#Arknights + AK Endfield
1 messages · Page 20 of 1
Yes
not at home to test but it was working fine for me. i recommend reinstalling again and with a clean .ini file instead of your current one
Yep lets try complete clean install. Then despair.
Wait. Maybe I found the source.
I had two versions of ace_inject.dll
Could be be the cause
Doing that right now
Well it might have been normal actually reading executed prompt...
yeah that makes sense lol
i was thinking the issue was either that or your .ini had a typo that made the whole thing fail parsing
doubt thats related
uhhh let me see if i can get the game running on my work pc just to test
Don't get in trouble at work over my obsessions lol😅
it does have two ace injectors fwiw
[OK] Installed ace_inject.dll (FPS Unlocker)
[OK] Installed ace_inject-1.dll (GFX Enhancement)
Yep
Me too. But the bandwidth is good so, why the hell not.
Then i'll do clean reshade install. Clean GFX install. Convert to christianism. See what works😅 .
Christianism😂 ? Or reinstalling ?😅
doesnt seem like it writes any logging as far as i can tell. rip
yeah go ahead with reinstalling
Well it's not impossible
Bit it would have deleted the file
And sent the notification with an annoying sound
If I can fuck up my games, I can certainly fuck up windows. Especially when its so good at fucking itself in the first place. Wouldn't be the first time.
Still
Thats seems like a very specific problem to have.
Windows can fuck up windows without you doing anything.
Make restore points regularly (and backup all critical files to a HDD under your bed) just to be safe XD
Get some magnetic tapes too
Windows has the option to reinstall the current version of Windows without touching your files and installed apps, not as thorough as a clean install but worth trying as a quick troubleshooting step before going nuclear
Could someone help me to fix this mod that’s not working for me in Endfield? It runs fine in WuWa
A ReShade shader designed to emulate the "EOTF Boost" feature found on MSI QD-OLED monitors. It dynamically adjusts gamma and brightness in real-time to compensate for the aggress...
I can see that it somewhat works when I disable ReShade Before UI, but obv it doesn’t help with anything
that should be off and it will be removed in the next version
some reshade shaders break with it
the endfield.exe crashes when I launch it with EFMI + RenoDX, I followed the installation steps on GB
any solution?
Guys, fps unlocker doesn't work now for some reason
Lol
Strange, something is preventing it from loading gpu by 100%
Welcome to the club. The enhancer thing stoped working for no apparent reason...
My beautiful full res GTAO...
Gone
I don't understand tho, in other places I have 90 fps, they broke something
Don't either. Didn't do nothing.
Yup, almost 100% gpu load in Deadlock
Or not? Steam overlay is showing 100% load, and windows task manger 50%
Fuck microsoft
Where did you get this fps drop 😔
One sec
Wuling is super demanding
Caves in wuling
Couldn’t maintain 120 myself with old ass gpu and cpu
Fuck me...
Did a clean install of game, reshade and endfield enhancer. Still doesn't work.
I wish valve were posting online how to code vulkan games
Dead ass microsoft
Launching endfield without reshade nuked entire cache
But fps is higher now
wtf, restarted the game, and now it can't go past this
works for me
It's some other problem for now
i just realized i kinda prefer playing at 720p scaled to 4k
if it means that i can get 140fps
what gpu
rtx 5060ti 16gb
is this near dense area?
the game tanks cpu a bit in wuling and near packed aic
also nvidia has overhead on hardware level for cpu bound scenarios
which cpu
CPU
OH RLY?
if the main thread tanks then it tanks
Dick head devs as always
you aint getting more than 120fps in wuling
Can't code
Let me guess, this bs is bottlenecked by use of a limited set of cpu instructions
Holy
yea on 5700x no chance
Why can't degenerates use more instruction sets
it could be draw calls as usual
theres technically quite a bit of things to draw in wuling
also theres a bit of npc
and moving things
I need someone to check this with decent 1 to 1 read and write on dram
i would want to see unity profiler
Because turns out writes are halved on zen3
but that aint gonna happen without modifying the game
on my 5800x3d i get 120-160fps absolute max
160 being in like a closed room
on linear stage
Is it really that hard to optimize CPU usage? And btw, isn't it possible to offload it to GPU?
yes
yk how valorant has 1000fps
the game almost doesnt render anything
everything is a flat box with some texture
and the logic is super minimal, nothing runs in background
the moment you have any rendering passes you are already having base cost
This is precisely why engines like unity and unreal should die
sorry but no engine is going to fix this
its mega cope from people who dont understand software
Idk man, I just see what doom did and now I strongly believe everyone could do the same
old dooms were also quite basic asf
valorant runs on unreal engine 5
they work in very specific scope to be able to get those fps
and now dark ages added some rt and 4090 kneels
cant avoid the cost of math
they did the best they could to optimize it
yea thats the thing, you can disable everything in any game engine and have high fps
This is how to run Doom 2016 at 200 FPS on crappy Intel HD Graphics!
Nope, it is not fake at all!
============================================================
🔧 PC 1 SPECS:
🟦 CPU: Intel Celeron N2840 - 2 cores and 2 threads; up to 2.58 GHz; 1 MB L2 cache; 7.5 W TDP; 22 nm Silvermont microarchitecture; Bay Trail-M family
🔵 *Integra...
bro turned it into 2000s game
reminds me when i used a config like that to strip tf2 so that it could run on my potato pentium laptop
Sadly, no devs ever give people any options around compute offload, on top of that they always fuck up it by simply not optimizing or not using newer instruction sets just because they want to have wider hardware support
you mean like using simd or what
or that endfield doesnt use some x86 instr sets in general
Anything really, on Linux you can build for newer instruction sets and have 15-20% performance boost
Not everywhere ofc, but in most places
i havent seen a game that runs faster on linux than on windows
maybe there were some few exceptions
Does it use sse4.1, avx, etc?
I doubt
i have no idea
but also using simd is incredibly hard
you need really parallelizable workloads
simd can be straight up slower if you dont have that
also the syntax and everything

