#Path of Exile 2 (Works with Vulkan now)
1 messages · Page 2 of 1
bruuh
I heard you like hdr so I hdred your hdr
whats gp
graphics programming
its where Kevin got his legendary start in
It all started there
So I did SDR path and upgraded the fog RTV
still bands like a mf

I think I can improve the code now, RTV upgrade did help compare to 8bit
@raven vapor I somehow got a Frankenstein set up where I can upgrade select resources but still use native HDR path (without double swapchain processing)
I dunno if this is intended
It works so
can't complain
@tropic charm turns out base game LUTs also crush black floor to hell. Any methods to alleviate this? LUTs off has correct looking shadows
I was thinking of raising shadows before LUTs so they cancel out but theres probably a better way that or I would edit the deferred shader to lower the gamma / intensity of AO/GI/shadows
I havent even applied gamma correction atm
once you do its ogre
Need to fix this sloppa
so gamma correction looks "correct"
^
Look at the above
So I am thinking of fixing the beeg deferred shader instead
but LUT 0% looks correct also
I'll see if luminance pre lut works first
anti soul gas gone

Bloom strength is the same here, scaling is just controlling how much anti soul black floor deraiser
50-70 looks good
All of these things add up to a death by thousand cuts
One part of the game is crushed
another has raised black floor
no gamma correction so washed out but then GI/shadows are crushed
banding from 8bit RTVs that causes a disgusting banding ring that raises black floor further
so bloom has no spatial filtering
It uses 5 integer mip levels and does a weighted blend
so in motion you just see flickering / stairstepping

I will need to double check this, but I decomped all the deferred shaders now
They're doing double AO

Vanilla glop / Reno (with all the bells)
Let me add UI correction now then I'll post addon
did you manage to fix this?

Also game spawns a billion deferreds depedning on the location
but what I did was did a 50% of AO
and it did help
rn I am using by luminance with per channel chromiance for Gamma 2.2 correction
the scene is still "crushed" but theres no banding in the crushing if that makes sense
As a temp cope solution
temp cope sounds oge
or you can run LUT at 0%
como?
vanilla is washed out
because of their mega bloom and lack of gamma correction
Vanilla is untonemapped
its all clipped
oh right the colours
I can play around with per channel blowout
I have it set to 35 atm
clipping would blow out highlights to white
so it should actually look more saturated
🤷♂️
time to ask Musa for help
well you can actually tell how vanilla actually looks if you scale down the whole image by 4x
then do renodx 50 nits paper white
This is with per channel blowout and hue correction both at 0
but now lava looks too saturated
Vanilla / Reno per channel blowout and hue at 0 / Reno per channel blowout at 35 + 100 hue correction
Vanilla / blowout 0 and hue correction at 0
Both have the same issue of pink flames
@tropic charm wat do?
I'd rather not decomp and edit VFX, lava shaders individually to bix their asset authoring

That waypoint looks fucking deepfried without blowout
That was my thought process, I'd rather take desaturated blue highlights that pink flames, lava and VFX

Meanwhile the game does double AO which also crushes shadows
looks good

ill play with both 0
maybe hue shift at 30
wheres sdr reference image btw
Polly hella trippin
Deepfried settings isn’t purist
just like jon did in tw3

might as well

well
what about this
reset all = both 0
recommend = something you like
purist = both 100

