#Arknights + AK Endfield
1 messages · Page 18 of 1
hmm
so endfield does not crash
but I see this error still
i see this in endfield
I mean it loaded
hmm but that injector failure is bothering me
pretty much that's reshade
dont worry about it
maybe ini settings but you're not bypassing
if its bothering you too much
then just dont use it
i get random loading errors too
oh ok
im not trying to be annoying
so if I see the renodx menu
it means success
it's just spi, he's a tsundere
what he really means is, i'm glad it's working! my instructions I worked hard on, needs more clarifiation
another question, what is the highlights setting?
your peak is your monitor, your game brightness is usually around 100-200 depending
UI is whatever don't kill your eyes
then color grading is basically post processing
the instructions are clear enough
if you fail with that then its a you issue
as demonstrated here
dont worry
👍
if you dont have an hdr monitor
or have a bad one
better to follow the sdr guide i have in the FAQ
generally if it's SDR, you can kinda find the same info in your monitor specs or reviewer like rting
and just wing the game brightness
UI brightness is like as low as you can go
ah i do have an OLED HDR. playing with contrast definitely makes a difference
this game by default already looks fine
i dont recommend going further than what I already stated in the faq
yeah 55 looks good enough
I heard OLED can be a bit finicky in various HDR modes, but since default is HDR10, pretty much all settings is locked out monitor side
though screenshots look different
it's in the setting menu of reshade end of the menus
I think real AO is more then subtle, but each their own
holy so cute
must protect 😭
mods worth it just to remove that mask
but then you can't keep going with the deathmask joke
there's no other tonemapper
if you want to use it with hdr
vanilla is not a tonemapper
Is it normal if I enable the reshade before UI option and any shader at same time, the yellow part would looks washed out?
So in the picture I'm only using the befor/after shader, I think all the orange/yellow HDR content looks strange
You should probably move the reshade64.dll out of the game directory and change the inject library path, but then again other people make it work while in the game directory so who knows
But if it works it works I guess
shader might not be hdr compatible maybe
Somebody please explain to me all the meta jokes like cum glass and McDonald's I want to keep on track 
vanilla glass have white hue like ... cum
mcdonalds bottom is new hue correction I believe called macleod boynton
What 
I low-key regret not keeping up with this game because following the development of this mod was probably more fun than the game itself, but sadly just don't have the time for another gacha slop commitment
Grass has a max AO intensity buffer I think forge removed that limit
Don't worry, keeping on track doesn't make it any easier to understand
OG amnesia story was "You were a god awaken in time of dire straits. But your capsule systems broke and we had to wake you immediately, that caused your memory loss"
I have no idea why they scrapped it
It's the perfect setup for some mystery background for Endmin
The new story totally skips why you have amnesia and how/why did you wake up
eh? i thought they did a pretty good job with memory lost, and even made it's own character development arc (if not a bit generic). This part i had no issues with
the parts I have issues with is...how bland the writing was for v4 msq
I didn't play a lot after the first 2 hours so maybe I missed something tbh
but the old intro Vs new intro
Skipped this
they go through the tropes of a dying civ, and didn't try to flavor it enough
I mean they litterally used endmin's memory lost an entire lore/backstory/current main mystery gimmick and just add icing on top, character storys also revolve around the idenity and memories
I don't know how much more they can do to not make that point more important
the themes are pretty on point, if not again generic
it's not like they're bad writers more like the got bad orders
In fact the whole resonator vs Endmin parallels...just puts more attention to detail to the writer's credit....now if only they stop trying to use every generic setup they can possibly shove into this game.
We have a bunch of meme words
Pisswise - piecewise (it's a maths function) that's used by a few stuff in the code like Reinhard
Cum Glass - I picked up on it from Cyberpunk 2077, when you turned RT / PT on, glass and other transparencies became cloudy so modders started calling it cum glass
Mcdonalds Bottom / Mac10 Boytoy - ShortFuse added a new hue correction method Macleod Boynton that looks better than OKflab (OKLab)
CB00000fers - cbuffers e.g constant buffer, contains data in the form of a number value that gets passed on and used by shaders
Termite Spleen - Hermite Spline / BT. 2390 is a tonemapper
Tonesniffer - nonsense coined by me
holy brainrot
Reading the convos here with all the meme words is part of the fun
mac10 boytoy is sure a name
Theres also "by luminance with per channel chrominance"
So me and Dio constantly shit post
Zoominance with per fannel gloominance by lolimance
Basically, if you look at the current gamma correction setting
If you go into character menus
and switch between off, 2.2 and 2.4
you'll see that the Endfiled yellow UI element
goes from yellow to an orange/yellow
"by luminance with per channel chrominance" gamma correction would solve that
Are they talking about how the character UI becomes bright?
Thats just how the game is once unclamped for SDR
I am guessing it is in reference to character UI and team comp UI
becasue those arent controlled by UI brightness but rather game brightness
If he did "fixed" these menus to look more SDR
His game is going to look like SDR too

