#Arknights + AK Endfield
1 messages · Page 21 of 1
radiance cache is easier to implement
Dont have to mess with ray gen
but the game will be shipping with radiance cache I think
per the AMD blog
forge make this clanker friendly
bro
when i come back hiatus i want @grok to implement make no mistake
rendering.hlsl already has a trillion comments
every clanker should be able to read it
hell even humans can read it
ur goated for this
i cant read sometimes
whos this green clanker
OG oblivion modders
he works on ORC
(Oblivion Reloaded Combined)
its a graphics enhancer
this gives hope that pt techniques have still long way to go
yep
if some random person implements it better than nvidia
it means theres not enough engineering effort into real time pt
Theres probably half a dozen techniques sitting in some githoob or someones server
that could blow the hell out of any method out rn
case and point Reno + Luma and our tonemapping research
Stuff moves quickly
its just not everything picks up pace
or people are aware of
Probably some Chinese guy who has a better PT method that actually runs at 240FPS 4K on a his waifu Moore Threads GPU
i just want the era of baked light to end
get tf out with that terrible indirect light
reno hdr mods are lightyears ahead of pick random game which implemented hdr 😭
im out of the loop
looks like any stochastic effect
what tonemapper do you use for endfield
rn its max channel Mewtwo (Shortfuse's custom tonemapper)
markov chain gtao when?
I'd be very curious about ssr
We slot in the code for all those effects
and we just need a UAV
or texture
that holds the Markov
wait
Markov learned auto exposure
Avengers level threat to Pearl Abyss's dreadful usage of eye exposure
Temporal stuff

Markov DLSS
markov chain taa
When Shortfuse drops PsychoV we will move over to that
Solves all our issues so far
doesnt have drawbacks

doesnt blow out highlights at high brightness
aces
we do a bit of trolling
we do use aces though
is that why i had to crank highlight saturation
no that just means you like things cooked
😭

we use aces extended + boytoy for tonemapper
i like cooked fries
and mewtwo for displaymapping
in unreal the default hdr thing
looks too uniformly bright
its like uncanny valley of hdr for me, where it looks good but actually smt is wrong
holy sloppy the game looks like triple A slop now
What three randoms are able to achieve with Reno Dee Legs
Death by thousand raster slop cuts
I need to begin my RT arc
I havent messed with RT shaders at all
I might get filter hard
If the game only got updated with RT reflections, I might RE it and add RTGI

it would be a meme if they kept rt only on shitfone
realistically speaking, they'll do the most CN thing ever. Do RT but only in the new region in 2.0
and locked 1.x in the old mode
forever broken. and making it a pain for anyone trying to mod as a whole
Isnt that just mihoyo's genshin
no, a lot of CN games do that
or if you're ToF, you add RT, only to remove it in a later region
funny stuff~
Wuwa doesnt do that tho
wuwa has UE, so they just smash things together and claims it works
I think that game set a new standard for these openworld gacha in china
to their credit, it looks quite nice to have a version gfx upgrade every so often
It does work
best effort, RT crashing with it's nth nvidia driver is like...eeehh
Crashing is also because the game is heavier
If you're unstable it will reveal that
Despite the memes rt in wuwa works in what it was set out to do
Being scalable enough to run on dogshit 6600xts and 3060s
The horrible perf tanking every patch has less to do with rt
And more to do with them raising the asset quality and density for every new region released
It looks nicer then generic UE, but I secretly toggled on RT cvars for throne and liberty, and it looks pretty amazing, and runs at great fps, so RT stablity and performance is in the eye of the beholder. It's all about what you're RTing on.
not amd
well that I can't comment on sadly
5080 shits so hard on 9070xt in a lot of rt titles that it makes seem like its worth its shitty msrp
I dont think u just read
^
Rt cost is relatively cheap for what it does in wuwa
Its also not what's tanking the perf
IDK about that, but again eye of the beholder, I personally go eh, i've seen it better with better performance.
Isn't it just due to nvidia optimized RT implementation
idk
In cyberpunk 2077, both matches performance
it's all going through DX12, so it's a driver thing?
lack of OOM and SER for AyyyMD
idk tbh, it depends on if the programmer uses full wavefront on amd for example
yeah thats why i wont ever buy amd gpu
It is supported now
thanks to SM 69 Dee eggs
just need to wait a trillion years for implementation
but SS RTGI on endfield...I'm curious what it can even do, like what hooks are there to even do it? probes?
supported but in a software sense
so devs don't have to write multiple paths