How about no addon

Back to vanilla we goooooo
LUTs are disgusting
100% strength / 99%
what did you do for this?
a lerp between the scene without bloom and the scene with bloom?
What Musa did for FFXVI
'''
float3 BloomScaling(
float3 bloomColor,
float3 sceneColor,
float strength = 0.5,
float midGray = 0.18)
{
static const float3 kLumCoeff = float3(0.2126, 0.7152, 0.0722);
float bloomLum = dot(bloomColor, kLumCoeff);
float midGrayBloomed = (midGray + bloomLum) / midGray;
float sceneLum = dot(sceneColor, kLumCoeff) * midGrayBloomed;
float blend = saturate(smoothstep(0.0, midGray, sceneLum));
float3 scaled = bloomColor * blend;
return lerp(bloomColor, scaled, strength);
}
'''
fuk
better to use luminosity than luminance
3 looks good
maybe hue shift a little lower
yh I am thinking of just doing 50 instead of 100
for bloom scaling?
for everything that you use luminance for.
if you specifically need it to be in regular linear like luminance then you can normalize by luminance
luminosityfrombt709(color) / luminosityfrombt709(1.f)
Peak 1000 / Peak 2000 / Vanilla code + Liliums tonemapper
@tropic charm I fudged up
Dunno why blues are losing highlights
Max channel?
yes
Luminance tonemap doesn’t dim blues as much
It lets them overshoot by a fuck ton
So you have to blow out
One thing you could try
Is tonemap by luminance
Then apply the chrominance of that luminance tonemap but clipped to peak
That’ll basically convert overshoot into blowout
Ok, yh I noticed that per channel blowout was increase highlights again
OK I will try the above
what are you using as the blowout color
Pisswise
in AP1
converted to BT709
wait
I think I might see the issue
Yh I was using post LUT instead of pregrade colour

let me test now
pisswise has a more gradual blowout and hue shift
you might get better results with neutwo
which blows out and hue shifts moreso at the top of the range
I am a donut
I forgot to decode srgb for LUT

No wonder everything looked scuffed
Ok the game has trolled me for long enough
I would hotload via devkit but once I built the addon all the hue shifting and blow out changes

Anyways, I got the hue shfiting down now
Added Clipped Purity stuff
I think its as good as I am going to get atm to vanilla untonemapped look
Vanilla + Liliums tonemapper / Reno hue shift 100 + clipped purity blowout 100
Portals arent griefed any more and fires arent pink
time to push the addon I guess
cbuffers don't inject unless the shader has been added to the addon first
No the issue was even dumber
I was using the previous folder path
instead of the new addon with RTV upgrades for fog inside of devkit

AINT NOOOOOO FUCKIIING WAY
@raven vapor the damn addon only works if devkit is also loaded

whatever, guess users will just use both
Vulkan Drop
Addon now works with VK I think, unless it blows up for some reason.
- Max Channel BluFoo tonemapping + Mcdonalds boytoy + Purity
- Gamma 2.2 by luminance with per channel chrominance correction (Separate for scene and UI)
- Improved base LUT black crush
- Upgraded volumetric fog RTVs to 16bit to stop abysmal circular banding around player
- Disabled all forms of dither and per pixel noise (it raised black floor a lot and looks bad)
- Improved bloom shaders to stop stairstepping and shimmering in motion
- Bloom slider + scaling
- Vignette slider
- UI hide toggle
1. IN GAME HDR ON
2. YOU NEED BOTH ADDON AND DEVKIT TO NOT HAVE THE GAME BLOW UP, drop both into game directory
3. You also need this custom ReShade64.dll, drop it into ProgramData\ReShade (or where ever you have ReShade install)
4. Apply VK reshade hooking via the regedit or by running Reshade installer and selecting "Vulkan" but double check the custom ReShade64.dll is being used otherwise the game will blow up
@cerulean mural
it finally works
Dunno when 0.5 drops but here we are
If the addon works for anyone outside of me then I will push to Githoooob page
Path of Exile 2 (Works with Vulkan now)

Haven't played it in a hot minute, might play soon.
But then again, Marathon coming soon, so idk.
Tomorrow or even tonight 👀👀👀

Could you enable debug level 1/2 and send logs
Or better yet, wait until I finish the new version
About 26hrs from now, I think?
i thought its in march or sumn
Slam test, broski.
Server slam, starts tomorrow.
Probs worth playing it even if no interest in game, if it's just to see the visuals.
Cause gyaaaaaatdamn the game has
visuals.
It does.
I was under NDA for the previous tests, so.
But it's out so might as well play.
Tomorrow 
I played for 5 mins when it was open for a while months back. Saw how stable, crisp and colorful the image looked that I stopped playing immediately because I wanted to enjoy it at launch at fullest. The art is amazing as well. And stolen haha. But videos don't make it justice.
There was an NDA? Haha.
#1178744045875511406 message
lol, yes