and of course you then have to maintain multiple paths because not each cpu has the same support for specific instruction sets
Can you check with AMD uProf or Intel VTune?
oh you won't but its ok when forge does it??
Nah, just check which instruction sets it uses
Theres like a trillion new ways to offload workloads from the CPU to GPU compute now for games.
Problem is all these methods are still new/bleeding edge/require gigabrained understand of wtf is going on. So we instead are stuck with Unity sloppas and UE sloppas with cucked singular working thread.
Low level APIs allow greater control over resource management compared to OGL, DX9 and DX11. However devs treated them like high level APIs for a long ass time.
As for Doom well
Doom is good because ID
They keep their devs, dont have rotating contractors
they dont fire their entire division after a game release
The side of the coin is Vulkan dickriding, people saw Doom use Vulkan and equated that to Vulkan = betta than everything else
They didnt understand that Doom is good because of ID and their devs. Vulkan doesnt magically make games run 500% better
Doom is also a fairly limited corridor shooter
You cant compare it to say an open world sloppa with dynamic time of day and multiple weathers
We went from giga turbo charging singular cores to having multithreading
Issue... Multithreading is hard especially for games because parallelisable workloads need to be able to sync correctly and not stall
Everything has to be in real time for vidya games
and if one thread gets bogged down then its ogre, stutterfest, hitching ect
i really dont think better compiler vectorization would matter much lol
about endfieldenhancer settings no longer applying... No genius idea Forge-sensei ?
Fair
the point of unity and unreal is so you don't have to hire programmers
just hire people that can fuck around in the gui and do just enough to get your product out the door
Not that there any programmers to hire in this field
Earn gorkillion dollaridoos working on AIslop at Nbidia
or
Earn stale biscuits + work 25/7 patching a game only for gamers to attack you then you get laid off anyways 6 months later
I wonder why the pool of good progammers is diminishing in the gaming industry

Good programers make indie games or work at amazon rn

And not on amazon software but in the warehouse
Midass puzzles came out
That you can complete in 20 mins
Thats it for this month
Lmao
Whats this trend
Finish patching the gane to quit
Ive barely logged on these days too

Natural lifecycle of gacha
Also have my medication now so dont have to rely on the dopamine hit of getting things to work

midfield is even worse
patch ended with nothing
the puzzles were lame but i liked the race ones
it needs a global leaderboard but watching people competing for times on social media is fun
The race was the most boring part
👎
I donno the puzzles were a nice distraction. better then genshin mini games
True
it's only an issue for people that want a full time game, which no gacha can or should be
they are running a little out of steam though, and maybe should consider a 5 week patch rotation like genshin ultimately did
og ak eventually got to a point that it could be full time gacha
cuz you have enough gamemodes
but endfield gotta like first estabilish
the fuck is the base game
so far im completing all the shit they add in 20 mins
I'm cleaning up a region 2-3 days and that takes hours. even using the compasses. I donno about you, but it it does have enough content....for 5-6 weeks for most people
now are those content good...we'll see
I realy don't want them to go down the minigame route like genshin
just reroll copy switch games every 3 weeks
the issue is that they were too brain dead simple lol
i do hope they ramp up the challenge
the second race minigame was fun
I do see the blatant genshin copying workflow though. 2 weeks of game content, 2 week of event mini game 1, 2 weeks of event mini game 2. 1 week of of half stamina/double rewards/freebie mat before patch.
i finished main story and open world like 2 weeks ago
i just login to do ups simulator, daily and dip out
it took me 140h until i got to the point i only had dailies to do lol. so im not too mad
140...you must have really leaned on the factory, but then if you're not max copying blueprints, that sounds about right
definitely 1.0 had a lot of content, assuming you wanted to do them all
but these are all front loaded anyway
about 40-60hrs of main story, if you include the learning parts of all the side things
about 10-15hrs of green and blue quests
world exporation/minigames should be around 20hrs or so, given the compass CD.
stupid roguelike space ate a ton of time
cause you have to upgrade and restart
i didnt spend that much time in it
you think so?
i completed that whole thing in an evening lol
its like a maze
it's still a fair bit of hours running that stupid area sprinkled with story
i enjoyed it too and was kinda sad it didnt have much replayability
especially since chests give currency
i went through every little corner of it for chests
as f2p if you didnt open chests ur fucked on banners
well you waste your time meter with each step, so restarting eats at the hours
each character story is around an hour
ya there's a lot of hours in 1.0
I like the scenery and the finally-not-genshin exporation
so i wasn't bored with v4
HDR helpe a lot here
i got more fun finding chests around wuling city than the entire valley ms
whats genshin exploration like
if you're not climbing you're flying, if you're not flying you're chasing.
endfield is more old school where every area is a puzzle. you solve the puzzle of the area, you get your chests
I mean pick your genshin clone, they all follow the same idea
"hey have you parkour hard enough for your stamina yet?" exploration
so like zelda but no physics
i mean the meme in 1.0 genshin
it was fun every mountain and hill has a treasure
but now it's just cloned and rehashed to bits
that's why endfield hasn't broken me with exploration yet. It still feels like a puzzle with rules
Good explanation
Also watch out if you got cpu usage bug after interacting with menus
It’s literally frying my cpu with 100% for all cores