All you can do is lower exposure
which will globally affect all other scenes
Menus do use a different Uberpost
Yeah I decided to just deal with it

I specifically removed them because in most areas they look like ass
aight I will add a separate toggle for them to maintain creative intent

I am confused
this doesnt seem that bright
ahh wait thats PAC menu
yh ok, so archive menu counts as scene for some reason
Fart shift
can someone tell the retard to use sdr mode if you dont have hdr monitor

Gooners be like
Just give them chatgpt prompt
why do you think i come off as civilized and definitely not unhinged here

You would think normal people would use reno
forge when will you add ambient conclusion?
asking the real questions here
we know your credit card info already
no need to act surprised
I am more likely to learn and add Spectral rendering then I am to add Ambient conclusion

**If you dont know what Spectral Rendering is... Its more advanced than PBR since you're not simulating RGB but simulating rendering light across the spectrum, you can layer several material types (Conductor, Dialectric) for complex materials **
One day
We will see this in gaming

I guess Nbidia wants to cope this to us via Neural materials
also forge if you could check out why optiscaler fsr4 broke since the GTAO improvements id appreciate it 🥺
i dont want to cope with xess anymore...
forge add path tracing for 3050 pls
it doesnt. but the addon with the gtao improvements broke fsr4 for some reason
#1440801914165002322 message

wtf is going on in that vid
MVs are just gone
and everything is jittering
So the addon as a whole breaks FSR4
or can you toggle back to vanilal code
MVs are present (they're the debug view in the left). right view shows "predicted blend factor"
yes. i need to disable the addon entirely for it to work properly again. just disabling the improvements does nothing
blend factor computed by FSR
the bright purple parts highlight areas of low blend factor with history texture, signaling a detected reactivity area.
how should i debug that? the addon was working fine before the GTAO stuff.
first remove enhancer
so you run native GTAO UAVS
I still have zero idea how GTAO can be breaking FSR4 globally
ahh ok. yeah it works fine with the enhancer alone. i also tried reno without the enhancer, and the issue remained
again i dont think it's the GTAO necessarily? iirc the addon update with GTAO also had a bunch of other changes
Time to go back through the commits
i think this is the one that broke it. let me try it again to be sure and the version before that #1440801914165002322 message
**Inb4 this is another example of AyyMD blowing up because its turns out AyyyMD acktually follows the shader spec of SM 5 very specifically to the point that certain Cboooooofer changes in .asm cant happen without the whole thing blowing up
Meanwhile Nbidia doesnt give a fuck because they just bypass the issue entirely in the driver **
Taps sign

yeah still borked. let me try the one before that
real
i see you and spiwar werent kidding about the birus...
dx11 is the real zip bomb .. can we ever expect this to be fixed by the devs qwq
No
fr? thought only dx11
Every gacha slopper loves fucking with UI
constantly turning reflex on and off
which leaks mem and resources
The only correct state is off
does the game at least have a functioning gc that frees memory if theres no extra space to allocate?
yeah this one works fine #1440801914165002322 message
the moment you open UIs a bunch of times
fast travel
fucking over
and whole thing starts leaking
no reflex no problems
Is this only related to reflex then
🤷♂️
That might be why I never noticed it since I always turn reflex off
Time for me to add Tracy to debug
Mfs need to add a whole has Tracy debooooger to see wtf is borked with gacha shit
abysmal
but yeah I've no memory leaking on dx11 and rdna2 with taau
it still leaks on AMD but very slowly lol. i thought it didnt leak at all, but after leaving the game open for a good couple of hours, my system was almost oom
Being blind to input lag continues to be the greatest gift biology has ever given me
simply play with a controller
I don't notice it on mouse either
I will try and test disabling Reflex
but the issue might still be with streamline
AMD sloppers cant use streamline
so issue never occurs on your end
Finally AMD winning
i also noticed that the debug view is not completely pink, it still shows some changes. so i suppose the blend factors fsr4 is looking for are completley blown out or something?
#1423918603035476041 has deboog
pmnox probably has something that nukes reflex entirely
Time to add
might fix Vulkan shittery as well
atrocious really
need a trillion addons and tools to fix gacha
muhhhh custom engine
to be fair thats most pc games
muhh well optimised
How to fix video games:
- delete streamline
a friend of mine wanted to play mgs delta and spent nearly an hour getting all the mods and addons up
forge, where can i get the source code for the addon? never messed with reno, but i wanna try reverting the commits with the gtao stuff to make sure that's indeed the issue
thanks
You mean substrate in unreal engine


