuff at latest survey

fix vulkan pls
fix half res pls
rt pls
hdr pls
how dafuq does this mofo know we use half res - HG
I mean even if we didnt looked at the mfing code we still have eyes
allright. So we gonna have to wait 😭. Honestly, that's pretty much the only blemish at this point. All current enhancements combined really make for a handsome looking game. It looks great.
Its just weird to me how less devs care I mean, you work for years in that game
Cant you just increase the res in the highest settings at least
It doesnt click in my head
Because they know idiots who can't run max settings will try to run max settings and complain about performance
Filtered because of stupid people 
hide native res everything behind launch arg 
me in every hoyo survey for the last 3 years lol
CN gacha devs treat PC like an afterthought every time (except Kuro but that's a completely different problem)
Can anyone test vk FG with this?
I am assuming you mean just testing VK SDR FG alongside reshade?
since FG causes flickering with reno here
lemme do it
werks
game doesnt blow up
and FG does its thing
MFG included
now if we could fix transformer flicker...
Grok... compile non dogshit trashformer .dll
would dlss fix even work for vulkan? ig no one has tested it anyway
I have a 420 peak monitor, and it had same issue with yours. What I did was setting the 1000 peak in renodx, then enable the PQ clip point function (1000) on my monitor. let the monitor do the tone mapping work.
dynamic fg dll will fix it trust
guys in endfield enhancement what did you set PunctualLightShadowRes to
forge rec'd to only change CSMShadowRes and CharacterShadowRes
other settings would break lighting
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shit there's factory building in this game?
pehaps i was too harsh
how does this game make money?
The same as any other gacha
waifus
why buy them though
alright
is it just cosmetics?
time to get bikini bottom fart shift in this game
some waifus are more powerful than others so you may want them
for clearing content
Ok I see you genuinely have no idea
BlenderFarts and Mcdonalds bottom
i've played genshin before just wondering how this game works

You are industrial space jesus
Exactly the same
and everyone glazes you
it earns money in the exact same way
Basically 1% of top spenders fund 99% of the game
we love whales
i saw dude on stream blow 800$
laev banner
yea but he aimed for pot 5
max potential everyone 
I spent on the BP and welkin and have everyone besides Gilberta
brag
abysmal
To who?
Nobody thinks max pot chars are cool lmao
and get hookers
MaxPotMaxxing
Anyways
I've done everything there is to do
game is mid now
I am moving on
enjpy
you can port everything to vk now
Lmao
@dusky wave