all RTX hardware
all RTX hardware
all RTX hardware
all RTX hardware
RadeonTM
and RTX 2000 feature support
Seems like 7000 series left in the gutter
consoles...
People might be able to write mesa driver impl?
rip steambox
Cant wait to Reno Dee Eggs Long Vectors into muh shaders
literal 'grok do X' moment
but shader side
thats what i mean for software support
Wait
cause yea its generally a good thing so just have SER running even if you can't gain a perf benefit from it
why da fuq is OOM blank
nvidia already does this
what is oom for
now MS just does it with dx
if gipiti isnt lying
thats huge
nvidia RT will also use SER on 20 and 30 series even though they dont benefit from it
It increases perf by a good margin
udna
na, that's not the japanese way~ the japanese way is you get 64gb of total ram..for everything including storage. everything else will be streamed from the cloud or buy a 500usd SSD addon
It's right in line with the Nvidia gpus stack where you would expect?
what does wilds even do with rt
PT is tier below but that is known
fr?
Kibbles going in with the receipts
U just got fact checked in 8k buddy

wtf
Also the base game is already using rt like techniques even if u dont turn rt on
It's confusing preset naming
So its not really an issue if u cant run rt/pt in this game
how much is amd losing on not having cache radiance
I don't know if we have the means to test that in a real game scenario
Would just be messing around in dev tools at this point I guess?
Think forge's upcoming trigger game is the first game using it
Knuckles finds himself in quite a predicament, would you give your hedgehog a treat?
original meme: https://www.youtube.com/watch?v=I5vdrrApQng
=============
┈➤ׂ Instagram: https://www.instagram.com/real.atarix/
┈➤ׂ Tiktok: https://www.tiktok.com/@realatarix?lang=en
┈➤ Twitter/X: https://x.com/SonicCoreATARIX
ׂ┈➤ Telegram:...
forge rn
Fucking incredible lmao
can't wait for forge's meltdown when red sahara comes out
We've crossed the 20K msg mark
Please. I will beg if necessary.
did you gets manage to get working framegen on amd via optiscaler
or does it need vulkan
@dusky wave another thing to look out for is what a game uses for light falloff. not sure how common it is not to use inverse square in new games but that's something rage changed with dark souls lighting engine

I am learning RT basics rn
inb4 I fall down the 'Make your own engine in C++' pipeline
lol
Watch this video to discover how Embark Studios leveraged Unreal Engine to craft the expansive open world and gameplay of ‘ARC Raiders’, while Epic Online Services including voice chat and anti-cheat helped the team with backend services.
‘ARC Raiders’ is a critically acclaimed extraction shooter that won Best Multiplayer at The Game Aw...
LMAO
like how Ebic is acting as if Embark didnt giga customise their own UE5 fork
which doesnt use Lumen or Nanite
customize aka used nvidia branch
So they basically turned UE5 back into UE4, but with better tools or something?
the other 1% is traversal stutters
lmao
This is why you only use RenoDX