No quite, subtrate still uses RGB
Spectral rendering simulates light wavelengths
Well substrate is the closest you gonna get
It already costs a fuckton of instructions to run complex shaders in it
Sw lumen is pointless
because FUCKING DEVS REFUSE TO COOKED THEIR BUILDS WITH HW LUMEN
oh yea i was wondering why tf games dont have hw lumen
HW lumen costs the same as SW
but looks a trillion times better
fucking joke
I hate SW lumen with a passion
utter shitpost
Tbf last time i had issues with hw lumen i couldnt run it in editor
It just crashed
maybe amd bad problem
HW lumen is like 10% more expensive
oh nooo
That will ruin everything
guess I should have light leak every instead with SW lumen
But not 10% better
Fuck light leak
The fucking noise you get
On sw lumen

its diabolical
- Doesnt properly trace BVH
- Noise out the ass
- Abysmal accumulation
- Dogshit light leak
terrible
UE5 was 110% rushed out becasue of pissstation 5 and EggsBox
kevin are you channeling yourself through forge
Yes
damn, tried installing the windows SDK in a VM and it straight up crashed it lol
Sign that you need an rtx 5090 and windows 11 asap
isn't hwlumen always available unless explicitly disabled?
depends on if its included in the build
like how you can attempt to enable wuwa RT even before the official implementation
but it just won't launch because the stuff needed is not cooked inside the biuld
i meant more like, devs do go out of their way to remove hwlumen, or does it still have to be enabled in the project settings, even if hidden away?
You need to cook it into the final ship build of the game
Lazorr explained it
if its not compiled into the game
he cant activate it
You're just stuck with SW slop
Why do some games have HW lumen cooked (even if they dont allow it in the menu settings) and other dont I dunno
super duper secret optimisation strat perhaps
We now need to wait until 2027-8 for devs to start shipping HW lumen only titles
You mean 2030
Wdym, GeForce now will be fine
everything going into data center
joe
reminder that apparently sony will be delaying the ps6 to 2029 due to the current memory crisis
I read some Chinese report by mem ceo
said the whole 2030s will be booked
its actaully giga over for us
back to ps2 stencil shadows we go
The great filtering
err how can i tell cmake to just compile just one game instead of all of them?
thanks
I think I know whats going on
I modified GTAO temporal shader
we need the GTAO temporal changes though
or else the thing will ghost like a dog

might as well not use it if its gonna ghost
kek w
Yes but maybe FSR4 is specially, something something it doesnt like casues issue let me see
I might just need to rewrite something
and everyone will be appy
AMD u*ers smh
How to make this work with optiscaler?
it should just work
easiest way is probably to rename the optiscaler dll to d3d12, open the optiscaler ini file, and set the reshade injector to true
then you leave the reshade dll as Reshade64.dll
I did that, but now i can't see renodx as addon
is the addon file in the same folder as the reshade dll?
yes, it worked before, but not with opti for some reason
using the latest renodx
it works if i remove opti from the chain
yeah reverting f07c327 fixed the issue, but also, that commit does a lot lol
i did a few things, now works what didn't before
Renamed d3d12 to opti, to remove it and reshade to d3d12 -> worked
rendamed opti to winmm and d3d12 to reshade 64 -> worked for a moment, then anticheat terminated it
renamed winmm to d3d12 ending up where i started and now it works.
can y'all recommend settings for reno in endfield?
defaults are fine
if you want a slightly more punchy image
contrast 55
highlights 55
saturation 55
One last thing for you to try
- Add back the most recent version of the addon
then use devkit
go through the devkit and swap shaders back to originals
does this fix FSR4 shenanigans or not
ok let me try
is that how it should look? the colors do seem a little underwhelming
did you try this
Hdr is not about punching colors up to 999%
If u want that use rtx hdr
is there an easier way to switch shaders than going one by one lol
You can unload all of them
via the top button
this will revert them all to vanilla
assuming that fixes the issue
I don't really have much hdr experience, so idk. I use srgb calibration as default, so I'm used to normal saturation, nothing crazy.
Use the preset i suggested
Also if you dont have a decent hdr monitot
I would also suggest using sdr mode
nope it did not fix the issue