Directx is leaking
Clearly it’s just something wrong with the menu not the 3d rendering
Because I caught GTAO running behind the loading screen before ram usage exploded

there was an post saying it was with how devs are handling ace
Interesting
Not like this? I never felt anything, and it newer exceeded 4-6gb of ram
Maybe this is why I have only 50% gpu load after game restart
on vulkan ofc
because things gets offloaded to page file after a while
both vk and dx11 leaks
I hope this gets fixed in 1.1
It's funny tho, this bug is ugly, and they straightforwardly ignore it
They probably didn’t have proper test internally because no ACE
Why they even add ACE, this is a single played game for the most part
If people cheat to maximize their speed on grind then just let them have it, or monitor server side
It’s a gacha at its heart with real cash transactions

You think it's possible to cheat characters into account?
Why not
Too much effort? On top of that server side you should have stats, damage logs, and etc to be exactly of the same characters that you will use as placeholders
I'm pretty sure there's some group of developers that already in the process of making private server
Retards like xeondev, for example
It was kinda explained in another gacha game, CN community is very competitive, especially socially, they will literally protest that the game must have ACE, if it means they don't stumble on a player cheating video
even though ACE is bypassable pretty easily by real cheater, it doesn't change the fact, that the status quo must be cleansed in some puritian way.
some sort of suffer together mentality I guess?
Chinese again...
I heard ACE in china is really different than global
That it uses elevated privileges to scan your disks and running process

I mean it's not exclusive to CN, as mmo community has litterally the same issues abeit it's a much more social enviorment. BUt CN streamers rant on some of the most interesting things for instance westerner just shrug off
and also remember gacha itself is a kind of status symbol in those communities. cheating will lower that status symbol
This shit even more serious than discordia
It is elevated and scanning processes though. Unless they mean the China one reads memory
CN Wuwa client do that, it's one of the reason I quit the game
Endfield is fine for now
Never heard of it as far as my concern, a lot of influencers protest against for it actually
You just have to have second pc for it, or play it your phone, or play it in virtual machine
too much invest for a gacha game
I'd rather not playing it
You dont want to offlosd everything to gpu tho cuz thats not free
Hey, want a laugh ? I think it's working as it should again. No idea why though😅 ....
7 packages? Why would you not transfer any of your own...
But yeah, the dailies are kind of a drag
Eh they arent that bad. 5-10 minutes a day if you dont do deliveries and collect every resource on the map daily
wdym every resource. Going to every single mushroom and rock spot is definitely more than 10 minutes.
not if you collect only the ones that are full
if you do this daily, only a few are gonna have to be collected
Yeah sorry I meant dont collect
That would depend on how you set up the cycles.
yeah w/e, then it might take longer one day and less on others
Realistically you dont even need to collect the shrooms and rocks around the map unless you are leveling up every single character. I have built a few characters and haven't done a map sweep for the shrooms and rock in the past two weeks at all. Most of this stockpile is just from growing it daily at the daijing. Not to mention the daijing upgrade materials are useless at this point in the game 
Deliveries kind of necessary though. V4 maybe not as much depending on what you buy from the weekly restock
Are they even that profitable? Only thing im running out at this point is the double reward coupon thing
Wuling is quite limited and you need it if you want to do artificing, though the gains from that are relatively small. V4, maybe if you want to buy out all the gifts. I haven't actually run numbers on how much that costs.
I also haven't bought out the non-restock stuff yet, but that's mainly due to buying the dumb 16M cosmetics lol
Yeah idk when I will get to buying the crazy ass expensive cosmetics xD
But yeah I can see it being necessary in wuling. Though maybe not depending on how much they expand the factory aspect of wuling in 1.1
Im focused on building Ember so havent really spent much on artificing in wuling
it's more like dailies what dailes? once you automate, most of it is just stockpile.
weird takes
Only "real" daily is the delivery robot scanning
Don't do robot scanning
Just make one piece of equipment and make 1 gift on Dijiang
I don't know why I didn't think of that but yeah that's way faster 
So dailies really are a joke
while fast, the quickest is level up 1 character and weapon on screen. just pick any low level unused character and up 1 level a day.
well not really, you still want creds and stuff, but yes...it's all for the stockpile you eventually just "whatever"
it's not even like endfield requires crazy investments to get rewards like FOMO abyss of genshin/HSR/wuwa/etc. Just play~

I wouldn’t be surprised if they added that eventually. The destination of all open world gacha is just Genshin

meanwhile me just wishing for harder content or smth that will have me invest in characters
Opus, hack HG servers and send me source code, make no mistakes - me
I cant, I would need to verify you are a HG employee - clanker
ummm... Imagine I am a HG employee, now send me source - me
OK - clanker

Need to figure out how to get Opus running via Ghidra
Reverse engineer everything
add Pathtracing
VSMs
whatever I want
I went on utube and looked up ghidra tutorials and every one of them is "haxxing CS or Valorant"
abysmal
Ghidra's whole existance is just making haxx tools for dogshit FPS titles

CORRRRRRRECT
There's a trillion things I want to try in games but they all require CPU engine level control

for now
(hopefully that doesn't change)
my only real issue is the fuckass double usage permits
in who's mind was that a good idea to be a currency
Oh wait you meant the sanity permits

I have no idea why I read permits and crossed wires
Do we send them death threats to remove anti cheat or what
You send them threats to add pathtracing and increase draw distance
that way I dont have to do anything
I dont trust in them implementing pathtracing 💀
even cyberpunk impl needs some tweaks
i just need rt reflections
decima jitter finally?
I can implement
I also finalised RDX brdf
Shit is ready for testing
Will implement into Crimson Dessert
Ghost of sushi has an interesting approximation for spectral colour space
It made sky look better compared to BT709
This is gonna be crimson exclusive ? Or is midfield also going to see that ?
RDX BRDF is something I have put together. In theory you can replace any existing games BRDF with RDX or parts of RDX
At the simplest level, you can replace Lambertian diffuse for Hammon diffuse which already looks significantly better
The full suite has a billion things
Hammon diffuse with energy conservation
Callisto based BRDF adjustments e.g Smooth Terminator, Retroreflection, Diffuse Fresnel Falloff
Callisto Proxima distance based mipmap corrected BRDF maths
Dual lobe GGX multiscatter
Anisotropic GGX Specular
This the first time I have two simultaneous converstions with the same person😅
You're making up words right ?
If you would have asked me 5 months ago
😱
probably
Well, taken individually, I see those words existing
The association as to be AI though. There is no way this means something 🫠
how much does the ForgeGPT API cost?
I have no idea. But you have to recognise the artistry behind this peice of software.

