#Arknights + AK Endfield

1 messages · Page 20 of 1

fleet socket
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instead of EndfieldUnlocker1.03.exe

brittle abyss
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Yes

fleet socket
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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

brittle abyss
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Yep lets try complete clean install. Then despair.

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Wait. Maybe I found the source.

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I had two versions of ace_inject.dll

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Could be be the cause

fleet socket
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indeed

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try removing everything related to the enhancer before running the exe

brittle abyss
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Doing that right now

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Well it might have been normal actually reading executed prompt...

fleet socket
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yeah that makes sense lol

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i was thinking the issue was either that or your .ini had a typo that made the whole thing fail parsing

brittle abyss
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Ok didn't work.

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Imight as well reinstall thwhole game at this point😭

fleet socket
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doubt thats related

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uhhh let me see if i can get the game running on my work pc just to test

brittle abyss
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Don't get in trouble at work over my obsessions lol😅

fleet socket
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it does have two ace injectors fwiw

[OK] Installed ace_inject.dll (FPS Unlocker)
[OK] Installed ace_inject-1.dll (GFX Enhancement)
brittle abyss
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Yep

brittle abyss
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Then i'll do clean reshade install. Clean GFX install. Convert to christianism. See what works😅 .

fleet socket
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wait a bit before you commit to it

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im curious if the enhancer outputs any log

brittle abyss
fleet socket
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reinstalling. the other one might help

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yeah i can disable AA just fine

brittle abyss
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How the hell did I break this thing while not touching it😅 .

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That's new

fleet socket
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doesnt seem like it writes any logging as far as i can tell. rip

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yeah go ahead with reinstalling

brittle abyss
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Ongoing as we speak.

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Next step is a clean install of windows lol

fleet socket
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its impossible windows defender is not happy with the injection etc

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but idk

brittle abyss
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Well it's not impossible

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Bit it would have deleted the file

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And sent the notification with an annoying sound

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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.

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Still

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Thats seems like a very specific problem to have.

scenic comet
glacial kayak
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Get some magnetic tapes too

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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

timid marten
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I can see that it somewhat works when I disable ReShade Before UI, but obv it doesn’t help with anything

fleet socket
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that should be off and it will be removed in the next version

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some reshade shaders break with it

supple acorn
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the endfield.exe crashes when I launch it with EFMI + RenoDX, I followed the installation steps on GB

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any solution?

keen pagoda
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Guys, fps unlocker doesn't work now for some reason

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Lol

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Strange, something is preventing it from loading gpu by 100%

brittle abyss
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My beautiful full res GTAO...

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Gone

keen pagoda
brittle abyss
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Don't either. Didn't do nothing.

keen pagoda
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Yup, almost 100% gpu load in Deadlock

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Or not? Steam overlay is showing 100% load, and windows task manger 50%

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Fuck microsoft

gloomy tulip
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Where did you get this fps drop 😔

keen pagoda
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One sec

gloomy tulip
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Wuling is super demanding

keen pagoda
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Caves in wuling

gloomy tulip
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Couldn’t maintain 120 myself with old ass gpu and cpu

brittle abyss
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Fuck me...

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Did a clean install of game, reshade and endfield enhancer. Still doesn't work.

keen pagoda
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I wish valve were posting online how to code vulkan games

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Dead ass microsoft

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Launching endfield without reshade nuked entire cache

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But fps is higher now

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wtf, restarted the game, and now it can't go past this

sturdy osprey
keen pagoda
sturdy osprey
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i just realized i kinda prefer playing at 720p scaled to 4k

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if it means that i can get 140fps

keen pagoda
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Well fuck, it's a vulkan issue

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Wuling:
WHERE'S THE FUCKING BOTTLENECK

sturdy osprey
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what gpu

keen pagoda
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rtx 5060ti 16gb

sturdy osprey
sturdy osprey
keen pagoda
sturdy osprey
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the game tanks cpu a bit in wuling and near packed aic

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also nvidia has overhead on hardware level for cpu bound scenarios

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which cpu

sturdy osprey
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if the main thread tanks then it tanks

keen pagoda
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Dick head devs as always

sturdy osprey
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you aint getting more than 120fps in wuling

keen pagoda
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Can't code

sturdy osprey
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unless you have at least 7800x3d