But they changed a lot of the lighting and tone in the last couple months. Maybe they botched it to target a broader deep fried loving audience.
All the changes I've seen has been for the better, IMO.
The game is still going to have very crisp and beautiful visuals, and very out there visuals.
Shine really hard on nice OLEDs with good colours.
QD-OLEDs gonna go even harder.
That's what strike me the most as soon as I landed there like... How tight it all looked from a rendering perspective.
Yeah, I hope they add a more chill mode to explore a bit more the lore and scenery.
Yeah, it's not for everyone, tbh. I get it.
Extraction shooters can be a bit.
Like requiring ||skills|| 
abysmal
I made an addon for Vulkan since everyone wanted it
finally solved issues
(no one uses it)
10/10 never working on an addon every again
not actually playing this season, but also my 4tb ssd with all my games blew up so I can't even test until my rma comes back
oof
I dropped the addon mid season
Anyone interested will come when 0.5 is out
I just wanted testers to see if the above even works
or if it blows up
i'll def try it if new endgame changes look good
I will need to come up with a better way to avoid shadow crush
rn now depending on a scene you either have raised black floor (with srgb) or crushed shadows (with gamma 2.2)
doing pre and post shadow raise sort of works
but the issue needs to be fixed at the source (the way they handle lighting) rather than in grading for best results
can live with a bit of crush if its not too bad, rather have that than raised black floor
seasonal game
I'm using it when new season drops
But until then yeah...
Bitch im gonna be playing hundreds of hours with your addon in 0.5

New league coming end of April
Best hope and cope 0.5 will be a good season
0.4 was meh
The vault was annoying
But Aztiri Booba

and then you wonder why no one used the addon yet

late in a mid league
game dead asf rn xd
16k 24h peak!!
I've tried it and it works, but on Linux Vulkan layer Reshade makes the game stutter and crash for me 😭 Maybe it will get better when the game is out of Early Access and I'll pay it again.
Hi! I installed the mod and it seems to be working but the settings tab turned greenish?
thats normal
Oh
Reshade VK HDR does that
That was a first time for me, I didn't know
I think so, I'll test a little bit more
I'll do some maps later today to see if anything goes wrong
Nah, NVidia. Reshade alone without Reno has barely working GUI for me and keeps dropping FPS until crash, so it's not Reno for sure.
I'll try fiddling with it again someday, but after one nerf completely invalidated my character build I'm just waiting for release.
Did a few maps, addon is working great I had no issues with crashes or errors.
But the performance was a little rough I would say. I don't know if it's because vulkan or reshade/addon
It's my first time playing using vulkan in this game so I don't know if that's normal. DX12 seemed more stable
hey is it possible to add a shortcut to hide ui by myself ? or in the next iteration if the mod ?
I can add a hotkey toggle
I am waiting for next season before I do anything else though
yeah that would be nice, im not in a rush anyway so thanks for your work :)
Hello, does the DX11 version work with DX12? Or am I Iimited to DX11 or Vulkan
Nevermind figured out it don't work
I just started using it in preperation for the next season. It works like a charm and looks so good man. I really appreciate your hard work you did to make this possible. Like legit the game looks way more better now. Thank you
I'll need to fix the purity shenaigans, I noticed some banding there so I messed up something
also test newest RenoVK so you dont need Devkit
and both Musa and Miru told me GLSL griefs less
which means I will properly be able to take a look at the lighting shaders
and fix the shadow / AO crushing
0.5 announcement should be literally next week so get ready
drop slopson midsert
oh shit
cant wait
i wanna replay that game sometime... but i also dont
it will never hit the same as the first playthrough again
Oh i did notice that. The game did look a bit darker so I'll be looking forward to that fix. For now, increasing the in-game brightness a tad bit will suffice for now 🙂
and this is with sRGB
theres areas that become giga crushed with gamma 2.2 correction but likewise sRGB leaves other areas washed out
so I dont want to post the addon yet and have a billion users saying Reno dee eggs sux balls
E33 fixes? That'd be sick, I want to replay
Also poe2 new season needs to drop already