Our malware just installs birus to brick RTX HDR
(we're doing you a favour)
Wut is endfieldrecords
some pull tracker thing
appreciate it
siiiick
had the thought a while ago that if you use a displaymapper instead of UE filmic for a Fallout 3 Remaster you could rip out the grading directly from Fallout 3 and just reuse that. they'll probably slop something up though
pull tracker
or pull history
any game can provide pull history
the aggregate statistics that you get from using pull trackers is what people use pull trackers for
the site is offline now, but my friend actually got pwned by the malware
ripporoni
Back to Virous stutterfest
and dogshit IBL lighting
Lazorr explained why the lighting was as bricked as it was in that game
was because of the dogshit local exposure
let me pull up receipts
poked around with the devkit a while ago
what they did is they used the local exposure to compensate for the toe in ue filmic
instead of using a displaymapper
further proves my point that you shouldn't need local tonemapping / exposure if you know what your doing
notice how SW lumen has exactly the same specular 100% full blast issue for foliage
that I solved in Endfield now
All the trees just look like theyre covered in oil
@sturdy osprey
This is what I meant by Lords of the Fallen
The whole scene is just covered in full specular
the reason why everything is black with local exposure turned off is because of the toe in ue filmic. looks normal if you disable both the local exposure and the tonemapping
could've just used a displaymapper which would've looked better and performed better
with local stuff you usually have to build out a historgram which is a waste
bruh
I hate this timeline
either do good raster
or good RT/PT
this midline is just cope
you should fix it with all the rt research you're doing 🙏
Embark also uses rust-gpu for shader writing thats then compiled via SPIR-V
@stuck sandal TIL
Didnt even know Rust shaders existed
As for turning it into UE4... no
Since they still use other parts of UE5
its just that Emark
Instead of Lumen - uses DDGI
Instead of Nanite - uses traditional LODs afaik
Plus they have their own server side destruction simulator system for The Finals
Something something turns out UE5 is pretty good when you dont use lumen and nanite

Now Arc Raiders isnt some pinnacle of grafix, theres a bunch of non shadow casting light sources
no shadows for bunch of meshes
it depends on the UE...early UE5, did pretty much resemble UE4.2x and might as well be named UE4.5
Now later versions is a whole different ballpark, because they actively started to removed the old legacy paths...and you're basically screwed if you try to use UE4 things.
I believe Arc raiders is UE5.3...so it would make sense they are using the nv port...and at that point ya...they haven't gotten everything integrated yet. I think you see that in chrono too, where devs had to do a mesh of different tech to cover the field
DDGI causes a bunch of light leak in interiors
which can be solved via a bunch of methods
Ghost of Sushi used interior masks for well interiors
and it would tell the external probes to stop rendering
ZAMN
I need to use Nsight more often
rust shaders? interesting
indirect light is inferior to lumen
in arc
it looks ok for online fps game
but for singleplayer meh imo
by any chance are those games on 5.1
cuz vsm were catastrophically bad on 5.1
they fixed most nonsense in ue 5.4-5.5
MGS Delta is 5.3 but Lazorr fixed
oh that thing
and lumen irradiance cache is only for 5.8
lets see what happens when games update to 5.6
satisfactory is updating soon irrc
but they already had decently working lumen...
i didnt see any jarring issues besides noise in some corridors
When will we get "Forge fixed"
Midfield
my career is just starting
give me some time
i want to see tang tang in 8k ultra pathtracing slop
wasn't stalker2 updated to 5.5 recently
or is it still on the roadmap

they said
So I added IS-FAST
I was bugging out thinking I didnt bind texture correctly or messed up with the SRVs
finally got debug view working and the noise is working
it stops diagonal line stripping which vanilla SSR has since its using only IGN
I was coping it would solve wobble wobble

well duh
becasue I only replace IS-FAST for jitter
Does improve reflections and AO a bit
also cheaper than current methods so why not
Well, wasn't the main cause of the wobble the pixel-aligned sampling? Made worse by it being at half res. Though who knows if I at all understood what Miru was saying lol
Yeah tahts true
I'm too lazy to add a new linear sampler to reduce the sample counts but that's the standard sampling for previous frame AO
I already included the better bilinear interpolation for both base GTAO and SSR a while back
GTAO is fine
but SSR is still wack