i have qd-oled
i did see stuff visually change, yeah. any log file i can check to be sure?
click snapshot
you will see a tab that will list shaders
it will either say addon or original
yes
I am suspecting once again its the GTAO shader code
FSR4 has some shenaigans about needing very strict temporal accumulation stuff
DLSS doesnt care becasue Tensor cores go brrrr

neither does XeSS
any tips about monitor presets and what i should set in reshade as peak brightness?
If youre using hdr400 trueblack set 400 as peak
Peak 1000 mode then set 1000 as peak
issue remains
Game brightness is your average brightness of the game
If you were playing in 100 nits sdr calibrated before you move to hdr
Then your game brightness should be 100
UI brightness is whatever you feel comfortable enough so u can see the ui clearly
@dusky wave what if we remove grading sliders and hardcode two presets
Default and HDR+

b-b-b-but mah sliders?
wont need to install reshade
thx!
helps a lot!
remove the game
no more issues
Real
We should do that
If you need hdr
Just imagine the highlights
From your brain
still broken assuming i don't have to change anything in the settings lol
ah
ok
i didnt toggle it off and restart
i assume its this toggle instead of a new one?
after a restart
yes 😔
i have int8 here
fair enough lol




Ackshually your normalized visual field will take care of that for you
12 bit sdr for normalized visual field and not getting the 20% performance loss from hdr
"Acktually... if you close your blinds and sit in a pure cave which has 5 F stops, SDR will look the same has HDR"

And then hdr will look like XDDDR
OKFuck will hue shift SDR to look like HDR
I'm currently running
Contrast 52
Saturation 52
Highlights 49
Shadows 71
I like it a lot. Gets you the tiny bit more contrast I think it needs while really preserving original balance and shadow detail. I would recommend.
i nuked everything ao-related from the addon (afaik, deleted the ao folder and all the entries in addon.cpp) and the issue persists
so i assume its something else?
i'll keep removing stuff from that commit until it works
Your frametime graph
its just gamescope memes. nothing to worry about
the solution is to stop using fsr4

So you are only using for SDR? Maybe start ripping out the HDR stuff like cbuffer values and tonemap shaders
it is spi's old mcdonald song? isn't it?
no. i think ive found the issue but its so fucking stupid i need to triple check to make sure it's actually it
What do you suspect?
ok, from what i can tell the issue is when the ShaderInjectData struct in shared.h gets too large. why is that an issue? i have no fucking idea
i can remove everything but the float variables in that struct and the problem persists, but if i trim it a bit, it works fine
i see this. maybe it overflows or something??? i dont fucking know
#ifndef __cplusplus
#if ((__SHADER_TARGET_MAJOR == 5 && __SHADER_TARGET_MINOR >= 1) || __SHADER_TARGET_MAJOR >= 6)
cbuffer shader_injection : register(b13, space50) {
#elif (__SHADER_TARGET_MAJOR < 5) || ((__SHADER_TARGET_MAJOR == 5) && (__SHADER_TARGET_MINOR < 1))
cbuffer shader_injection : register(b13) {
#endif
ShaderInjectData shader_injection : packoffset(c0);
}
Maybe it’s optiscaler doesn’t like huge cbuffer idk
Or it thinks that cbuffer is used for dlss somehow
yeah, if i add a bunch of random junk into the struct in commit #37b1a41 the issue also happens
probably a weird optiscaler issue then
Does ur game have weird stutter when opening menu as well?
With opti
yes thats to be expected. the game disables dlss on menus so opti has to rehook every time
which causes some lag
smh, yea no fixes then
Is annoying considering the game requires u to interact with the menu many times
Stuck with TAA
its actually good
cause the game actually turns off rendering
if you open the big menu
wuwa nukes your gpu even when you're in menus
But it doesnt turn off rendering when switching menu (like when you switch maps in world map menu)
Any switching will just continue the rendering in the background for a second for some reason
ya its weird
heh just realized im getting the CPU overheat iss
the potential workaround at the moment is using vulkan so i guess no reno for me atm
hmm, though perhaps i can udnerclock my cpu
restart your game
Its random, the game sometimes double its cpu usage
So I know no one will ever use vulkan because no skin mod, but I'd appreciate if anyone could test my SDR addon for vulkan that implements full res GTAO + some other improvements