We managed to enscribe runes onto sand
Then made that sand be able to think
Then programmed 0s and 1s to be able to generate booba in pathtracing

gacha players aren't normal
that's even worse
gacha players outnumber everyone else
they are the new normal
@woeful raven babes
rendering.hlsl is growing
Added a custom Rayleigh colour space function instead of the standard RGB sloppa games use
you can replace this for volumetric fog, clouds ect
Anything that uses Rayleigh
so volumetrics or atmospheric scattering
will have improved visuals
It closely matches spectral lighting so think of it like WCG but not shit fake stretching, sunsets and sky will look more based
Since RGB primaries cant into Rayleigh scattering
Perfect englando
3.0? Any pics?
yep, I renamed Ultimate to RDX
Vanilla / RDX
Vanilla / RDX
Ignore the glowing grass, that was a fuck up on my part
but as you can see
trees have proper scattering now
Maths checks out in the code, its just shenanigans per game
Similar to say if you replaced a tonemapper for a game that used per channel TM
GT7 might look better but all of a sudden your fires are all pink
So similar with BRDFs you have to account for base game shenanigans
I've also expanded rendering.hlsl with a bunch of other code
Replacing lambert for hammon is very easy for diffuse
Also picked up on Tricubic S-spline filtering from ghost of sushi
helps to stop volumetric fog from looking pixelated
without you needing to increase volumetric res and annihilate perf
Marat mentioned that devkit cant detect fancy shaders in UE5
So it might be that the deferred shaders dont get picked up
I am just compiling everything for Crimson Desert addon atm
Since seeing the meme that is RE9 character faces without PT and also that Crimson Desert has a lack of shadowing for eyes, I went back and watched both Jorge Jimenez and TLOU P2 talks
I have code for improving eye shading now
shadows, AO, IBL occlusion that sort of thing
Forge collecting infinity stones
Intel has a paper for glinty shader
it would make sand or snow that that sparkle look to it that is missing in soo many titles
luma at home

but the whole thing has a major limitation of requiring forward rendering
sorry is this an RTS game? im confused
Mount and Blade is a mix of first person/third person character + RTS
I think it captures everything. I don't know what "fancy" shaders are

I am just going off what Marat said
maybe he shared fake news
wouldnt be the first time

damn endfield 1.1 looks different
holy
ngl its a bit hard to ignore them here lol
yh its shit, I need to fix this
ruins the comparison
I wanted to point out how the trees have correct light scattering on the top
Bannerlord lacks dual lobe GGX or even multiscattering for specular
so even though you're in a desert
metals and all look flat
The "energy conservation" isnt mantained so lighting loses intensity
wut is hammon
small revelation we just had in Brandy's corner server, the default color settings look very saturated on some particle effects.
vanilla - RenoDX (default sdr settings) - RenoDX (modified settings to somewhat match the vanilla colors)
edit: (The HDR sun setting that was changed doesn't matter...)
i think this was already being talked about a month ago...but just a reminder that people should adjust their colors a bit, at least on sdr...
Thats really weird unless the game is using super old rendering equation, because your new model added a ton of energy compared to old
Game uses standard cook-terrance with single lobe GGX with single scatter
I looked at some Witcher 3 pics since they have the multiscatter for tree tips
Bannerlord vanilla by comparison looks flatter as the trees dont have any highlights
@gloomy tulip are we able to do texture creation and binding via the addon?
I am thinking of experimenting by generating say a IS-FAST 64x64x64 3D texture. Shipping that as a .dds alongside the addon + create SRV + bind to existing shaders. Then replace existing shader blue noise for stochastic effects
That or just in general
Theres a few thing I want to try out but it reuires me to precompute textures then load via addon
for usage in-game
Yeah, but on dx12 you need to recreate the pipeline you want to bind the texture to
Texture creation is just creating a resource and you also fill the initial data field
You can check reshade api doc
sweet
Well then its modern pbr that uses roughness and metalness, the energy difference is too large so I'm a bit skeptical XD
Oh yeah you also need to create resource views for your texture, UAV or SRV or both
brb on my way to add
- Ambient Conclusion
- Chromatic Conformity
- Stillness Blur
Backward- Deconstruction
chromatic conformity would be a sick band name
You should use vanilla
The actual vanilla toggle runs a different code path
If you want to match to sdr
Only cons is that you wont be able to use color grading sliders
maybe I'm doing something wrong, but it's still not vanilla
Did you open menus then close
yeah even restarted
LUTbuilder doesnt update in real time
ripperoni
We would need to add back in the vanilla LUTbuilder code
i'll deal with this next patch
its not true true vanilla
i'll have a solution and a disclaimer next patch
pog
basically i'll make it so if u want vanilla 100%
u have to go back to main menu
but that should pretty much let the original sdr code run
yeah that'll be great
mobileslop be like
There was a 1.1 livestream today or something right?
yes
Endministrator, here is a summary on the Arknights: Endfield Dev Log for your convenience.
︀︀
︀︀▼// Resource Acquisition and Operator Progression Improvements
︀︀▼// Interactions and Quality-of-Life Improvements
︀︀▼// Combat Experience Improvements
︀︀▼// AIC Factory Gameplay Improvements
︀︀▼// New Operators Preview
︀︀▼// Map and Gameplay Preview
︀︀▼// Wuling AIC Plan Update
︀︀▼// Version Events Preview
︀︀▼// Future Version Preview
︀︀
︀︀▼//Download game from official website
︀︀akendfield.gryphline.com/d27t/tejmevxp
︀︀
︀︀#ArknightsEndfield #Endfield
If only they could lower ACTUAL daily quests down to 5 minutes
it's over
buy an iphone
mobile port looks like this
but it's ray traced doe
only the iphone can handle RT for this game
I am bored and dont have another game to test
so I am going to implement new features to ruin creative intent
sir that is an indie
need rendering.hlsl on the repo
New month new tokens 😌
Previous / New
Added
Sky irradiance + roughness + AO modulation (instead of just luminance)
Dominant Direction Correction
GGX Mip Selection
Specular Occlusion
Dominant Direction Correction
GGX Mip Selection
Specular Occlusion
I have tested in Midfield, Bannerlord and XCOOOM 2 now so the code def works
Check energy highfield area XD
nice if u drop a build remembah to rebased
Spiwar hasnt logged in for like 5 days XD