🤝 
Take a first look at our all-new cinematic teaser as we build towards the 0.5.0 launch and join us for GGG Live on May 7 at 1PM PDT at twitch.tv/pathofexile!
Called it @paper folio
The release may 29th is much more yikes 😭
0.5 better be fucking good man, this is like a 6 month cycle at this point
They previously said they wanted to release updates in a 4 month cycle regardless of if something is missing, they already break that on the second season since saying that
With such a delay I’d expect a new class, act 5 and the endgame overhaul
tbh
you will get OK content und u vill be happy
I'll drive up to GGG's office and tell em myself
ya live near Auckland NZ? xd
if it sucks again i wont play, simple as that
didnt play 0.4 a single minute
I used to live in Auckland, just moved somewhere else last year lol, used to work right next to their office, actually had a job interview there at one point
Lol nice
Return of the Midcients
same here, if it sucks then no play, no loss either way since more games to play
that 0.4 mechanic was so boring to me that I barely touched it
Yeah I saw that and noped out immediately
im having issues with poe2 on vulkan. Getting slight microstutters and eventually crashing after an hour or 2 everytime.
Thats your sign to touch grass
Addon needs to be remade with Ritsu's new RenoVK
Make it actually work without the devkit
https://www.twitch.tv/pathofexile drops 0.5 reveal
WE ARE SOIOOO BACKL
this looks insane
ill need to watch later unfortunately, excited about martial artist
no new class no swords
fumin
havent watched the stream
forgor it was now, will do when its over i guess
get the drops
have they showed martial artist yet
Ascendancy for atlas






skill tree for a skill treee for a skill tree
i luv this game
hows it looking
what do you get xd
hmmge
LOOOL
Welp fellas
exilecon is november 7th
hell yeh
@raven vapor I call to you
You planning any large scale changes
"me taking a look at POE 2 addon again"
I'm maintaining two different versions of reshade, vanilla and custom
But I test addons whenever I switch
I need to figure out what sloppery I did that requires devkit otherwise the game blows up
I think its the RTV upgrades
I did some overly complex bs before I learnt about the simple reshade upgrades
We have shader based upgrades now, not sure if they'll work in PoE2 tho
Should be fine, I dont need shader specific
I did res targetting
since the hero lighting is 640x by seomthing
Lemme open up the game
pull your latest
then see whats up
no new update until 1.0?
said there will be minor updates
and remixes of content
but yh
no 0.6 ect
1.0 is the next bigdrop
0.4 was back in dec
I suppose they're just rushing release
so 0.6 0.7 whatever designation is irrelevant
brothers in christ be like theres no new classes
fella you have 12 of them alreayd
well
i want to play new melee classes
i dont like the slow ass warrior
i want some sword or dagger builds
yeah, 1.0 is coming after exile con which is early november
?
I will add a zip bomb into the addon just for you
aight rebased to latest Ritsu sloppa
time to test
OK fixed needing devkit
was pure sloppa on my part
RTV upgrades still work so banding be gone is all good
Will test out Psycho 17 now
Ya'll is it safe to ddo reno with poe2? I wanna do it but I don't wanna get banned
I have the $500 supporter pack
The game doesnt use anti cheat in DX11 or Vulkan
Only DX12 for whatever reason
huh
The game has billions of third party tools
Does the game still crash incessantly on vulkan?
uhhh that was happening for me with DX12
CTDs and system lock ups
Vulkan is fine by comparison
I guess YMMV
Weird. It used to crash like crazy in vulkan
DX12 cant be modded, reshade simply doesnt hook
Maybe it's better now
and Kal told me they added anti cheat
But so long as it's safe then dope
Does poe 2 normally run your cpu hotter in vulkan? Cause it seems like vulkan is more taxing than dx12
Theyre about the same
theyre both low level APIs
however if you switch from one to another
game needs to redo shader cache
and the game has like 16K shaders
They dont do a shader cache "pls wait" screen
so for a good couple mins in game, your CPU will be running full blast
ahh the perf cost might also be devkit
I will drop a release config build
it strips debug stuff
and it now works without devkit
it will stop reshade.log spam as well
After a drop the build yes
Fire
I did pure sloppa but I fixed all the issues now
RTV still works
so banding will be solved
from hero light and volumetric fog
@orchid patio I am still confused by this game
They have a post transform LUT
that doesnt clip
actually scales properly
has no raised black floor ect
but then the game doesnt tonemap
Even have oetf_id depending on if its sRGB, HDR 10 PQ or scRGB linear in the output shader
so the game isnt per channel but all the fires are pink
I dunno
Cant complain, shader code is very clean
and theres no major shenanigans
Vanilla / Mewtwo max channel / Psycho V17
Psycho looks to stop the blurples
@grand crypt
Opinions
fella
let me capture some fires
noooooooo
but then the fires are all pinkl
you sure the tonemapper isn't baked into the lut?