I could implement into hdr path
Nothing blocking it right
Shouldnt be anything but I didn't make a toggle for the full res GTAO since I don't see the point for doing it if you already use the addon 
nothing wrong with multiple reno addons~
and we all going to end up using vulkan at some point
noooo
hoodie pengmin 🥀
Holy shit, I suspected this was an issue but it sounded too dumb to be true
AyyyMD can't into too many cboooofers

don't check
Don't check the literacy in the US schools
Worst mistake of my life
||It's ~30%||
Hmmm so it couldnt be injected as regular cbuffers because of "set" index?
In vulkan
Theres a limit to vulkans push constants
256 bytes is average, actual limit depends on GPU/drivers
Yeah thats why I mentioned regular instead of push constants
The spec in vulkan documents is confusing, it says the 128/256 limit is the Min limit
Not max
It ensures you have at least 128/256
idk if max limit is different
I havent tried modifying regular buffers so idk, but push constants are rarely used by games so it seemed simpler
Aside from emulators
In vulkan you couldnt specific a set index (opposed to dx register space) when creating pipeline layout so a generic shared.h might not work for all shaders
Dunno how cbuffers can be bound in other ways in vulkan
Rip no more rendering improvements

Well the AO stuff we can remove
Since we've found good values now
I asked AI about dx11 stuff it says you can use 64KB cbuffers in dx11
Vulkan is different because the implementation right now uses push constants
@fleet socket if you remove all the AO related cbooofers does FSR4 work then
Not improved GTAO
But all the other stuff
I wonder if its because FSR4 using dx12 or vulkan interop
There's maybe 12 of them so I might as well remove them
Dear Hypergryph,
Mem leaks fix when?
turn off reflex

You dont need reflex in a hold left click simulator
Turning reflex off mitigates the VRAM leak or completely removes it? My VRAMps up like crazy usually. But don't really feel any stutter or texture issues if I keep playing with it capped.
even reflec off?
ddint try
fuk, I will need to redo the deferred shaders again

Since cbuffers will change
i dont even know whether reflex works on my amd gpu
no idea how to check i just turn it on and trust in optiscaler
@fleet socket test this
Removed 18 cboooofers
(Kevin would not be proud at the slop)
Tested Vulkan again (with reflex off)
Still abysmal
1% and 0.1% are 75% lower compared to DX11
My 1% lows in DX11 are in the 110s
Under Vulkan it goes down into the 30s

Constant micro stuttering still
gork fix vulkan
what exactly are the issues with fsr4?
because i've been using it with all the improvements in renodx and the enhancements from the fps unlocker and don't notice any issues with the graphics or frametimes
#1440801914165002322 message
Reno addon since GTAO improvements were added broke FSR 4

Causes FSR 4 to completely break with shimmering everywhere as anti aliasing doesnt apply
I removed cboooooofers here in hopes of solving the problem
int8 is apparently the same as fp8
i am on fp8 though and have no issues at all with fsr4
Well I think they are also on linux? IDK
i'm running the newest pinned one
I finished most missions in my journal, now im contemplating life with my underdeveloped factories
i rushed factory in wuling early on
need refining mats
i tried newest version
and works fine for me
i dont have any mald with aliasing

the solution to all problems with video games
this is blinding i like this giv settings or face consequences 🔫
proving again that the normalized sdr viewing field is superior
tf i was viewing in phone 
lol
Bruh this boss is so hard 😭
use a range spammer, she becomes ez
Zoners are boring 😭
your pride or your drops, chose one
I mean Im super underleveled for LV3 rn
Couldnt even deplete the core's full health when its exposed
i don't think a fresh 80 can, usually 2 rounds
need some grind to go along with that
sheep spam is what I use
they made character swapping during combat...a tactic...that should be used
Only just started building a fire team
ya...i mean the combat system is...kinda ehh, but it's not hoyo, copy and paste, and actually has some depth...sorta....you have to actually put thought into, assuming you're not using brute force streamer credit card rolling
that boss...you're suppose to ration your skill an combo skills to stop her circles
swap between range and melee characters depending on her phase
and save burst for oh crap/burst windows
or just...just brute force with uber stats
I got filter during the endgame event duo boss fight
Then I saw someone on youtube using Catcher only
Dark Souls mode