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or equiv intel shit

keen pagoda
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Let me guess, this bs is bottlenecked by use of a limited set of cpu instructions

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Holy

sturdy osprey
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yea on 5700x no chance

keen pagoda
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Why can't degenerates use more instruction sets

sturdy osprey
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it could be draw calls as usual

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theres technically quite a bit of things to draw in wuling

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also theres a bit of npc

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and moving things

keen pagoda
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I need someone to check this with decent 1 to 1 read and write on dram

sturdy osprey
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i would want to see unity profiler

keen pagoda
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Because turns out writes are halved on zen3

sturdy osprey
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but that aint gonna happen without modifying the game

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on my 5800x3d i get 120-160fps absolute max

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160 being in like a closed room

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on linear stage

keen pagoda
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Is it really that hard to optimize CPU usage? And btw, isn't it possible to offload it to GPU?

sturdy osprey
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yes

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yk how valorant has 1000fps

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the game almost doesnt render anything

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everything is a flat box with some texture

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and the logic is super minimal, nothing runs in background

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the moment you have any rendering passes you are already having base cost

keen pagoda
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This is precisely why engines like unity and unreal should die

sturdy osprey
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sorry but no engine is going to fix this

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its mega cope from people who dont understand software

keen pagoda
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Idk man, I just see what doom did and now I strongly believe everyone could do the same

sturdy osprey
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old dooms were also quite basic asf

keen pagoda
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Not old

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The new one

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2016/eternal

sturdy osprey
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yes

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those are old by now

glacial kayak
sturdy osprey
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they work in very specific scope to be able to get those fps

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and now dark ages added some rt and 4090 kneels

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cant avoid the cost of math

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they did the best they could to optimize it

sturdy osprey
keen pagoda
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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...

▶ Play video
sturdy osprey
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but then where are game features

sturdy osprey
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reminds me when i used a config like that to strip tf2 so that it could run on my potato pentium laptop

keen pagoda
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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

sturdy osprey
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you mean like using simd or what

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or that endfield doesnt use some x86 instr sets in general

keen pagoda
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Anything really, on Linux you can build for newer instruction sets and have 15-20% performance boost

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Not everywhere ofc, but in most places

sturdy osprey
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i havent seen a game that runs faster on linux than on windows

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maybe there were some few exceptions

keen pagoda
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I doubt

sturdy osprey
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i have no idea

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but also using simd is incredibly hard

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you need really parallelizable workloads

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simd can be straight up slower if you dont have that

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also the syntax and everything

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and of course you then have to maintain multiple paths because not each cpu has the same support for specific instruction sets

keen pagoda
sturdy osprey
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i dont get the point

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im not gonna dev game for hypergryph

fleet socket
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oh you won't but its ok when forge does it??

keen pagoda
dusky wave
# keen pagoda Is it really that hard to optimize CPU usage? And btw, isn't it possible to offl...

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.

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As for Doom well

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Doom is good because ID

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They keep their devs, dont have rotating contractors

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they dont fire their entire division after a game release

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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

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Doom is also a fairly limited corridor shooter

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You cant compare it to say an open world sloppa with dynamic time of day and multiple weathers

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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

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Everything has to be in real time for vidya games

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and if one thread gets bogged down then its ogre, stutterfest, hitching ect

fleet socket
brittle abyss
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about endfieldenhancer settings no longer applying... No genius idea Forge-sensei ?

dusky wave
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Taking a break from Midfield

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so I dunno

brittle abyss
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Fair

tough nimbus
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just hire people that can fuck around in the gui and do just enough to get your product out the door

glacial kayak
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Not that there any programmers to hire in this field

dusky wave
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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

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I wonder why the pool of good progammers is diminishing in the gaming industry

sudden nest
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midfield so mid we dont talk abt the game anymore

sturdy osprey
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And not on amazon software but in the warehouse

sturdy osprey
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That you can complete in 20 mins

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Thats it for this month

woeful raven
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Whats this trend

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Finish patching the gane to quit

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Ive barely logged on these days too

dusky wave
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Natural lifecycle of gacha

woeful raven
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Also have my medication now so dont have to rely on the dopamine hit of getting things to work

dusky wave
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smh

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They drugged my dood

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He was living on the coritsol spike previously

sudden nest
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patch ended with nothing

fleet socket
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the puzzles were lame but i liked the race ones