The MVs are heavily compressed
I'll try the 4x4 method above

can't you set a higher SSR preset with the unlocker? would that help?
Unlocker couldnt get SSR working
some hardcoded issues that causes the game to CTD
This is in regards to res
higher sample count I am already doing
Ultra SSR preset also doesnt solve it

is DOF pixelation issue fixed yet?
Can’t check because everyone has exhausted existing content
lmao
Is there a way to turn off/prevent/minimize DOF and other blur/smear effects?
not that i know off, no one here talking about disabling DOF
ah, reading comprehension strikes me again)
happens to all of us dw, i read shit before comprehending
I think forge tried to remove DOF early on, it didn't end well. A lot of shaders are interconnected
Which way grafix man?
https://elitesheep.blob.core.windows.net/publications/grestir-eg-2026/Gradient-ReSTIR-author.pdf
vs
We present a lightweight and unbiased path guiding algorithm tailored for real-time applications with highly dynamic content. The algorithm demonstrates effectiveness in guiding both direct and indirect illumination. Moreover, it can be extended to guide single scattering events in participating media.
both are better than current ReSTIR based path tracers
both are 'feasible' to implement assuming you know how to completely replace all RT/PT based shaders
sounds exhusting, or set it to multiply and see what happens
@grok you know what to do. make no mistakes
With the tools Izueh linked me
GhidraGPT

RE everthing now
green bean

BROOOOOO LOOK AT PERLICA'S FOREHEAD
Looks cool, could try this sampling method in dying light 2
paper is really promising
Someone added it to RTX Remix
runs faster than Restir and looks better
The gradient Restir its going to be Nbidia's new method going forward from what I understand
Although in DL2 its just simple RT that doesnt need long rays and multiple bounces
@dusky wave sometimes i wonder if people playing without reno are playing the same game

Can you say your pc specs?
did Reno update for the new reshade version?
5800x 4070ti super 32gb 3800mhz cl16
Yup, my memory is shit then
I hope scam altman gets mogged
I use two sets of same memory, but with different chips
Plus it's 4 sticks
trfc is 520 and it doesn't go below this, trefi is impossible to tackle at all
I can't even make lower trc
go to Valley 4 and to any area with grass

Vanilla is sooo flat its unrealTM
You see specular light leak everywhere
Power Plateau is extra cooked with specular
that's CN games in a nutshell. you redownload the entire game every patch
sometimes twice
nope pixelated DOG isn't still fixed
In 1.1?
1.0, i thought they'd release a fix but nope, idk about 1.1 hope it gets fixed fast
Dude, they still have not fixed memory leak
They fixed it for some users
1.1 was probably already locked in right before lunar new year. I doubt they can do any fixes of the systematic nature, unless it was service breaking, which it's not, it's just a really bad annoyance.
1.2 is when we hope those things get fixed, because they have more then enough manpower (and budget) to even fix systematic issues.
if they can't fix it by 1.2, then it shows where their heart, and their greed lies
Ugh I think 1.1 will decide whether people will go
i need gameplay fixes
wdym for some users, how?
as long as they don't take people's complaints about the lack of endgame and go "okay let's add wuwa toa"
For me for example
if they dont fix the game in 4 months
Im done with gacha genre
Well not fix everything but the game needs encounter redesign lol
Can you send me the capture, pls?
Hello everyone! I just joined the RenoDX Discord server.
Thanks to everyone who worked on making the mod for Arknights: Endfield. It works great!
I can confirm it makes depth of field blur in cutscenes pixelated though 😅
Miru sent us the VK trace
files too beeg, so cant drop into discord
vanilla already has pixelated DOF, its caused by the game randomly switching between full res DOF and half res + upscaling DOF
the camera mode and some cutscenes use full res DOF
then others will use 720p or lower (depending on your res and upscaling mode)
I might be able to solve it by jittering and using IS-FAST noise
but I dont have a scene to test it since I've finished all the quests
make second account 
Kibbles - quit
Spiwar - quit
Miru - about to quit
Me - about to quit / have other games to mod