Parryslop every attack from the bosses
I saw the snowbear counter solo videos. I parry everything meme is real.
I am definitely trying this out now
snowshine thighs and ember boobs facetank anything
Test Photoshop editing and saving HDR picture
Snowshine's abs
No I lost the HDR 
Oof
How do you guys edit HDR picture 😆
why you RTGI? marty?
honestly, screenshot looks kinda bad...I really do wish they get real GI into endfield.
Yes Marty's RTGI. I think I found a way to use it with RenoDX together
But now I only have 40 fps
I couldn't save the HDR picture properly after added some text. It looks nice for me on my monitor
It supposed to looks like this
OK, I know the battle has already been waged in this thread, but this game's FMVs really look like trash. The compression is insane. Such a shame...
sorry what's FMV? about cutscene?
oh using video instead of in-game engine, yeah only below 1080p it could look ok but still sucks
Pre rendered not in game
If at least it was full HD without obvious macro blocking... that would be a start...
I mean there is so much compression artifacts, you could almost argue there's more aliasing in the movies than the actual game. It's wild.
I played FE : TH on switch. The movies there are notoriously terrible. It's still better.
I sent a feedback about it
Please give PC folks the option to download better quality or something...please.
Neither soop or unclamping will help marty's dependency on SDR color space very much. Ya i wouldn't put much stock in RTGI here. It's too fickle for HDR.
I wanted to say that i hate prerendered cutscenes but i cant imagine unity being able to pull off anything cinematic in real time
but they have cinemtics already
Mobile cant do it
Dude
I cant imagine
The wuwa cutscenes are also realtime on mobile
Cant imagine how slop that looks
we do have some somewhat impressive cutscenes being real time
while others aren't
not sure what's their criteria exactly lol
their animation system is wonky
theirs meaning the unity one, because as far as i know they didnt modify anything in that aspect
m*bile players
Given how low endfield mobile go, in game cut scenes are probably more limited by vram then anything
Trying to shove that into like 4gb of vram might be hard for cutscenes fidelity
The reason we dont have 100% real time cinematics
is becasue they couldnt get ambient conclusion working
just dodge
Zoner scumming is a lot easier because you only take full damage for the character you are controlling 
@woeful raven

DTM?
LCD HDR????
500nit would imply TB500
but I dunno
but the whole I can push 2000nits sounds like DTM
well setting peak, game and UI brightness all to 500 is 💀
frankenstein HDR setup
if he bought a TB500 then he would know that
there a 96.69% its an lcdslop
better yet
extra sloppa if he's on a laptop
laptop users are a lost cause
if he's here's maybe there's some hope
if not im not explaining all that jazz on goonbanana
There's always TVs, but in any event tell him please consult reddit for your specific monitor model HDR settings. Then use color grading to cater to your tastes.
there's always going to be that one monitor that is different or is blowing fake specs on the cardboard box
best case RTing has all your specs listed for you haha, assuming it's a popular model
500 game and UI brightness lmao
tbf i once did that (only with RTX HDR in my nub days) with my fake HDR monitor, i only got it because i 2x RMA'd my monitor so i discovered HDR with that monitor, now here i am with a MiniLED
500 game/UI/peak
flames don't look good until i set peak to 2000
i sure wonder why