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it needs a global leaderboard but watching people competing for times on social media is fun

safe swallow
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The race was the most boring part

fleet socket
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👎

rustic echo
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I donno the puzzles were a nice distraction. better then genshin mini games

rustic echo
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it's only an issue for people that want a full time game, which no gacha can or should be

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they are running a little out of steam though, and maybe should consider a 5 week patch rotation like genshin ultimately did

sturdy osprey
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og ak eventually got to a point that it could be full time gacha

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cuz you have enough gamemodes

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but endfield gotta like first estabilish

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the fuck is the base game

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so far im completing all the shit they add in 20 mins

rustic echo
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now are those content good...we'll see

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I realy don't want them to go down the minigame route like genshin

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just reroll copy switch games every 3 weeks

fleet socket
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i do hope they ramp up the challenge

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the second race minigame was fun

rustic echo
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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.

sturdy osprey
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i just login to do ups simulator, daily and dip out

fleet socket
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it took me 140h until i got to the point i only had dailies to do lol. so im not too mad

rustic echo
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140...you must have really leaned on the factory, but then if you're not max copying blueprints, that sounds about right

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definitely 1.0 had a lot of content, assuming you wanted to do them all

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but these are all front loaded anyway

sturdy osprey
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idk how long it took me

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but mainstory was long

rustic echo
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about 40-60hrs of main story, if you include the learning parts of all the side things

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about 10-15hrs of green and blue quests

sturdy osprey
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10 hours of gathering aurelins and chests

rustic echo
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world exporation/minigames should be around 20hrs or so, given the compass CD.

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stupid roguelike space ate a ton of time

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cause you have to upgrade and restart

sturdy osprey
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i didnt spend that much time in it

fleet socket
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you think so?

sturdy osprey
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few hours max

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and maxed it out

fleet socket
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i completed that whole thing in an evening lol

sturdy osprey
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its like a maze

rustic echo
fleet socket
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i enjoyed it too and was kinda sad it didnt have much replayability

sturdy osprey
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theres 6 levels apparently

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i guess they gonna unlock it sometime

rustic echo
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especially since chests give currency

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i went through every little corner of it for chests

sturdy osprey
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as f2p if you didnt open chests ur fucked on banners

rustic echo
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well you waste your time meter with each step, so restarting eats at the hours

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each character story is around an hour

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ya there's a lot of hours in 1.0

sturdy osprey
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too bad

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most of it is wste

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wuling is much better than midvalley

rustic echo
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I like the scenery and the finally-not-genshin exporation

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so i wasn't bored with v4

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HDR helpe a lot here

sturdy osprey
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i got more fun finding chests around wuling city than the entire valley ms

sturdy osprey
rustic echo
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endfield is more old school where every area is a puzzle. you solve the puzzle of the area, you get your chests

sturdy osprey
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genshin looks stiff to me

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i guess because its old

rustic echo
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I mean pick your genshin clone, they all follow the same idea

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"hey have you parkour hard enough for your stamina yet?" exploration

sturdy osprey
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so like zelda but no physics

rustic echo
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i mean the meme in 1.0 genshin

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it was fun every mountain and hill has a treasure

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but now it's just cloned and rehashed to bits

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that's why endfield hasn't broken me with exploration yet. It still feels like a puzzle with rules

fleet socket
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i liked valley's overworld

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though wuling is definitely better lol

gloomy tulip
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It’s literally frying my cpu with 100% for all cores

keen pagoda
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Directx is leaking

woeful raven
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vulkan also leaks

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nothing new here

gloomy tulip
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Clearly it’s just something wrong with the menu not the 3d rendering

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Because I caught GTAO running behind the loading screen before ram usage exploded

woeful raven
gloomy tulip
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Hmm but why only menus trigger it tho

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Without reshade too

woeful raven
gloomy tulip
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Interesting

keen pagoda
keen pagoda
# woeful raven

Maybe this is why I have only 50% gpu load after game restart

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on vulkan ofc

woeful raven
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both vk and dx11 leaks

keen pagoda
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I hope this gets fixed in 1.1

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It's funny tho, this bug is ugly, and they straightforwardly ignore it

gloomy tulip
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They probably didn’t have proper test internally because no ACEgigachad

keen pagoda
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Why they even add ACE, this is a single played game for the most part

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If people cheat to maximize their speed on grind then just let them have it, or monitor server side

gloomy tulip
keen pagoda
gloomy tulip
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Why not

keen pagoda
# gloomy tulip 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

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I'm pretty sure there's some group of developers that already in the process of making private server

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Retards like xeondev, for example

rustic echo
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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

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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.