Over for Midfieldcels
Toru can take over
or MeiMei
Noooo don't quit
As if I was ever in real consideration to take over the mod
yea what kind of nonsense is that
I am about to quit too
I gotta port my stuff over to other falcom slops

I am messing with BG3 atm
game has 12 deferred lighting shaders
that are each +3000 lines

and I dont even know if the game uses the same ones across all scenes
otherwise its big rip
The games LUTbuilders are 1300lines
are those like unique shaders or permutations
or we wouldnt know without having dev kit
thats the thing
I dont know fi there are permutations
I will check via cheats mod so I can jump between the acts
no game needs bazillion shaders so i assume this is the engine internally doing shit
Same games use the same lighting shaders and only have permutations if settings change
but if the game has new shaders per location
then that will be abysmal
because these are the largest shaders I've seen so far
every other game was about 1500 lines or so
this is 3500

Game only has 1000 shaders total
compared to POE2 which has 10,000
Jedi Survivor has 60K or something
and 30% of those are pure duplicates that the game doesnt even use
(Shortfuse managed to remove them entirely)
You should see the texture usage
each deferred has like 50 textures it uses
various gbuffers
a trillion envmaps
a trillion LUTs (that contain subsurface scattering) or BRDF or something else
yet the game still looks mid
Ik unreal uses a lot of wrappers and shit on generated hlsl
but no idea how that looks like in decomp
I am kinda lucky falcom's so simple then kekw~3
forge is a tsundere guys he wont quit
@dusky wave
https://youtu.be/fXakIV1OFes
In this talk, we’ll present the new geometry rendering pipeline developed for idTech 8. Instead of rendering geometry in multiple passes and relying on a standard Forward+ opaque lighting evaluation using pixel shader we’ll show our journey towards using a triangle visibility buffer and a fully compute-based rendering approach. We’ll detai...
more deferred slop to learn
damn i thought i would catch renodx magican lacking
i tried fsr 4.1
makes the climbing ropes finally good
thin lines are sharper
but they still need to fix the aliasing thats on some things
what is that something exactly?
did you manually add a light source?
I think he is switching back and forth with and without rendering improvements
I thought about that, but if so, then the improvements actually killed some highlights from the trees
then again, since we don't have a real sun in endfield, who is to say what is correct
even vanilla endfield they make mistakes all the time since the sun is fake, you can easily spot bad lighting from their screen space and landscape shadows
Slop api
Slop game
Slop devs
Slop community (they muted feedback threads on their discord)
game industry rn mostly greedy slop, thankfully there's still some that aren't slop
Yh I tried decomping a 9000 line deferred lighting shader in BG3
400KB
Good luck

VK just worksTM
weird bug that just started happening out of nowhere today lol
i need to disable these last three to fully fix it
probe sampling is the one most affected by it, but other two are still affected
game needs to be fully reinstalled after the update btw
unless this means something else
35gb update are they crazy
I sure hope nothing breaks
that also means new story quest right
One more new area in wuling
pls DOF fix
midfield sloppa no mention of fix for memory leak in the patch notes
1.1
I was planning on making a patch tonight
Then my schedule just exploded

Did you see their digusting shadow saturation?
Nope
Looks like I skipped a LUT
but no
just cranked shadow saturation
looks dreadful, the whole game looks like a cartoon instead of a dark fantasy title
oh wait
For red sahara
I didnt show you
To come out
ummm muh visibility!1!1!1!
Thats why Larian added it
Normies got filtered unless all the characters glow (per their GDC talk)
Ur ruining the artists intent bro
Hmm, I think most of the rendering improvements aren't working anymore
Pretty sure HDR shaders are fine though?
the game isn't up? or it just came up?
I got in okay in Asia
did you reinstall them
im pretty sure this update would overwrite game exe
The mod and Reshade still loaded like normal
I'm not running fps unlocker or anything else
updates do that...won't know till we can all log in and inspecti t
on the flip side, lumenite's RTAO got more optimized, so we can go back to 1week post launch mode~
confirmed only godray seems to have survived the 1.1
well technically as long as HDR works, it's still usable
ogre
Yea no my schedule is omega cooked