no
LUT specifically doesnt tonemap
SDR just clamps via 8bit swapchain
HDR is full blast untonemapped
Instead of be doing post process stuff
I should just fix fire and lava at the source


me likey
hue correct should be 100% on psycho-v17 fyi
it has it's own custom thing
but rorange is hard
The issue wasnt that Pyscho added pink rather Pyscho lacked highlight saturation for the oranges and yellows
I pushed highlight saturation
and then used blowout
worksTM
All the other hues match what I previously had
pinkish vanilla flames are solved now
VFX included
Now for me to solve GI black crush
ah, i will separate the compression to white (highlights) in psychov so it'll be more controllable
soon™
cone response is real, the compression to peak white is fake
so if there's problems there, i'm not surprised
Game doesnt tonemap.
SDR clips via 8bit swapchain, DX12 uses 8bit HDR so I dunno whats up with that
Vulkan uses 10bit HDR PQ with no tonemapping. They have two LUTs one desaturation (when you die ect) and another post transform LUT that only applies grading (doesnt clip, tonemap ect)
theres no 2.2 gamma correction either
Output shader has oetf_id which selects
0 = sRGB OETF
1 = PQ (ST 2084)
2 = scRGB linear — HDR scRGB
3 = Same as 2?
Vanilla / New

bloom is causing abysmal banding
or whatever the hell this is
I tried moving grading and co before bloom is compositied
this is with hue 100? i don't remember cyan being that much
bloom should be raw + bloom additively. generally how it's done. but i always add a bloom slider because bloom is sdr copium most of the time
Yh I have bloom slider and Musa's bloom scaling becasue game gets very bloomy
Also has some shimmering issues in motion
bloom is usually multi-pass quarter res compositing on itself. fast and cheap
0 / 100
helps a bit
still some left over gamut banding or whatever you call it
if you drop the exposure and it turns purple with hue 0, then it's that illegal blue that is annoying in LMS
nope, doesnt have issues
ahh
looks like the gmae needs higher than 100
150 works
Vanilla / Hue 150
i mean like 0.002 exposure
150?
i don't think psychov-17 lets you do over 1.0
well, maybe it doesn't. i don't guard a lot of stuff
hue shifts are luminance dependent. red turns rorange only at high luminance
hence the need to force adaptation math, so low light, with dark adaptation, feels "bright" and hue shifts differently than daytime
Vanilla / Slop / Final Final Test V2
Pushed highlight saturation too hard
so it caused gamut clipping
which caused the banding

honestly if the game just hard clipped, you might have the issue i had with Silksong, where it's heavily dependent on broken hues
I think it is, SDR clip masks all the pink flames
and this isnt a per channel issue
since they dont tonemap
yeah, then it's clip color, not RGB issues. though i'm sure there's a constrast function in there somewhere, right? the game doesn't just look like that out of render, doe sit?
i'm assuming they do per channel RGB contrast (pow)
nope. In the uberpost they only have
max channel for the post transform LUT normalisation
float _435 = max(max(_424.x, _424.y), max(_424.z, 1.0f));
float3 _446 = float4(pow(clamp(_424.xyz / _435.xxx, 0.0f.xxx, 1.0f.xxx), 0.4545454680919647216796875f.xxx), 0.0f).xyz;
float3 _458 = lerp(post_transform_sampler0.SampleLevel(SamplerLinearClamp, _446, 0.0f).xyz,
post_transform_sampler1.SampleLevel(SamplerLinearClamp, _446, 0.0f).xyz,
cpost_processing_desc_cb_post_transform_ratio.xxx) * _435;
_460 = float4(_458.x, _458.y, _458.z, _424.w);
Worst case scenario I can just edit flames and lava shaders directly
Well I guess the LUT could be doing per channel transforms itself
Played around with everything again
check a bunch of areas
I think we are bacc
Final Final Test V3