wdym gang
there are some vivobooks and budget-ish laptop which have peak 500 nit oled displays
is that guy sure that HDR is on in the first place
Glass fix breaks windows in fog
Has anyone had any luck using reshade on linux? Ace triggers and crashes the game
yeah it works fine
on dx11
on vulkan, no luck
on dx11 you need to do the same as windows
which is to say, name the dll something that ACE won't filter
like d3d12.dll
then override the dll in wine
WINEDLLOVERRIDES="d3d12=n,b"
I've even tried steam with proton-cachyos, but still having an error, I'm using these launch arguments: PROTON_ENABLE_WAYLAND=1 PROTON_NO_WM_DECORATION=1 PROTON_ENABLE_HDR=1 PROTON_DLSS_UPGRADE=1 PROTON_USE_NTSYNC=1 ENABLE_HDR_WSI=1 DXVK_NVAPI_DRS_NGX_DLSS_SR_OVERRIDE_RENDER_PRESET_SELECTION=RENDER_PRESET_M WINEDLLOVERRIDES="d3d12=n,b" %command%
Nvm, using dw proton fixed it
yeah you need dwproton to play it
or recent proton-ge, since i saw it added patches to make the endfield AC work
hmmm added Screenspace shadows shader to Endfield and it did wonders to over all fidelity. Didn't know endfield's GI problem was that severe...
@dusky wave are there anything besides baked in CSM in endfield, that would clash with Screenspaceshadows?
Endfield already has screen spaced shadows
I dont see any purpose adding another layer on it
really? so it's just bad that a shader helps so much visually?
I was just messing with it, and it did add some shadows that i realize...should be there, but wasn't
idk if any of you can help me but i used to play using efmi+reshade/reno for a few days and it worked great and i even played that way today. but i had to go for some time, shutting down my computer and now the game keeps crashing upon reshade injection. i can start the game no problem with efmi only but as soon as i re-insert reshade into the inject libraries section the game crashes on the gryphlink splash screen.
i tried cleaning the game's directory, redownloading it via the gryphlink launcher and tried grabbing a fresh reshade64.dll from the reshade installer but had no luck.
does anyone have an idea how that could be?
Spectrum changed the way efmi injects into the game, so the inject libraries method doesn't work anymore
simply putting reshade .dll as d3d12.dll into the game folder and launching the game through xxmi launcher should work
if not you can look into using inject64 together with xxmi launcher
it doesn't seem fully stable though. Launches 50% of the time atm. Looking into a more stable way
i cant get it to work somehow. it starts well with only reshade but reshade+efmi still just doesnt work. i removed reshade from the efmi injection and just put the d3d12.dll into the game files as one would normally do. but reshade+efmi wont start :c
you could use the xxmi reshade thing caverabbit made, but they haven't updated it for endfield yet, so you gotta do that yourself
or I could send you the one I updated myself
it works about 50% of the time for me
nah ill just try things when i got more time but thanks for the insights
inject libraries works when removing renodx.addon
but then what's the point lmao
scratch that. It simply isn't loading efmi at all
For XXMI users: There's a bug where bypass isn't working. It'll get hotfixed later today.
I just made caverabbit's xxmi reshade thing works for endfield by editing this file. But still can't work when I put renodx.addon in the folder😂
these guys really need a session with hdtv Vincent, as he would say: if everything is special, nothing is. ✨
The .vbs works sometimes and the other times it just crashes on splash screen. It's been like that since EFMI came out. But yeah the bypass thing has already been fixed and will come in 2.1.4 alongside other fixes
It's weird. After I renamed d3d12.dll back to ReShade64.dll, with the bypass method, it works again on my computer
Does it actually load efmi tho?
Cause it shouldn't work since bypass is broken. It just skips loading efmi entirely and only loads reshade
Look bottom left to see if efmi loads, or press F12
Or maybe you have a magic PC

worst case would be to download the previous version of xxmi and disabling auto updates until it is fixed. havent tried that yet tho.
You can, but the fix will be out soon
already confirmed?
Yes
Spectrum is just fixing another bug that filters people with slow CPUs from downloading the stuff
My magic pc😂
wizard
And that's with inject libraries?
Magic
Maybe bypass works for CN version
I'm on the EU/US server
i mean spectrum fixed something for chinese people and everyone using non-ascii characters in their directories .. maybe it overlaps in some way
I think I found out why it works on my pc. When I enabled caverabbit's xxmi reshade thing, it created a ReShade.ini file in my game folder. I think that's the essensial thing if you rename the dll file to ReShade64.dll. (You can copy the ini file from reshade folder to game folder, and probably need to set the path of addon again) If I delete the ini file in game folder, everything just don't work. But the problem seems been fixed now, because now I can also successfully enable efmi and renodx after I rename the dll file to d3d12.dll
i cant really get yours to work .. is there a more granular description you can give?
XXMI launcher has been updated to 2.1.5, does that fixed the problem?
crazy the launcher didnt check for updates despite restarting it multiple times .. thanks for reminding me
time to hibernate again, well except Forge with his shenanigans
Nah, I am talking a break from Midfield
I already finished everything
Working on improving my older addons now
yeah, very appreciated 
Pretty much everyone has entered hibernate phase 😂
finally forge hibernation
I AM MODDDDULATING BROOOOOOO
CSMs are only 2024x2024 so are pixelated to shit
plus stairstepping everywhere