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some sort of suffer together mentality I guess?

keen pagoda
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Chinese again...

gloomy tulip
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That it uses elevated privileges to scan your disks and running process

rustic echo
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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

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and also remember gacha itself is a kind of status symbol in those communities. cheating will lower that status symbol

gloomy tulip
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This shit even more serious than discordia

arctic echo
unkempt crypt
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Endfield is fine for now

unkempt crypt
keen pagoda
unkempt crypt
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I'd rather not playing it

sturdy osprey
keen pagoda
brittle abyss
keen pagoda
arctic echo
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But yeah, the dailies are kind of a drag

jovial tiger
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Eh they arent that bad. 5-10 minutes a day if you dont do deliveries and collect every resource on the map daily

arctic echo
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wdym every resource. Going to every single mushroom and rock spot is definitely more than 10 minutes.

unkempt pulsar
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not if you collect only the ones that are full

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if you do this daily, only a few are gonna have to be collected

jovial tiger
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Yeah sorry I meant dont collect

arctic echo
unkempt pulsar
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yeah w/e, then it might take longer one day and less on others

jovial tiger
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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 shrug

arctic echo
jovial tiger
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Only real limiting thing thats a pain is the credits

jovial tiger
arctic echo
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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

jovial tiger
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Yeah idk when I will get to buying the crazy ass expensive cosmetics xD

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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

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Im focused on building Ember so havent really spent much on artificing in wuling

rustic echo
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it's more like dailies what dailes? once you automate, most of it is just stockpile.

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weird takes

jovial tiger
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Only "real" daily is the delivery robot scanning

keen pagoda
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Just make one piece of equipment and make 1 gift on Dijiang

jovial tiger
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So dailies really are a joke

rustic echo
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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.

rustic echo
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it's not even like endfield requires crazy investments to get rewards like FOMO abyss of genshin/HSR/wuwa/etc. Just play~

jovial tiger
gloomy tulip
spiral imp
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meanwhile me just wishing for harder content or smth that will have me invest in characters

strong vault
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@dusky wave they stole ur flow

dusky wave
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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

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Need to figure out how to get Opus running via Ghidra

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Reverse engineer everything

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add Pathtracing

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VSMs

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whatever I want

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I went on utube and looked up ghidra tutorials and every one of them is "haxxing CS or Valorant"

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abysmal

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Ghidra's whole existance is just making haxx tools for dogshit FPS titles

strong vault
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We need it for a more noble cause

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Fix dogshit video games

dusky wave
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CORRRRRRRECT

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

runic dove
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(hopefully that doesn't change)

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my only real issue is the fuckass double usage permits

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in who's mind was that a good idea to be a currency

glacial kayak
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Oh wait you meant the sanity permits

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I have no idea why I read permits and crossed wires

sturdy osprey
dusky wave
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You send them threats to add pathtracing and increase draw distance

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that way I dont have to do anything

sturdy osprey
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I dont trust in them implementing pathtracing 💀

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even cyberpunk impl needs some tweaks

stable lava
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i just need rt reflections

dusky wave
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I picked up a few more rendering improvementsTM

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From Decima

stable lava
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decima jitter finally?

dusky wave
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I can implement

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I also finalised RDX brdf

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Shit is ready for testing

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Will implement into Crimson Dessert

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Ghost of sushi has an interesting approximation for spectral colour space

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It made sky look better compared to BT709

brittle abyss
dusky wave
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RDX BRDF is something I have put together. In theory you can replace any existing games BRDF with RDX or parts of RDX

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At the simplest level, you can replace Lambertian diffuse for Hammon diffuse which already looks significantly better

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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

brittle abyss
#

This the first time I have two simultaneous converstions with the same person😅

dusky wave
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Forge split personalities

brittle abyss
dusky wave
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If you would have asked me 5 months ago

brittle abyss
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😱

dusky wave
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probably

brittle abyss
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Well, taken individually, I see those words existing

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The association as to be AI though. There is no way this means something 🫠

fleet socket
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how much does the ForgeGPT API cost?