Man 0.5 is looking goooood
Me
lets fix black crush from GI/shadows
oh heres some shaders with SH, and GI consumers and AO
ok theres 10 shaders no biggie
wait
theres 50
wait
theres 500
each material has its own permutation that handles PBR lighting

Theres some SSGILightVis shaders that get used by everything so maybe I can find something there

Devkit still gonna be required for reno with POE2?
yooo lets go
Ok found it
theres no min floor for GI
so some areas reach pure black
then theres a gamma space blur
Will need to verify
Yo who plays on Vulkan and can tell me if their experience is smooth as butter? Cause when I play vulkan, even though I'm amd, holy crap the game runs like garbage and crashes so much
And every time I launch the game it has to redo shaders. Making it hard to justify this just for reno
VULKAN V2
- Swapped over to Psycho V17
- Added UI hide hotkey
- Upgraded volumetric fog RTVs to 16bit to stop abysmal circular banding around player
- No longer need devkit
1. IN GAME HDR ON
**2. YOU NO LONGER NEED DEVKIT, REMOVE IT **
3. You also need this custom ReShade64.dll, drop it into ProgramData\ReShade (or where ever you have ReShade install)
4. Apply VK reshade hooking via the regedit or by running Reshade installer and selecting "Vulkan" but double check the custom ReShade64.dll is being used otherwise the game will blow up
looks way better than native but why is vulkan performance griefed 
I noticed that last time I played but I chalked it up to needing the devkit
just the base game switching from dx12 to vulkan drops me from 222 fps to 140 fps
renovk and reshade didn't seem to impact the fps much
ah I see
yeah that is rough I wasn't a fan of the huge FPS drop didn't realise it was just because of switching to vulkan
I think the devkit was probably causing issues as well. So far, since removing it everything has been fine
It works for me now 😭 Going to give new league a spin.
Probably started workingdue to 595 NVidia drivers on Linux or some new Proton stuff, since having Vulkan ReShade alone was glitching and crashing me before.
Inb4 new league breaks everything again 🥲
I wanna try it but until new league I don't have it installed 
Does anyone else have issues in forested areas while running vulkan?
What issues exactly?
I did have a thing where the game was basically freezing up in the grelwood, but it was more of a networking type lag. It was fixed after restarting tho
Basically as of right now, if I try to go into a forested area in endgame, or even the area before the manor in act 1, the game crashes. Without failure, unpreventable
And I've only begun to have problems since switching the Vulkan
So it's basically, game or hdr, and I want hdr lmao
Tried the new addon and it looks like the map kinda breaks with it. I have random spots that looks like I explored, and it resets when I leave and come back into an area.
Yeah idk, I was able to play for a few hours and then suddenly, the forest area before the manor and forest areas in endgame just crash the game flat out
Vulkan is justa bitch I guess
Yeah straight up any densley forested area the game just closes. Just tried Chimera wetlands and with 3 stutters the game went out
Everywhere that isn't a super dense forest seems to be peachy
no issues with forest areas but vulkan does stutter randomly even after shaders have compiled
Sounds like it may be a vram/memory issue with Vulkan in cluttered areas. Probably affecting people differently based on their specs
Hmm. I mean I have 24 gigs of vram. Shame
Hope they fix Vulkan in the update cause man, I really wanna use reno
Seek a path of no return with Redemption, an extraordinary crossbow and unleash devastation using Nightfall, a shield of the Breachlord Tul. These Uniques are being added in the Return of the Ancients, launching 29 May PDT.
Find out more at www.pathofexile2.com/ancients
i want that shield now
I could try that I guess
Path of Exile is a free online-only action role-playing game set in the dark fantasy world of Wraeclast. It is currently under development by Grinding Gear Games in New Zealand.