@woeful raven I couldnt believe my eyes, they saturate()s the fucking deferred shaders
clamped BRDF calculations

Even SDR looks better now
I just got to wuling lol😂
Here I thought I was slow, I did almost everything in valley 4th before going to wuling
Well, not only am I dreadfully slow, but I got delayed for almost 2 weeks because of car problems so...😅 Here we are !
oh well have fun in wu ling, it’s like a new beginning xd
Thanks ! It certainly looks very cool for now.😍
the blueballing is crazy
oh we have finish
wait until 1.1
no final boss
no major happening
just drop us off like that

At least we had amazing events such as
Taking a picture (which looked better thanks to the RenoDX ™ addon)
Wtf
Ultimate sloppa
This is only dx11?
Dude, you have to make renodx for vulkan now...
https://github.com/DynamiByte/Endfield-Uncensored
Some people may have it better on DX11 (they're using ancient GPUS that barely support Vulkan)
@dusky wave

pre-alpha
I recommend to use ameliorated with xOS playbook
rip
I should move to linux tho
Maybe someday, but not today for sure
Maybe when modding on linux becomes as easy as modding on windows 
And when Nvidia drivers on linux stop being sloppy
idk its pretty easy for the most part
at the very least, stuff like reno is basically the same as on windows
So true
I mean it has gotten better but it still falls apart at large scale modding from what I last saw
Doubt you could even run most modlists or modpacks on linux
3dmigoto still have no support for vulkan and dx12
btw, gt 700 series?
Maybe this is the reason @woeful raven so adamant about vulkan 
frames times are objectively worse
we've already discussed this in this channel before
i won't bother reiterating
you can search it up
or perform your own testing
instead of vibing it
Which software you were using for frame time measure?
I used PresentMon
but it was the same shit in reshade's graph as well
constant microstuttering
Vulkan like DX12 as a whole is good on paper
but giving low level access to devs is well

people saying VK works fine is blessed
ignorance is bliss
yeah vulkan is a lot worse than dx11
i only hop in to do dailies now so the memory leak isnt a problem
memory leak in dx11 can be alleviated
by
turning off reflex

LOL
no use case for reflex
i was able to play for an hour plus after turning off reflex
i mean the game seems to still run okay even with 20GB RAM use
it still leaks (but slower)
the weak (care about input lag) shall kneel before the strong (completely blind to input lag)
jokes on you i'm blind to it on mouse too
im not smart enough for mobile controls...
runs fine on my pixel idk
probably apple and their 4 gigs of ram
false. only IOS can handle RT. no system runs the game better
inb4 rt looks worse than game's own SSR
meanwhile DX11 is 110
they look basically the same iirc lol
does it at least fix the offscreen issue that SSR has
all the demos I've seen it looks about on par with what we currently have going on
its just that RT is worldspace
Shader compilation here too xd
on dx11
I will have a lot of stutters after this
10-15 fps lower on dx11
lock your framerate and run around wuling
you're running unlocked your frametime graph looks absolute ass on both graphs

How much fps?
fwiw my game was a stutter fest on dx11 with the game's own fps locker
using an external one fixed it lol
No issues after second pass around same route
It's just shaders being compiled
its ass even with a warm shader cache bud
idk, I have ryzen 7 5700x, I don't feel anything
be happy
that you're not sensitive to stutter
I have a 5800X
people have had the same stutter on better cpus on a warm cache
But yes, after some update some shaders are still out of loading screen compilation, because of this you always forced to compile them while playing
On top of that
It feels like some shaders are being constantly recompiled for some reason
just record you frame graph for a bit and post it
this "he said, she said" goes nowhere lol
@dusky wave
one sec
"no stutters"
lmao
ignorance is bliss
lockcels when unlockedchads enter the room
that particular frametime graph doesn't look very bad
it's noticeable when you get the heartbeat hitches
slop
true
btw, how do you cap framerate, with driver or ingame?
you have rtss injected already, just use rtss
most in-game fps caps aren't very good
This is what I'm saying
you can also just cap below it