dusky wave
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Grafix is hard

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theres a billion trillion things that go into it

brittle abyss
dusky wave
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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

stable lava
#

gacha players aren't normal

dusky wave
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I am not a gacha player

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more like a gacha tourist

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gacha modder????

stable lava
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that's even worse

glacial kayak
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they are the new normal

dusky wave
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@woeful raven babes

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rendering.hlsl is growing

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Added a custom Rayleigh colour space function instead of the standard RGB sloppa games use

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you can replace this for volumetric fog, clouds ect

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Anything that uses Rayleigh

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so volumetrics or atmospheric scattering

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will have improved visuals

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It closely matches spectral lighting so think of it like WCG but not shit fake stretching, sunsets and sky will look more based

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Since RGB primaries cant into Rayleigh scattering

dusky wave
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Fantastic name for an update

arctic echo
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Perfect englando

glacial kayak
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just needs a third line break

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clearly supposed to be poetic structure

grizzled saddle
dusky wave
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Vanilla / RDX

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Vanilla / RDX

Ignore the glowing grass, that was a fuck up on my part

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but as you can see

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trees have proper scattering now

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Maths checks out in the code, its just shenanigans per game

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Similar to say if you replaced a tonemapper for a game that used per channel TM

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GT7 might look better but all of a sudden your fires are all pink

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So similar with BRDFs you have to account for base game shenanigans

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I've also expanded rendering.hlsl with a bunch of other code

grizzled saddle
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I'd like to see how it'd look in a AAA game

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Maybe Expedition 33 or something

dusky wave
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Replacing lambert for hammon is very easy for diffuse

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Also picked up on Tricubic S-spline filtering from ghost of sushi

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helps to stop volumetric fog from looking pixelated

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without you needing to increase volumetric res and annihilate perf

dusky wave
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So it might be that the deferred shaders dont get picked up

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I am just compiling everything for Crimson Desert addon atm

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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

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I have code for improving eye shading now

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shadows, AO, IBL occlusion that sort of thing

strong vault
#

Forge collecting infinity stones

dusky wave
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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

stable lava
dusky wave
dusky wave
twin haven
dusky wave
#

Mount and Blade is a mix of first person/third person character + RTS

grizzled saddle
dusky wave
#

I am just going off what Marat said

#

maybe he shared fake news

#

wouldnt be the first time

unkempt pulsar
fleet socket
fleet socket
dusky wave
#

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

sturdy osprey
dusky wave
mighty palm
#

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...

gloomy tulip
dusky wave
#

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

gloomy tulip
#

Texture creation is just creating a resource and you also fill the initial data field

#

You can check reshade api doc

dusky wave
#

sweet

gloomy tulip
gloomy tulip
dusky wave
#

brb on my way to add

  • Ambient Conclusion
  • Chromatic Conformity
  • Stillness Blur
#

Backward- Deconstruction

stuck sandal
#

chromatic conformity would be a sick band name

woeful raven
#

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

safe swallow
#

maybe I'm doing something wrong, but it's still not vanilla

dusky wave
#

Did you open menus then close

safe swallow
#

yeah even restarted

dusky wave
#

LUTbuilder doesnt update in real time

#

ripperoni

#

We would need to add back in the vanilla LUTbuilder code

woeful raven
woeful raven
#

i'll have a solution and a disclaimer next patch

safe swallow
#

pog

woeful raven
#

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

safe swallow
#

yeah that'll be great

strong vault
#

Are we even playing the same game as these people

stable lava
#

mobileslop be like

grizzled herald
#

There was a 1.1 livestream today or something right?

stable lava
#

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

**💬 74 🔁 492 ❤️ 3.7K 👁️ 103.5K **

gloomy tulip
#

If only they could lower ACTUAL daily quests down to 5 minutes

stable lava
#

it's over

glacial kayak
#

rt is never happening

#

buy an iphone

stable lava
glacial kayak
#

but it's ray traced doe

fleet socket
#

only the iphone can handle RT for this game

dusky wave
#

I am bored and dont have another game to test

#

so I am going to implement new features to ruin creative intent

tough nimbus
#

need rendering.hlsl on the repo

dusky wave
#

I need to split that shii

#

400KB

#

grok start dying trying to read it

covert jetty
#

New month new tokens 😌

dusky wave
#

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

gloomy tulip
#

Check energy highfield area XD

woeful raven
#

nice if u drop a build remembah to rebased

dusky wave
#

You havent added anything new?