come a long way
Ok that actually seemed to help. Only time will tell if it'll just randomly stop working but for now it does!
oop, the crash happened once again
Guess I'll just have to wait and hope the devs actually fix Vulkans implementation
Cause like why have it at this point if it barely is gonna work properly
Weird that it's fine for others
Yeah just installed it myself, working fine
Didn't seem to notice a performance hit either
I'd test myself but, until new season drops
Yeah can't say I've seen any vulkan specific issues personally
I fixed my map issue by deleting the shader cache in app data
I did notice though, my game will crash if I mess with any of the sliders in the graphics settings. My game crashes after changing the target fps slider and if the scene brightness slider changes at all.
Oh intersting. Yeah performance is fine, it's just certain forested areas just kill the game the moment I spawn in. Will delete the cache and see what happens
Even resetting the shader cache of the game, went in, was able to move around for like 20 seconds, stuttered a bit and then crash. I guess I'm just the lucky 1 in a million that vulkan refuses to cooperate for
The game looks gorgeous with the mod, too bad i can never play it cause of shitty servers
I would like to do a bit more but the way they do Forward+ and spawn a trillion permutations for each lighting shader is rip
I am limited to colour and post processing pretty much
Is there a TLDR on how you got it working on Vulkan after all? i did not read through the whole thread >_>
No im running it actually, im not that tech savy but just an overview since im curious
wait is this a joke? i need to adjust an ini file in Networking from auto to predective and suddenly i can play? lol
Man forge you are one of the reasons i will never touch a game without RENODX again
@balmy quest your kofi doesnt work?
I just wish I could play the forested areas without crashing the game on Vulkan 😢
Time for some reading
I just remembered one thing i hated back when i played - you die in an atlas map and can't reattempt it and permanently lose anything you could have gained from it. I am assuming that is unchanged?
I've stacked some runes only to die to them and void all progress quite a few times, that stings...
They changed that a while ago
Now depending on difficulty you get X amount of portals/attempts/deaths
Ah, right, there were portals but they were all gone if you died, that was dumb. Awesome change.
Won't stop me from overextending and dying 6 times in a row, but awesome nevertheless.
you play just like my friend, full on glass cannon gets to hard maps fast but always dies 😂

Damn what a shame, this looks incredible but Vulkan is just such garbage/choppy fps with my AMD gpu... 120 down to 50 fps all over the place😭
Wirh shaders compiled?
Last time I've checked it Vulkan and DX12 were about on par for me, something like 210 vs 200 FPS uncapped iirc. Wonder how it is now, especially with DX12 NVidia Linux tax, I got to 114 cap with Vulkan and didn't bother to compare.
Good enough.
my game crashes now every time i try to play
wasnt doing that yesterday
its because of vulcan now
anyone knows a fix? game doesnt crash on dx12
i have the same problem, but was working fine yesterday
Remove reno and test?
already removed reshade completly and test, still crashing, vulcan is causing it, im not crashing with dx12
I have 0 crash, works well !
I haven't done a full playthrough on vulkan yet, but from testing various leaguestarters I've not had a crash yet
Speaking of. What leaguestarters are people doing?
imma either make an unarmed monk with the new ascendancy or look into the new shield, maybe even both
The new patch this Friday the 29th will probably break RenoDX 😭
I'll stick with RTX HDR for now
Nice one
So...how do i install the hdr fix here?
Or should i only use vulkan and then its fixed?
Vulkan is tanking around 100fps on a 5090 btw
there's instructions in the pins
do i need to run vulkan or can i do it with dx12 too?
since vulkan tanks too many fps ill rather play with sdr then. just asking
damn. it literally takes around 100 fps from my 5090 thats insane
am i doing something wrong?
*vulkan vs dx12
no idea. Vulkan is fine on my end
can we just skip to friday so i can play
might have to jump back into poe2 with this update
never even got to play it with proper HDR, hoping reno still works 
@balmy quest better be on the case minute 0 if reno breaks

im expecting the servers to be down on launch, im gonna get on like 4-6h after release to start grinding
already pre planned heh