Nor have I
Only now
Might slap in Psycho_Test11
for tonemapping
and LMS maffs
I wanted to do Ghost of Sushi's light leak reduction technique
but .asm is a PITA
so I cant
is this the famous ambient conclusion
No, I added it to Xcom 2 instead
(I somehow managed to get AO to apply inverted)

It was darkening everything other then the places that should be occluded
In other words
Ambient conclusion
Ya

tbf it looks kinda minor. does it affect anything more then metal? It's just looks like a more expensive contrast slider in this event.
specular occlusion will stop grass/foliage from having that grey sheen to it
since it properly occludes specular
oooh, ok, that makes more sense. it's actually recalculating the with more data input
Dominant Direction Correction and GGX Mip Selection make is so roughness shows up better on things effected by the probes
You will notice if you look at a bright point on say a surface like metal
without it, the surface might be smooth
but with both of those you will see the roughness
I will release the addon in a bit for testing
The probe sampling also stops light leak
it will darken areas that should be dark
which ambient link didnt properly occlude
Endfield is forward rendering right?
nope, deferred
it has some forward elements like glass
which is why it looks abysmal
ah
how difficult is it to implement the probe sampling stuff?
forge just did?
asking so I know what I'm getting myself into if I try to implement it
It will look better the better your monitor is (in hdr). stuff like that sticks out like a sore thumb the better your monitor is at greyscale.
GGX Mip Selection - Sect 1.2c
Dominant Direction Correction - Sect 1.2e
Cubemap / Probe Modulation - Sect 1.1
Specular Occlusion (Horizon Occlusion) - Sect 1.6g
Find deferred shaders
or whatever uses probes
Dominant and specular you could add to other shaders as well
417 KB lol
I have added instructions for usage for each section
I think 1/3 of the shader is just instructions and comments

I've also split the parts into alt versions
in case you dont have access to some data
you could approximate
but YMMV
i've been hearing about that tonemapper...is it really generally better? or is it strickly for game heavy effect areas?
Its full LMS so visually closer to how eyeballs work rather than RGB
I took the Stockman LMS + bt2020 gamut compression from it for usage in reyeigh sky scattering improvement code
(This isnt tonemapping but me replacing games RGB maffs for sky to use LMS)
very photogenic
I actually forgot to add ambient link to foliage
and as you can see the specular occlusion also stops the grey light leak look
@woeful raven
I just keep figuring out ways of how to solve slop
When we want RT so bad
We actually start learning how to use raster correctly and efficiently
forge just using endfield as a platform to make crimson desert stop being an amd game
I would prefer they made some mentions about pull income and stamina price decrease
There's literally nothing to do in this game
sorta sorta
You just enter, do dailies, log off
more basic permits
which means more copies = more shop tokens
so more pull currency regardless
but they are bent on keeping limited pulls counts
but are willing to increase basic pulls
AIC quotas give only 5 expiring pulls
but a very nice looking toy~
I would say still better then hoyo regardless, but yea stingy
it's basically hoyo with free weaponns
What are you doing?
This was a vanilla / features comparison
but I added specular occlusion now
because for some reason they decided to run full blast specular
now it gets occluded correctly as to not give off that oily/glowing look
WHAT THE FRICK
This looks identical to what Lords of The Fallen (2023) had
all the caves / interiors had disgusting specular
becomes nothing was occluded
light leak everywhere
no shadows
Know I understand what causes it + solutions to it
yes
its a UE5 sloppa

that runs 3x times worse than Endfield
they removed shadowcasting for nearly every light source
why use lumen if you dont wanna have lights do shadows
each one uses the engine worse than the next
Lazorr got a 60FPS boost here
for a negligible visual difference
Looks about on part with Midfield +-
except Midfiled runs 120 locked 24/7 DLAA
this is running 53+tip
i see gpu has 47% usage here
Obviously it's supposed to be green, from all the xiranite pollution
I dunno what the 47% is
oh right
warp stone yes yes
Fan speed maybe

theres no polution in china wuling, you will get shot for conspiracy
you know you are fucked when your social credits drops below int32 limit
I wonder if I should finally switch to the framerate unlocker. I probably have enough headroom to reach 240
No one's been banned for it, yeah?
i use it all the time
what a useful compilation of slop, i will try to see if it helps in unreal engine when i get around to making shaders for my game