#

just the grading before tonemapping

gloomy tulip
#

Spiwar hasnt logged in for like 5 days XD

dusky wave
#

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

sudden nest
dusky wave
#

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

woeful raven
sudden nest
#

me too

#

midfield strikes again

#

1.1 doesnt look that great either

rustic echo
dusky wave
#

specular occlusion will stop grass/foliage from having that grey sheen to it

#

since it properly occludes specular

rustic echo
#

oooh, ok, that makes more sense. it's actually recalculating the with more data input

dusky wave
#

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

rustic echo
#

Endfield is forward rendering right?

dusky wave
#

nope, deferred

#

it has some forward elements like glass

#

which is why it looks abysmal

rustic echo
#

ah

stuck sandal
rustic echo
#

forge just did?

stuck sandal
#

asking so I know what I'm getting myself into if I try to implement it

rustic echo
#

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.

dusky wave
#

Find deferred shaders

#

or whatever uses probes

#

Dominant and specular you could add to other shaders as well

stuck sandal
#

417 KB lol

dusky wave
#

I have added instructions for usage for each section

#

I think 1/3 of the shader is just instructions and comments

stuck sandal
#

ahh
based

#

pumbo pilled

dusky wave
#

I've also split the parts into alt versions

#

in case you dont have access to some data

#

you could approximate

#

but YMMV

rustic echo
dusky wave
#

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)

rustic echo
#

very photogenic

dusky wave
#

I actually forgot to add ambient link to foliage

#

and as you can see the specular occlusion also stops the grey light leak look

#

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

rustic echo
#

forge just using endfield as a platform to make crimson desert stop being an amd game

keen pagoda
#

There's literally nothing to do in this game

keen pagoda
#

You just enter, do dailies, log off

rustic echo
#

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

dusky wave
#

Midfield is just a glorified ShaderToy for me

keen pagoda
rustic echo
keen pagoda
#

None of 5* give you bond quotas

#

Like in other gachas

#

This is predatory asf

rustic echo
#

I would say still better then hoyo regardless, but yea stingy

#

it's basically hoyo with free weaponns

dusky wave
keen pagoda
dusky wave
#

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

sturdy osprey
dusky wave
#

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

sturdy osprey
#

doesnt lord of the fallen use lumen

#

or it uses some ao with lumen

dusky wave
#

yes

#

its a UE5 sloppa

#

that runs 3x times worse than Endfield

#

they removed shadowcasting for nearly every light source

sturdy osprey
#

wut why

#

what

dusky wave
#

perf

#

but the game still runs like ass

sturdy osprey
#

why use lumen if you dont wanna have lights do shadows

dusky wave
#

avg UE5 devs

#

truly a mystery for the philosophers

sturdy osprey
#

each one uses the engine worse than the next

dusky wave
#

Guess we are not using LMS for this game

dusky wave
#

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

sturdy osprey
#

i see gpu has 47% usage here

dusky wave
arctic echo
# dusky wave

Obviously it's supposed to be green, from all the xiranite pollution

dusky wave
#

I dunno what the 47% is

sturdy osprey
#

oh right

arctic echo
dusky wave
sturdy osprey
dusky wave
#

Economically persuaded

sturdy osprey
#

you know you are fucked when your social credits drops below int32 limit

covert jetty
#

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?

sturdy osprey
#

i use it all the time

sturdy osprey
dusky wave
#

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

sturdy osprey
#

bro even has the poe raymarching

dusky wave
#

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

sturdy osprey
#

its possible unreal allows doing smt similar in substrate but i need to check

#

i dont trust in substrate being as performant tho

dusky wave
#

That reminds me, I will need to download UE5

#

Might as well use it as a test bed

rustic echo
#

but the bigger change is again just moving some color grading around...now it looks like eye adaptation is working overtime

rustic echo
rustic echo
# sturdy osprey 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~

sturdy osprey
#

like which features

rustic echo
#

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

sturdy osprey
#

lumen is working well

#

saying it doesnt work makes no sense

#

I dont know much about the rt in ue 4

rustic echo
#

it doesn't anyone that backend UE5/5.1 wil tell you it's worse then experiemental features in UE4.2x