Its time for you
To step up
Sorry
ded game~
I never had any interest in the rendering improvements
Yeah I hate this live service slop

Crimson will also be getting updates
Oh so thwy didnt change the output?
maybe they all waiting for nvidia to release their fabled new mega geometry
In your dreams
no i think nvidia is taking the L on that
As long as you don't install 595 drivers I think you are fine (setting vsync on in driver)
well forge has to tell us what broke in 1.1 before a death cert can be filed
Its joever for me I don't want to mod the gme I just want to play 😭
These mfs must be tripping
I am busy with BG3
rip game
Yup they changed all shaders
For some reasons
UID hide doesnt work
Qwen make all the shaders better make no mistakes
maybe they updated unity version?
First 3d gacha
Ya
Nah its something so basic that they need to update
i didnt play much genshit
Lets hope nsight still works
They allow reshade to still run tho so I'm not sure what's the deal
what games look like with PT
Raster dookie meanwhile
Plebstation 6 will do pathtracing per Mark Cerny
and Eggs Box will be using DX13
love how i have to run ak 3 times
before it actually runs
chinese quality 3d engine
Yeah I feel there are less ui lags now
as long as all they did was move some shaders around and not make a completely new rendering pipeline out of nowhere...
they fked smt up
the game keeps crashing for me
can you guys run combat drill without crashing
Rendering such as SSR, improve shadows, HDR sun etc. no longer works with the latest update.
game also crashes near the base in sky king flats
okay maybe it's not related to reshade, still crashing without it wtf
I was crashing due to fps unlocker
i uninstalled it too
tried using fg on vulkan via optiscaler
nah game just crashes
apparently worked on 1.0
So I checked the shaders properly now. The global cbuffer got changed so everything that uses global constant buffer needs update
Their global is huge so i expect they change it every update
do you mean the cbuffer definitions changed?
oh humm...well that's not the worse thing to patch
it's one of those, it's there or it isn't decisions
I've slopped back in VK
I'm sure they changed their compiler config a bit, some shaders are literally the same but some header bytes changed
If your codebases could be merged it would be awesome
I've removed some stuff like ssr settings which arent needed as they kill fps too much for little gain. So only AO + UID hiding stuff
But yeah spiwar can merge it if he wants
renovk for fg 🔥
Replace FG with FSR3
I'm playing at locked 75fps I don't think I need FG yet
120fps or bust 
120fps mismatch vsync is painful XD
They actually fixed pause menu GPU usage
Maybe they fixed menu causing mem leak too
i haven't played long enough (only had time to do dailies) to check whether mem leak is still in
For me 2 hours in, still like 8.8GB
you're using vk right? it was leaking slower in 1.0 iirc
i'll play for a bit later on dx11
Nah it just leaks randomly
Hide UI still working. game saved
This doesn't seem to be working for me.
Its for vulkan
And not HDR 
I have to say the new map optimization is terrible
My CPU is getting railed XD