Yh, I went full Kevin mode and spent the week just researching
SIGGRAPH???????
yes plz
Having access to engine internals allows you to implement more of the techniques
Or there were others I didn't add to the shader because we can't implement them Reno side
Yessir
I have POE 2 shaders decomped
Will steal stuff later
subsurface raymarching is kino
instead of spending perf doing a full 3D volume
just fake it via 2D then combine layers
- Moved some color grading functions to before tonemapping
- Ambient link improvements
- Probe sampling improvements
- Specular occlusion (stops goofy oily/overly specular foliage)
All as a new toggle for testing A/B
its possible unreal allows doing smt similar in substrate but i need to check
i dont trust in substrate being as performant tho
interesting, basically most of the new stuff, fix some of the oddness of the orginal ambient link stuff, because scene designers were working off busted intern groundworkd..
but the bigger change is again just moving some color grading around...now it looks like eye adaptation is working overtime
UE5...will disappoint you...because so many UE5.x versions have their own nuiances that you get stupidly weird spagetti like nonsense unique to their era, you'll feel like there's zero connections.
thats like any engine ever
not quite, UE4 has a long history but generally speaking, it was fairly...standardized with only 3 real "splits" somewhere in UE4.1 and 4.2, with 4.25 to 4.27, only having RT as it's main point of contention.
UE5...is just...crazy nonsense. It's very likely it had too much marketing push, and not enough engineering push. You can see how UE versions rapidly added and removed features that UE4 went through decades keeping around.
It's like UE5 is gasp...not shipping product~
like which features
Lumen wasn't even working, before they started removing RT for instance
you can argue lumen is still not working, but it's fairly ok after 5.4
lumen is working well
saying it doesnt work makes no sense
I dont know much about the rt in ue 4
it doesn't anyone that backend UE5/5.1 wil tell you it's worse then experiemental features in UE4.2x
i can say for sure that games on 5.0/5.1
are fucked
inexperience combined with early engine bugs
no it's really half baked tech. experiemental labeled features like all the experiemental RT stuff in UE4 worked better then lumen's till around 5.4
UE5 is a really weird engine where we're finally starting to see what UE5 is...maybe in a year (when 5.7 finally tackles culling)
epic kind of used the first games as testing bed
5.7 is already out
since months ago
or you mean 5.8
for mos of UE5's life it had some weird concept of UE4+ experiemental and UE5 without experiemental
5.7...I haven't played with that much...but it's been getting patched...
it's a weird release
it had some weird bugs lol
I havent seen them personally though
5.8 will finally have irradiance cache lumen path
so people on gpu from 10y ago can cope
so theoretically the discussion around ue being ''unoptimized'' should calm down
but tbh the engine should have shipped with it in 5.0
you mean developers can all try the same features and get roughly the same result...it's just wild how developers all use the same tech but output is like some weird rng of variables
well its a lot of factors
UE 4.2 sure you had people doing their own tech, but it was like if you saw some cvar they choose to use in one game, it pretty much works the same in game 2 and game 3
videogames 15y ago used 1/10 or we shaders and lighting techniques that are used now
you are talking specifically about graphics right
well that's the easiest indicator, but UE4.2 is kinda...umm...you see a lot of constants, even in performance and workflow decisions. Like if you see one set of cvars, you kinda already know what they were doing.
but then UE4.2 is so old, I guess it makes sense from a person looking back in hindsight
brings back the weirdness of how UE5 just keeps adding v.x upgrades yearly where UE4 took decades.
so a lot of fab niagara assets half-work
because they kept juggling nodes around
like its some circus
I don't know what i would do, I tbh would rather have a regular updates on the engine than wait 5 years before graphics start becoming better each time
and this also helps epic because they get immediate feedback on features
I got nothing against UE's tech, but it almost always come back to, they present stuff they can't back up. If they stuck with the "experiemental" feature style, i think people would give them a lot more slack (even if we used all of those experimental features like they were production ready regardless)
when epic labels feature experimental, it usually is really experimental and can totally not work or be reworked next update
lumen was more in beta state
niagara too lol
it worked but not exactly like people expected
theoretically that's true, but every developer used them for years, and some of them didn't even get out of experimental tag. There isn't a developer of a publishing game that didn't use r.raytracing.reflections.experiemental.* right out the gate.
also...nanite... like is there a single game that hasn't used nanite in some exotic weird way...it shouldn't be happening, but it does.
though kevin probably would go on a 2hr rant about it

Do you have examples
is it common for devs to totally ignore the fact that niagara assets shouldn't be mixed with non-niagara assets?
I mean niagara if you just try to use it as a post process it worked fine. ya it's never looks like how you exactly envisioned, but hey, the workflow generally behaves right
post process?
I think by 4.19 niagara was streamlined?
it's fine, even UE can't make up their mind on feature names
I used niagara a bit and it has amazing capabilities of bypassing a lot of the bullshit when rendering meshes
they amount of aliases UE uses is kinda fun
thought it's viagra for a sec
no, else forge would have an even more broad meme of phrases to choose from on his next mod.
5.8 should.come out soon
I would pick up the nv branch, it's way more interesting then generic UE, unless you actually want to become laz and live on ue4ss
you see how nvidia tries to hook onto existing UE workflows and basically intercepts them for it's custom RT stuff
I am interested in the exclusive Lackwell features like LSS and stuff
Ah that kind of way
No pls i can only afford amd 
they're kinda the same in a way, though you should never use nv branch, cause you never know what you acidently do, even if you turn off all nvidia plugins
I am going to trust Nbidia more with ReStir than Ebic with their Megalights