I still have yet to even play monk, so think I am going to try the new ascendency
looks pretty cool
I don’t even know what to play yet
Sooooon
Same prob for me dx12 160 FPS switch to Vulkan drop at 110 ...
so whats y'alls bait for this patch?
Guys where do I find this ProgrammData/Reshade folder? I don't remember ever installing reshade globally? Is that a new thing?
meanwhile me here trying to figure out
how to enable HDR with vulkan
it's grayed out
nvm
I just see, we can be banned for using reshade on poe 2 ? 
FOR REAL?
using vulkan but the hdr option is greayed out
Really? Where did you see that?
Redit People ban
Do you have a link to said reddit post? Can't see anything myself
Well if you read what I said over this happens if you try to use it with dx12
Vulkan doesn't have anti cheat, so it should be safe
Hence why this mod is made for vulkan and not dx12
Pre-load is up on steam btw
This was around 0.2 when they introduced anti cheat for DX12
At first they reported ReShade as cheating
Now Reshade doesn't even hook at all
Ah ok 👌. Nice for us so
Yes Vulkan doesn't have anti cheat
Which is why I was able to make an addon
If you try loading reshade under DX12 it just doesn't hook at all
Yes i try it
Which is there way of stopping it without bans
Do we need to reinstall the original reshade64DLL once on another game, or does the custom version work for all games?
Vulkan doesn't use DXGI based hooking
It uses Vulkan layers which is why you need to replace the ReShade DLL in its global folder
This does mean every Vulkan game will be able to use the same custom dll
Ok nice because i use vulkan with rdr2 too .
will it need an update for 0.5 or should it just work?

Dunno
0.4 was the first time I got it working for Vulkan
I don't know if prev patches changed shaders or not
99% of the addon is just post process shaders so maybe it will still work
But maybe UI shaders might change and UI toggle gamma correction ect will break
@balmy quest servers aren't up yet, but mod seems to be broken at the login menu after downloading the patch. None of the brightness sliders are doing anything.
might be fine in game, but we'll have to see
surely servers will be fine

Well atleast the patch will be quick for me to do
But I am not home atm
no worries. It's not just the brightness sliders, it's every slider
gamma correction doesn't do anything either
where zip bomb @balmy quest
ong fr
Wonder if this league will finally break the launch player count or not, huge patch after all
what was the launch player count?
guess we'll see! From what I remember the server issues were mostly present the first day
I'm fully expecting shit to break this time as well
mageblood leaks look crazy
I am not even going to bother getting on till later tonight probably
and even then I will be sitting in a queue i bet lol
maybe main menu is enough to get stuff fixed
unless stuff is thoroughly fucked
I still haven't decided what to play
You see
With the rise of the cost of living
I am going to have to switch to a service model

14.99 per month
For each of my addons
understandable
Would
Mf says this yet he still hasn't fixed his Kofi

Holy shit
do it now
They just spam the same message
Over and over
What's your business
What do you sell
Brudda I already told you a trillion messages before
lets go!
queue is mooooving
apparently people get booted as soon as they create character lmao
not me tho let's go
hi guys. i did what is pinned but i think renodx isnt doing anything
"but double check the custom ReShade64.dll is being used otherwise the game will blow up" how do i double check?
install reshade as normal while selecting vulkan
and then replace the dll file located in "C:\ProgramData\ReShade" with the one provided
though the mod currently doesnt work on the newest patch
#1446163897231999079 message
u mean this dont work?
yes the mod needs an update
Until renodx is updated is it better to use rtx hdr than native?
yes, native is trash
or just use sdr, it's beautiful anyways
When will be the update? Is anyone working on it?
how ?
how?
can you share it please?
explain how to apply it please
yes please
@polar agate @sour ledge it's just using liliums HDR shaders to adjust the native HDR. Most important one being lilium's hdr black floor fix
Do i need to keep the hdr on in the game?
yep you adjust the native hdr
@balmy quest, will save us soon
❤️
don't rtx look better?
Not one hour goes by since league launch where I don't pray to our lord and saviour Forge. May the shaders be with him
RTX hdr is also affecting UI elements and i find it looks kinda bad with that in a game like this where theres alot of static ui elements
RTX HDR never looks better
i refuse to play without forge's mod, all the profit I lose due to the wait I'll bill him 
Agreed
RTX hdr looks substantially better then native in poe2, apart from UI.
Windows Auto HDR with Lilium gamma fix is better.
Heck SDR is better than RTX.
So is just black floor fix.
Anyone has "good" settings for black floor fix?
Haven't used it in a while - just tick emulate SDR iirc
Afaik you should set the slider to your paper white
If unsure, just leave at the default 80
Using native hdr, so paperwhite should be 203 or I misunderstand something?
Not sure how poe2 scales natively, but for me at 400 peak nits, the mids were at around 100
You can play around with lilium brightness adjustment shader and tonemapper to better set brightness
Perfect! Thanks for your time :)

does the mod no longer work in the racent patch?