Not so optimised now
720p AO
720p SSR with wobble
Ass checks LODs
And for what
When you move the fps drops like crazy
But when you are stationary the fps goes back to normal
Were you part of the development of renoDX?
It might be stupid but my game looks smoother with the old vsync/present mode in vulkan VK_PRESENT_MODE_FIFO_KHR💀
It's similar to the present mode DX11 uses
I think it actually helps CPU bound situation, unlike mailbox present mode that renders 120fps in the background which takes away a lot of cpu power
My game finally feels smooth 
Rip bozo
So... No need to update Reno?
The HDR aspect of the mod still works, everything else is broken
lol. Like what? I feel the UI a bit off. But just did a fast login.
True. Just noticed that if I switch between the vanilla preset and the one with all the improvements they're the same.
seems memory leak has been silently fixed, haven't had any issues since the update
back to 5min daily gameplay, finished 3-4h of story and new map is done since it barely has anything to explore
fps unlocker caused some crashes so had to remove it so we're really back to potato graphics since reno enhancements are also broken
VK is absolutely borked on 595 Nvidia drivers. When they listed it as a bug, I didn't think it was gonna be that bad
dx11 is smooth as ever tho and yeah, I'm not having the weird CPU spikes I was getting before on it
They didnt fix pixelated DOF
small indie dev pls
technically that "was" true
since 1.1 its the onlt game that consistently crashes my gpu driver
yea, it crashes for no reason even in 1.0 after driver updates/anything that makes it do a cache reload. I think you it might help if you purge and complile cache a few times. though If you're AMD, no clue
that dof kills me, I've never seen any other game do it like that
it's because they never intended to have resolution scaling in the first place, and shoe horned in DLSS 1month into launch. Their entire process was probably on mobile/console with target fps of 60.
just consider it a really last minute port of for PC, and be glad it even looks as good as it does.
That explains a lot but a lot of gacha devs treat PC like an afterthought. It's depressing.
I have the opposite feeling
The whole time is like
Chen - paimon who has to explain the obvious
Perlica - writer who has to explain everything as if you are a toddler
i dont see much of a difference so far
i dont entirely disagree, but both aren't present for half of the 1.1 story lol
the quality of storytelling is not good
same shit but bit better cinematics in terms of camera
While the story might be layers deep and have a lot of setups but the way it’s told is very insulting to me
Also mifu cross knuckles for the 100th time but doesn’t do anything so far xd
yea
they make it so obvious
that they are reusing animations
for the sake of it
lol
also they dont have physics in the engine?
why are they manually doing kinematics
for everything
huh
anything outside of walking on terrain is kinematics
or prebaked manual animation
so like jumping on platforms
in 1 cutscene where the barrell with dudes rolls on the ground
they could have used real physics for this
but no because idk
Tons of setup and lore
Plot barely moves along
i don't quite agree it was heavy on set-up and lore, it was heavy on tangtang's characterization if anything
They're copying genshin. It's probably something the higher ups decided long ago, an they have marching orders to follow. You see a tons of the parallels in the writing and flow of 1.0 and now 1.1
even events and cadences have a very similar homework copy style of how hoyo designs their content
In fact you can say 2/3rds of gacha games post genshin...has been trying to ride this template, it's kinda sad, but at the same time, it does make money i guess?
even the pull amount for 1.1...the math...maths...it's almost exactly genshin.
in another dimension, where endfield devs didn't target mobile gaming...we could have had real ray tracing
https://youtube.com/shorts/SPl0FFTpXoQ?si=Q-mZ13WksYes9q2h
I guess DLAA is the only thing that helps?
I can't use other presets due to the pixelation being too much
Where is that listed? I like seeing games officially acknowledging bugs. Makes me feel like QA is still a thing haha.
I'm still on DX though.
in section 3.2 open issues
Arknights: Endfield: stutter may be observed in some gameplay [5950402]
Did not update yet though. I'm on the previous hotfix.
It’s DLAA
1080p or 1440p?
I wonder if DLDSR + DLSS would possibly fix some issues?
By bruteforcing but it's something worth a try
1080p
I cant hit my refresh rate in this scene, holy optimization
There are too many animated vegetations imo
The shadow maps need to update a ton, cant cache it
not even just new area, it's everywhere
Are you sure it's fps issue?
For me in vulkan, the vsync has terrible framepacing that I have to fix via addon
it's heavy stutter
i should prob graph it, it's not fps or mini stutters but it's like the game is loading smth heavy frequently which makes the game freeze for a split second
i used to have uneven frame timing with the game's own fps cap
using an external one instead made it smooth as silk
idk i got 108-120fps
Yeah its super CPU bound for me
which cpu
i still get locked fps, but i did notice it was hitting my cpu harder than any other area in the game
the water wheels likely
I haven't updated my nvidia drivers since 591.86 and my game has been hitching like crazy on vulkan since the update, no reshade. Doing a full game reinstall to hopefully fix it
super old 5600
Amd, dx11
Using display commander actually but I think I'm probably not explaining myself correctly
I only play with vulkan so I dunno but the last time I tried changing vsync mode in display commander, it didnt work at all
Tried the latest version it seems like reflex works with display commander?
is the latest addon for HDR the one from nexusmods? dated Feb 16?
Hmm I somehow managed to fix the vsync in vulkan bruh, now its limiting fps properly with mailbox present
And you are wondering why scene with so many objects is cpu bound
Yeah but phones need to run it XD
When the game window isnt focused it will go back to independent flip with fps uncapped hmm
They still haven't added seamless controller to mkb switching 🙁
It's so nice in other games to mouse through menus and then go back to pad for gameplay
I'm also getting a lot of crashes. Did you find a fix mate?
idk what fixed it
i lowered overclock
maybe that
As Arknights: Endfield's version 1.0 comes to a close, let's cover the flaws that the game has as a launch patch.
Timestamps:
0:00 - Uniqueness Lost
2:38 - Unsalvageable Problems
4:32 - Difficulty
14:48 - Replayability
21:28 - Gacha
33:46 - Wrap-up
Discord: https://discord.gg/kukkikaze
Twitch: https://www.twitch.tv/kukkikaze
Edited by caffei...