but I havent tested megalights yet
Megalights is still uncooked ngl
megalights is...ehhh, they can't even decide the name for megalights
they redid megalights after 5.6
got a bit better but im not touching it untill its full prod ready
like 5.6 and 6.7 megalights aren't even the same cvars
they changed the a ton of stuff
Did any game even ship with it
umm cartaker
5.5 megalights i think
I try to copy laz's work on that..and realized megalights became r.manylights
and none of it matched up
What is that, cant even find it on google
maybe I can't even remember the name right, lol off top of my head, have to search for it
The Last Caretaker
but yes megalights v1 did exist in a shipping game
To me most of the tools Ebic has just feel like Temu versions of what Nbidia makes
except Ebic ones have to support conslows
so are automatically gimped
Game looks good
technically lumen is the crown jewel of epic, aka temu RT
Yh its just bad, every game that uses a prioritary engine with their own RT solution (typically NV based) just has better RT
that runs faster
The problem i have with nvidia rtx branch us that from what ive seen it looks worse than lumen
whatever they used in arc riders
NTE says otherwise, but performance is a different thing
Looks like temu lumen
You mean NTE the gachaslop game?
NTE suspected nv RT...acceptable/good
we are on gachaslop? but yes
yes it's part of UE5.6 and above, but it's noted as behind lumen in feature set
I tried it on NTE to compare
it was better then lumen to me, also more costly
not very good on production because it only does GI, where nvidia Restir does the entire pipeline
so you get some half decent RT GI, for no particular gain except it intergrates into lumen
so the nvidia solution is probably superior, even if it will likely cost more fps

Number one thing I am going to do if I pick up UE is replace ACES
Pumbo is working on replacing it all now
testing both his and Shorfuse's Pyscho
Whats wrong with aces

I think it was like NTE lumen = 80ish fps, HWRT =70ish fps, UE restir =60ish fps... (suspected) Nvidia RT = 48ish fps.
but yea turning on UE restir, was like...plug and play...the only thing UE is good at.
wait nte has all 3?
not as a feature set, but it supported it, so I messed around with it.
Nvidia rt half the fps
officially NTE will have software lumen/ SSR/SSGI/ and rtquality
path tracing is umm whatever their weird roadmap says "full ray tracing"
well... it was not officially supported in the cbt beta, so you can't say that's a final perf value, just whatever they were working on internally.
those names are so confusing
I just turn them on and played with them a bit cause they were exposed in the build
I see
but yea...UE's one good thing... if you can light it up, it generally works
yk i tried to make lumen work in palworld but it fluctuates fps like mfer
Idk what they did for the game to behave so weirdly with lumen
nothing, it's lumen, that stuff is just like that
the problem is this happens only when multiplayer is turned on so multiplayer is somehow interfering with whats happening on graphics 
you can probably stablize it a bit by shoveling vram into it's mouth, and hope it fixes itself eating them all
i get the regular fps drops from it in offline, from seeing more lights but in multiplayer it tanks it down in caves to 7 fps 
crimson desert?
Nearly all RT improvements require engine side editing
I am afraide it might be ogre for us
Miru was able to enable RTAO in Dying Light for point lights similar to what I did with AO modulation in Midfield
in my experience, anything RT likes vram, and developers to multslop, will take that vram away~
but i mostly hit up UE, so maybe just bias
but omg does any game RT get dangerously close to my vram limits
Theres half a dozen VRAM optimsations now for RT/PT techniques
but they are all still new