sturdy osprey
#

i can say for sure that games on 5.0/5.1

#

are fucked

#

inexperience combined with early engine bugs

rustic echo
#

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

sturdy osprey
#

I guess i get what you mean

#

i woudlnt ship a game on ue before like 5.5.4

rustic echo
#

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)

sturdy osprey
#

epic kind of used the first games as testing bed

#

5.7 is already out

#

since months ago

#

or you mean 5.8

rustic echo
#

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

sturdy osprey
#

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

rustic echo
sturdy osprey
#

well its a lot of factors

rustic echo
#

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

sturdy osprey
#

videogames 15y ago used 1/10 or we shaders and lighting techniques that are used now

sturdy osprey
rustic echo
#

but then UE4.2 is so old, I guess it makes sense from a person looking back in hindsight

sturdy osprey
#

oh right I got one annoying example

#

niagara changed quite a bit between versions

rustic echo
#

brings back the weirdness of how UE5 just keeps adding v.x upgrades yearly where UE4 took decades.

sturdy osprey
#

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

rustic echo
#

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)

sturdy osprey
#

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

rustic echo
#

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

sturdy osprey
sturdy osprey
#

is it common for devs to totally ignore the fact that niagara assets shouldn't be mixed with non-niagara assets?

rustic echo
#

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

sturdy osprey
#

post process?

rustic echo
#

I think by 4.19 niagara was streamlined?

sturdy osprey
#

damn im dumb

#

i mixed niagara with nanite

rustic echo
#

it's fine, even UE can't make up their mind on feature names

sturdy osprey
#

I used niagara a bit and it has amazing capabilities of bypassing a lot of the bullshit when rendering meshes

rustic echo
#

they amount of aliases UE uses is kinda fun

copper stump
#

thought it's viagra for a sec

rustic echo
dusky wave
#

Not sure, guess I will wait for 5.8 to come out

#

Maybe pick up NV branch

sturdy osprey
#

5.8 should.come out soon

rustic echo
sturdy osprey
#

Whats interesring on nv branch

#

I never heard anyone recommend to use nv branch

rustic echo
#

you see how nvidia tries to hook onto existing UE workflows and basically intercepts them for it's custom RT stuff

dusky wave
#

I am interested in the exclusive Lackwell features like LSS and stuff

sturdy osprey
#

Ah that kind of way

sturdy osprey
rustic echo
#

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

dusky wave
#

I am going to trust Nbidia more with ReStir than Ebic with their Megalights

#

but I havent tested megalights yet

sturdy osprey
#

Megalights is still uncooked ngl

rustic echo
#

megalights is...ehhh, they can't even decide the name for megalights

#

they redid megalights after 5.6

sturdy osprey
#

got a bit better but im not touching it untill its full prod ready

rustic echo
#

like 5.6 and 6.7 megalights aren't even the same cvars

#

they changed the a ton of stuff

sturdy osprey
#

Did any game even ship with it

rustic echo
#

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

sturdy osprey
rustic echo
dusky wave
#

The Last Caretaker

rustic echo
#

but yes megalights v1 did exist in a shipping game

dusky wave
#

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

sturdy osprey
#

Game looks good

rustic echo
dusky wave
#

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

sturdy osprey
#

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

rustic echo
sturdy osprey
#

Looks like temu lumen

rustic echo
#

NTE lumen is barf...NTE hwrt is still barf

#

screen trace is extra barf

sturdy osprey
#

You mean NTE the gachaslop game?

rustic echo
#

NTE suspected nv RT...acceptable/good

dusky wave
#

Is Restir part of base UE5?

#

or is there a separate plugin you have to download

rustic echo
rustic echo
#

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

dusky wave
#

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

sturdy osprey
#

Whats wrong with aces

dusky wave
rustic echo
#

I think it was like NTE lumen = 80ish fps, HWRT =70ish fps, UE restir =60ish fps... (suspected) Nvidia RT = 48ish fps.

dusky wave
#

Everything

#

We 'ate ACES round these parts

rustic echo
#

but yea turning on UE restir, was like...plug and play...the only thing UE is good at.

sturdy osprey
#

wait nte has all 3?