Also fixed their weird decision to use a point sampler for far dof (which is the main culprit for pixelated DOF)
can you replace it with
bokeh dof
instead of just some kind of gaussian slop
or whatever they use
I don't want to bother fr, any update could just erase all these works XD
They use a circular bokeh I think
i dont see it in any cutscene
Didnt you uninstall too
that was just a meme
i still have it installed I just haven't opened it
these past few days

wasnt kidding when i said i was busy
didnt even open wuwa too
but like
in 1.0 cutscene
there was no scene that look even remotely like they had any kind of
bokeh simulation
Yeah i dunno tbh
ya that looks like just gaussian
The DOF is calculated before DLSS/DLAA, dunno if that will affect final DOF
circular bokeh should blow out biggar circles
Lets just ask very smart AI to add bokeh slop into the current shaders
Replacing the low res dof needs so many textures 
Yeah I checked there is really no bokeh pass, just 2 separable blur passes
1 for near and 1 for far
So bokeh needs to be a new render pass
Can't have proper blur shape too because its separable I think
is DOF fixed with the new update?
No
Hmmmm very interesting
If you use camera mode before going into a low res DOF cutscene
The DOF will become native resolution
😭
No addon
wtf
bruh this is what I meant
it randomly just switches
either half res or full res
I detect and log the resource res in my addon and discovered this bug 
Why does it even have a half res DoF path. Is it supposed to be mobileslop that's accidentally triggering on PC or something I wonder
I guess if you use low post processing settings
the fuck 
is that permanent until game restarts?
I dunno, it might last awhile until the game decides to release the DOF resources
would it be possible to either skip/disable or at least lower DOF amount?
or @ least do something about gaussian smear shit thing
Vibe codded Slopfield strikes again?
odd, maybe it's because the new story is in a new region, but the DOF doesn't offend me like 1.0 v4 even in DLSS performance.
I do think they messed around with DOF a bit at least creatively to not be so...bad
I think they forgot to initialize DOF parameters so when you did not use camera mode (it uses a different DOF shader pipeline so it gets initialized properly), the DOF params get corrected
The DOF is the same as 1.0
hmm...i'll have to go through a few more cutscenes then
but it's not 32bit mess like the those valley4 scenes
Its still so pixelated XD
My slop code to force full res once the game tries to draw lower res DOF
Dx11 need to code differently than vulkan I'm afraid 😔