No one has implemented
I think you co go laz's usual walk around, but you may be at a lost at what to do. He loves to just take a scene/area and just blows it up, or cuts it down, to customize it to it's max, instead of having it global engine settings.
howarts is like his, "I made a different RT for every part of the game" era.
I wonder to say if only enfield has a SSGI, but then it has no sun...
it pretty good for iconic locations, but omg is it boring on open field
// ============================================================================
// 1.6 Indirect Lighting Helpers
// ----------------------------------------------------------------------------
// Inspired by Sucker Punch Productions' SIGGRAPH 2021 talk:
// "Lighting, Pair-Programming, and Texture Baking in Ghost of Tsushima"
// (Jasmin Patry)
//
// Utilities for improving indirect / ambient lighting quality in games that
// ship with baked or low-quality GI. These helpers address common problems:
//
// a) SH evaluation — evaluate degree-2 (L2) spherical harmonics stored
// as 9 coefficients per color channel. Many games bake probe data in
// SH but use incorrect or truncated evaluation in their shaders.
//
// b) SH projection — project a directional light into L2 SH for
// injecting analytical sun/fill lights into an existing SH probe.
//
// c) Sun ground bounce — approximate a single-bounce diffuse fill from
// the sun reflecting off the ground plane. GoT used this to add
// upward ambient in exterior scenes without extra probe captures.
//
// d) Screen-space light leak reduction — darkens indirect light in areas
// where screen-space depth suggests the pixel is occluded from the
// dominant light direction. GoT's main GI artifact fix.
//
// e) Interior mask — blends between interior and exterior indirect
// contributions using a mask value (texture, vertex color, or CB).
//
// f) Simple ambient bounce — fast single-bounce approximation that
// uses the surface albedo and AO to approximate diffuse inter-
// reflection without a full GI solve.
//
// g) Horizon occlusion — attenuates specular IBL when the reflection
// cone dips below the geometric surface horizon, preventing
// impossible reflections from aggressive normal mapping.
//
// h) Roughness parallax compensation — adjusts apparent roughness
// when parallax-correcting probes, so reflections look correct
// regardless of camera distance vs. probe capture distance.
//
// Note: Cubemap shadow tracing (from the same talk) is documented but
// NOT implemented — it requires engine-level probe system integration.
//
I have these from GoT
but I would need to fix decomp issues with hlsl
which I cba to do atm
Doesnt g require vertex normal
geometry surface horizon is from the vertex normal
I doubt many games bother with storing actual vertex normal to a separate buffer
GTA V Enhanced does that tho
But it has RT reflection and pretty good one too
doesn't DLSS use vertex normal as well?
Gbuffer normal
the media is talking up crimson desert RT as some black box of magical engineering tech to get 4k60fps with those "graphics"...let's see what the shipping game actually looks like
and forge complain about 3m LODs
it does
// ---------------------------------------------------------------------------
// 1.6g Horizon Occlusion for Specular IBL
// ---------------------------------------------------------------------------
// Ghost of Tsushima, SIGGRAPH 2021 (Jasmin Patry):
// "Account for occlusion of underlying geometry on reflection cone
// caused by tilt of normal-mapped normal n̂_p relative to vertex
// normal n̂_v."
//
// When a normal map tilts the shading normal away from the geometric
// (vertex) normal, the specular reflection cone can extend below the
// tangent plane of the actual geometry. Those below-horizon directions
// are physically impossible — the surface's own geometry blocks them.
// Without correction, this causes specular light leaking: bright IBL
// reflections on surfaces that should be self-occluded.
//
// GoT's formulation (from the slide):
//
// Given:
// n̂_v = vertex (geometric) normal
// n̂_p = pixel (normal-mapped) normal
// r̂ = reflection vector = reflect(-V, n̂_p)
// α = GGX roughness (linear, NOT perceptual)
// u_e = fraction of specular energy enclosed by the cone
//
// The cone half-angle θ_c containing fraction u_e of the energy:
// tan(θ_c) = α × √(u_e / (1 - u_e))
//
// The angle between vertex and pixel normals:
// θ_p = acos(dot(n̂_v, n̂_p))
//
// The angle of the reflection vector from the vertex normal plane:
// θ_r = asin(dot(r̂, n̂_v))
//
// The occlusion angle:
// θ_o = min(θ_r + θ_c − π/2, 2θ_p)
//
// The occluded energy fraction:
// u_o = u_e × smoothstep(0, 2θ_c, θ_o)
//
// Final attenuation = 1 − u_o
//
// REQUIREMENTS:
// • vertexNormal — the interpolated geometric normal (before normal
// mapping). This is the key requirement and the main difficulty.
In this talk, we describe some of the graphics techniques used in the production of Ghost of Tsushima. Part of the SIGGRAPH 2021 Advances in Real-Time Rendering in Games course (http://advances.realtimerendering.com/).
Set in 13th century Japan, Ghost of Tsushima pays homage to classic samurai cinema with dramatic lighting, wind, clouds, haze,...
that was BDO, game is geniunely unplayable with the amount of popin it has. Every mesh is constantly changing shape on your screen as you move.
Crimson is a lot better and has far draw distance but you still notice pop in happening close to the camera
But yes, the media glaze of Crimson being giga optimised is funny considering the game looks to be using a SW lumen equivalent and all the problems of that are apparent
I am just coping I will be able to fix some of the more egregious elements
or theres some hidden 'unobtanium' settings we can force in an .ini
Well it was mentioned theyre doing per-pixel RT
not probe based
well nothing wrong with per-pixel RT, except...well assets coverage gets siloed...and that's when you wrestle with that uncanny cutout valley...I hated that in UE4. half the stuff would be included but other half wouldn't
but then Endfield is fully guilty of that everywhere. At least it's performant
god bless ya man. this looks great
markov chain path guiding /j
I am going to go down the path of IS-FAST
and deactiving existing denoisers
then cope RR fixes issues
RenoDX with the ability to add NRC
This video showcases Markov Chain Path Guiding to render Quake. Everything is purely path-traced in real-time, including the single-scattered fog.
Uncompressed video files: https://drive.google.com/drive/folders/1qcgMkbaV2Rcr4avUpCLJavNZ_I0wKcLE?usp=drive_link
The map is ad_tears from Arcane Dimensions (https://www.moddb.com/mods/arcane-dimens...
forge can you push the recent changes to your repo? ||i need to trim some cbuffers to get fsr4 working properly again lmao||

i dont mind trimming it myself instead of forcing your hand so its fine
thing is its hard
becasue the deferred shaders have set cbooofers now
so if you trim cboofers in shared.h
you will have to re-adjust every cbooofer in deferred shaders as well
hmm thats fine. im sure i can manage, probably
Just upgrade to 9000
And stop using janksr4 int8
Or whatever its called these days
I might as fix the issue myself
let me look into this
or nvidia
redslop
fsr ml fg has pacing issues
we don't accept that in this house
also superpositioning shadows
Superposition shadows is only fsr3fg
ML methods dont have that iirc
This is looking tasty
'Could' implement
requires ray gen shader
supposedly it's easier to implement than restir
but from a RE standpoint I have no idea lol
He has a paper from 2025 for some SVDF improvements
but RR probably better
but this Markov chain is beeg brain
You're wasting a lot of perf on shooting rays in directions where very little light comes from with other methods
This method solves that
should clarify
'could' as in if you find ray gen shader(s) and decompile without issues and then know how to debug and then how to completely replace it to use the above
from a sole shader standpoint I'm not sure
Probably a question for Miru or Dat
actually no ask rage in the darks souls lighting engine server
path tracing is easier to get looking good than raster
just harder to get performant
-# there's a reason why you see so many hobby game devs on youtube mess around with RT / PT lol
but also crimson desert isn't even out yet so it's probably not worth it worrying about what things it could be doing wrong
lol
Crimson??? I wan to add this to every game
based on resident evil requiem, it's gonna come out and the nvidia driver is gonna break in 70 different ways so you won't be able to play