rustic echo
sturdy osprey
#

Nvidia rt half the fps

rustic echo
#

officially NTE will have software lumen/ SSR/SSGI/ and rtquality

sturdy osprey
#

so costs like pathtracing

#

Almost

rustic echo
#

path tracing is umm whatever their weird roadmap says "full ray tracing"

sturdy osprey
#

Bruh

#

"full rt" isnt even possible

rustic echo
sturdy osprey
#

those names are so confusing

rustic echo
#

I just turn them on and played with them a bit cause they were exposed in the build

sturdy osprey
#

I see

rustic echo
#

but yea...UE's one good thing... if you can light it up, it generally works

sturdy osprey
#

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

rustic echo
sturdy osprey
#

the problem is this happens only when multiplayer is turned on so multiplayer is somehow interfering with whats happening on graphics heihachiPlasma

rustic echo
#

you can probably stablize it a bit by shoveling vram into it's mouth, and hope it fixes itself eating them all

sturdy osprey
#

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 kekpepehands

dusky wave
#

Chat... Do we have methods to improve Crimson's RT?

rustic echo
#

crimson desert?

dusky wave
#

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

rustic echo
#

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

dusky wave
#

Theres half a dozen VRAM optimsations now for RT/PT techniques

#

but they are all still new

#

No one has implemented

rustic echo
#

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

dusky wave
#

// ============================================================================
// 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

gloomy tulip
#

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

rustic echo
#

doesn't DLSS use vertex normal as well?

gloomy tulip
rustic echo
#

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

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and forge complain about 3m LODs

gloomy tulip
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I mean like gbuffer stuff is not a requirement for DLSS

dusky wave
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// ---------------------------------------------------------------------------
// 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.

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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,...

▶ Play video
dusky wave
# rustic echo and forge complain about 3m LODs

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

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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

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I am just coping I will be able to fix some of the more egregious elements

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or theres some hidden 'unobtanium' settings we can force in an .ini

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Well it was mentioned theyre doing per-pixel RT

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not probe based

rustic echo
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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

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but then Endfield is fully guilty of that everywhere. At least it's performant

fleet socket
stuck sandal
dusky wave
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I am going to go down the path of IS-FAST

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and deactiving existing denoisers

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then cope RR fixes issues

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RenoDX with the ability to add NRC

stuck sandal
# stuck sandal markov chain path guiding /j

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...

▶ Play video
fleet socket
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forge can you push the recent changes to your repo? ||i need to trim some cbuffers to get fsr4 working properly again lmao||

dusky wave
fleet socket
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i dont mind trimming it myself instead of forcing your hand so its fine

dusky wave
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thing is its hard

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becasue the deferred shaders have set cbooofers now

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so if you trim cboofers in shared.h

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you will have to re-adjust every cbooofer in deferred shaders as well

fleet socket
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hmm thats fine. im sure i can manage, probably

woeful raven
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And stop using janksr4 int8

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Or whatever its called these days

dusky wave
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I might as fix the issue myself

dusky wave
sudden nest
woeful raven
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We're an inclusive family here

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9000 is good

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Fsr4

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Fsr ML FG

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Redstone

sudden nest
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redslop

stable lava
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fsr ml fg has pacing issues
we don't accept that in this house

dusky wave
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also superpositioning shadows

woeful raven
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ML methods dont have that iirc

dusky wave
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'Could' implement

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requires ray gen shader

stuck sandal
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supposedly it's easier to implement than restir

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but from a RE standpoint I have no idea lol

dusky wave
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He has a paper from 2025 for some SVDF improvements

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but RR probably better

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but this Markov chain is beeg brain

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You're wasting a lot of perf on shooting rays in directions where very little light comes from with other methods

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This method solves that

dusky wave
# dusky wave 'Could' implement

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

stuck sandal
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looks better and runs better

dusky wave
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yep

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mental

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what could I use from it as a cope solution

stuck sandal
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from a sole shader standpoint I'm not sure

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Probably a question for Miru or Dat

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actually no ask rage in the darks souls lighting engine server

dusky wave
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Me with my abysmal maths skills trying to dabble with pathtracing

stuck sandal
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path tracing is easier to get looking good than raster
just harder to get performant

stable lava
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claude add pt make no mistakes

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and make it run at 4k native 240fps

stuck sandal
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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

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lol

dusky wave
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Crimson??? I wan to add this to every game

glacial kayak
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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

dusky wave
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doesnt install latest driver

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Soz Jensen, you're not ruining my game today

glacial kayak
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nvidia users are now the ones telling everyone to stay on driver versions 9 months old

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how the turns table